steps.js
An open source vanilla Javascript library for creating guided user flows
Steps.js allows you to guide the user on your website. It's light (5.16kb minified) and easy to use use. Also only
vanilla Javascript so no jQuery.
It has been tested using Browserstack for:
- Google Chrome (All versions)
- Mozilla Firefox (4+)
- Safari (5+)
- Opera (15+)
- Microsoft Edge (14+)
- Internet Explorer (9+)
Demo
This demo simulates a user flow where you want to guide the user from the product selection to the "Add to cart" action.
Getting Started
First, you need to download the latest version of steps.js (minified) and place it in your Javascript assets/libs folder (e.g: /assets/js/stepsjs-1.0.0.min.js).
Then include the steps.js library in your page by adding the following line to the <head> tag:
<script type="application/javascript" src="/assets/js/stepsjs-1.0.0.min.js"></script>
Be sure to replace the file name with the correct one if you are using a non-minified or an older version of steps.js.
Usage
1. Define the steps
The first part of the implementation is to define the user flow. In order to do that we define a variable containing an array filled with the different steps of the flow. Each step is an object containing the following attributes :
- elementId (string) ID of the element
- title (string) Title for the hint
- description (string) Description for the hint
- triggerNext (string|Array) Event(s) on the element that is going to trigger the next step (e.g: click, change, etc.)
Example:
var steps = [
{
elementId: 'step1',
title: 'Step 1',
description: 'You need to click on that div to go to the next step',
triggerNext: 'click'
},
{
elementId: 'step2',
title: 'Step 2',
description: 'You need to change this value to go to the next step',
triggerNext: ['change', 'keydown']
},
{
elementId: 'step3',
title: 'Step 3',
description: 'You need to click on this button to finish the flow',
triggerNext: ['click']
}
];
2. Run steps.js
There are different ways to run steps.js.
Default
The default run will automatically start the user flow using all default options of steps.js.
// Run with defaults
new StepsJs(steps);
Customize options
If you'd like to personalize your instance of steps.js, you can pass an object containing override properties for the available options. This will also automatically start the user flow.
// Run with customized options
new StepsJs(steps, options);
Control the flow
You can also decide to have more control on the user flow by storing your steps.js instance in a variable. It will allow you to use the class methods to go to the previous or next step. This will also automatically start the user flow.
// Run and store in a variable to control the process
var demo = new StepsJs(steps, options);
// Skip first step
demo.processStep('next');
3. Customize Options
steps.js allows you to customize various parameters of the StepsJs instance. They are all passed as properties of the options variable.
Here is a full example of a customized set of options:
var options = {
duration: 200,
styles: {
frame: {
customClass: 'custom-frame',
borderWidth: 3,
borderColor: '#ff0000'
},
hint: {
customClass: 'custom-hint',
borderWidth: 1,
borderColor: '#00ff00',
borderRadius: 5,
backgroundColor: '#dbffdb'
}
}
};
Here is the description of all the available options:
- duration: Animation duration for the transition between steps in ms (e.g: 1000)
-
styles
-
frame
- customClass: Custom css class name
- borderWidth: Frame border width in pixels (e.g: 2)
- borderColor: Frame border color hex code (e.g: #f6e78e)
-
hint
- customClass: Custom css class name
- borderWidth: Hint border width in pixels (e.g: 2)
- borderColor: Hint border color hex code (e.g: #f6e78e)
- borderRadius: Hint border radius in pixels (e.g: 2)
- backgroundColor: Hint background color hex code (e.g: #f6e78e)
-
frame
Changelog
2017-11-26 - PRODUCTION READY
-- Version 1.0.0 --
* Add babel to gulp script for backward compatibility
* Make hint title bold by default
* Clean repo and update docs
2017-11-23
-- Version 1.0.0-rc1 --
* Add support for all Javascript events
* Add support for multiple events triggering the next step
* Add support for custom classes in options
* Improve animation fluidity on window resize
2017-11-22
-- Version 1.0.0-beta2 --
* Add window resize handling
* Add window scroll handling
* Add mobile support for documentation
* Fix a bug caused by multiple listeners on the same elements when running a flow more than once
* Fix duration option behavior
* Remove interval option
2017-11-20
-- Version 1.0.0-beta --
* Create steps.js core
* Add support for click and change event step triggers
* Add frame animation between steps
* Add hint display for each step
* Add styling options
* Add documentation
* Add README
TODO
* Automated unit testing
* Add support for named steps and non-linear user flows
* Add support full html steps definition
* Add analytics support
* Add support for other languages
Contact the author
You can can contact me at<EMAIL_ADDRESS>for any questions,
suggestions, inquiries.
Support is available in english or french.
Also if you are using my project on a production website I'd very much like to hear about it :)


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9 Generalized linear Models (GLMs)
Already enrolled? Watch the full video: Practice Exams + Lessons
GLMs are a broad category of models. Ordinary Least Squares and Logistic Regression are both examples of GLMs.
9.0.1 Assumptions of OLS
We assume that the target is Gaussian with a mean equal to the linear predictor. This can be broken down into two parts:
A random component: The target variable \(Y|X\) is normally distributed with mean \(\mu = \mu(X) = E(Y|X)\)
A link between the target and the covariates (also known as the systemic component) \(\mu(X) = X\beta\)
This says that each observation follows a normal distribution that has a mean that is equal to the linear predictor. Another way of saying this is that “after we adjust for the data, the error is normally distributed and the variance is constant.” If \(I\) is an n-by-in identity matrix, and \(\sigma^2 I\) is the covariance matrix, then
\[ \mathbf{Y|X} \sim N( \mathbf{X \beta}, \mathbf{\sigma^2} I) \]
9.0.2 Assumptions of GLMs
GLMs are more general which eludes that they are more flexible. We relax these two assumptions by saying that the model is defined by
A random component: \(Y|X \sim \text{some exponential family distribution}\)
A link: between the random component and covariates:
\[g(\mu(X)) = X\beta\] where \(g\) is called the link function and \(\mu = E[Y|X]\).
Each observation follows some type of exponential distribution (Gamma, Inverse Gaussian, Poisson, Binomial, etc.), and that distribution has a mean which is related to the linear predictor through the link function. Additionally, there is a dispersion parameter, but that is more info is needed here. For an explanation, see Ch. 2.2 of CAS Monograph 5.
9.1 Advantages and disadvantages
There is usually at least one question on the PA exam which asks you to “list some of the advantages and disadvantages of using this particular model,” and so here is one such list. It is unlikely that the grader will take off points for including too many comments and so a good strategy is to include everything that comes to mind.
GLM Advantages
- Easy to interpret
- Can easily be deployed in spreadsheet format
- Handles different response/target distributions
- Is commonly used in insurance ratemaking
GLM Disadvantages
- Does not select features (without stepwise selection)
- Strict assumptions around distribution shape and randomness of error terms
- Predictor variables need to be uncorrelated
- Unable to detect non-linearity directly (although this can manually be addressed through feature engineering)
- Sensitive to outliers
- Low predictive power
9.2 GLMs for regression
For regression problems, we try to match the actual distribution to the distribution of the model being used in the GLM. These are the most likely distributions.
The choice of target distribution should be similar to the actual distribution of \(Y\). For instance, if \(Y\) is never less than zero, then using the Gaussian distribution is not ideal because this can allow for negative values. If the distribution is right-skewed, then the Gamma or Inverse Gaussian may be appropriate because they are also right-skewed.
Notice that the top three distributions are continuous but the bottom two are discrete.
There are five link functions for a continuous \(Y\), , although the choice of distribution family will typically rule out several of these immediately. The linear predictor (a.k.a., the systemic component) is \(z\) and the link function is how this connects to the expected value of the response.
\[z = X\beta = g(\mu)\]
If the target distribution must have a positive mean, such as in the Inverse Gaussian or Gamma, then the Identity or Inverse links are poor choices because they allow for negative values; the mean range is \((-\infty, \infty)\). The other link functions force the mean to be positive.
9.3 Interpretation of coefficients
The GLM’s interpretation depends on the choice of link function.
9.3.1 Identity link
This is the easiest to interpret. For each one-unit increase in \(X_j\), the expected value of the target, \(E[Y]\), increases by \(\beta_j\), assuming that all other variables are held constant.
9.3.2 Log link
This is the most popular choice when the results need to be easy to understand. Simply take the exponent of the coefficients and the model turns into a product of numbers being multiplied together.
\[ log(\hat{Y}) = X\beta \Rightarrow \hat{Y} = e^{X \beta} \]
For a single observation \(Y_i\), this is
\[ \text{exp}(\beta_0 + \beta_1 X_{i1} + \beta_2 X_{i2} + ... + \beta_p X_{ip}) = \\ e^{\beta_0} e^{\beta_1 X_{i1}}e^{\beta_2 X_{i2}} ... e^{\beta_p X_{ip}} = R_{i0} R_{i2} R_{i3} ... R_{ip} \]
\(R_{ik}\) is known as the relativity is known as the relativity of the kth variable. This terminology is from insurance ratemaking, where actuaries need to explain the impact of each variable to insurance regulators.
Another advantage to the log link is that the coefficients can be interpreted as having a percentage change on the target. Here is an example for a GLM with variables \(X_1\) and \(X_2\) and a log link function. This holds any continuous target distribution.
| Variable | \(\beta_j\) | \(e^{\beta_j} - 1\) | Interpretation |
|---|---|---|---|
| (intercept) | 0.100 | 0.105 | |
| \(X_1\) | 0.400 | 0.492 | 49% increase in \(E[Y]\) for each unit increase in \(X_1\)* |
| \(X_2\) | -0.500 | -0.393 | 39% decrease in \(E[Y]\) for each unit increase in \(X_2\)* |
If categorical predictors are used, then the interpretation is very similar. Say that there is one predictor, COLOR
, which takes on values of YELLOW
(reference level), RED
, and BLUE
.
| Variable | \(\beta_j\) | \(e^{\beta_j} - 1\) | Interpretation |
|---|---|---|---|
| (intercept) | 0.100 | 0.105 | |
| Color=RED | 0.400 | 0.492 | 49% increase in \(E[Y]\) for RED cars as opposed to YELLOW cars* |
| Color=BLUE | -0.500 | -0.393 | 39% decrease in \(E[Y]\) for BLUE cars rather than YELLOW cars* |
* Assuming all other variables are held constant.
Warning: Never take the log of Y with a GLM! This is a common mistake because we handled skewness for multiple linear regression models, but that was before we had the GLM in our toolbox. Do not move on until you understand the difference between these two models:
glm(y ~ x, family = gaussian(link = “log”), data = data)
glm(log(y) ~ x, family = gaussian(link = “identity”), data = data)
The first says that the target has a Gaussian distribution which has a mean equal to the log of the linear predictor. The second says that the target’s log has a Guassian distribution that is exactly equal to the linear predictor. You will remember from Exam P that when you apply a transform to a random variable, the distribution changes completely. Try running the above examples on real data and see if you can spot the differences in the results.
9.4 Other links
The other link functions are not straightforward to interpret using math. One solution is to use the model-demo-method. See the example at the end of this next chapter.


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See:
Description
| Interface Summary | |
|---|---|
| ExtendedContentHandler | |
| Matchable | Defines an interface for a map from an XML fragment to a field. |
| MatchableFactory | Defines an interface for a subtree field map. |
| Receiver | |
| ReceiverContext | |
| Selectable | Defines an interface for a map from an XML fragment to a field. |
| Testable | Defines an interface for a map from an XML fragment to a field. |
| XPathBooleanExpression | |
| XPathBooleanExpressionFactory | |
| XsltEvaluator | A XsltChooseReader implement an XMLReader interface |
| XsltEvaluatorFactory |
| Class Summary | |
|---|---|
| AbstractReceiver | |
| AbstractReceiverContext | |
| AbstractXmlReader | A AbstractXmlReader implement a SAX 2 XMLReader interface |
| ChainedContentHandler | |
| ChildReceiverContext | |
| ContentHandlerFilter | |
| DefaultMatchable | Implements an interface for a map from an XML fragment to a field. |
| DefaultMatchableFactory | Defines an interface for a subtree field map. |
| DefaultSaxErrorHandler | |
| DefaultTransformerErrorListener | |
| DomHelper | Contains static helper methods for querying a DOM object. |
| DomIterator | Contains static helper methods for iterating over a DOM object. |
| DomIterator.AttributeCommand | |
| DomIterator.ChildCommand | |
| DomQnameContext | |
| DomSubtreeReader | A DomSubtreeReader implement a SAX 2 XMLReader interface for supplying
DocumentFragment content as SAX events. |
| ElementValueBuilder | |
| EmptyXsltEvaluator | A XsltEvaluator implement an XsltEvaluator interface |
| FragmentContentHandler | |
| MatchableImpl | Implements an interface for a map from an XML fragment to a field. |
| NullContentHandler | |
| NullXmlReader | A DomSubtreeReader implement a SAX 2 XMLReader interface for supplying
DocumentFragment content as SAX events. |
| ParameterParser | A ParameterParser parses a string for parameters |
| PrefixMappingXmlFilter | A PrefixMappingXmlFilter extends a SAX 2 XMLFilterImpl |
| ReceiverContentHandler | |
| RepeatingGroupMatchable | Implements an interface for a map from an XML fragment to a field. |
| RootReceiverContext | |
| SelectableImpl | Defines an interface for a map from an XML fragment to a field. |
| SimpleXPathBooleanExpressionFactory | |
| SourceXmlReader | |
| TerminalXmlFilter | 01/04/03 |
| UriResolverFactory | A UriResoverFactory defines an interface for a
factory for creating a URIResolver object. |
| XmlRecordTransformReader | A XmlRecordTransformReader implement a SAX 2 XMLReader interface |
| XmlSubtreeReader | A XmlSubtreeReader implement a XMLFilter interface |
| XPathBooleanExpression.AlwaysFalse | |
| XPathBooleanExpression.AlwaysTrue | |
| XPathBooleanExpressionFactoryImpl | |
| XPathBooleanExpressionImpl | |
| XPathExpression | |
| XPathExpressionFactory | |
| XsltChooser | |
| XsltChooseReader | A XsltChooseReader implement an XMLReader interface |
| XsltChooseReceiver | |
| XsltChooserFactory | The XsltChooserFactory is a factory for
creating an XSLT templates for evaluating tests. |
| XsltEvaluatorFactoryImpl | |
| XsltEvaluatorImpl | A XsltEvaluator implement an XsltEvaluator interface |
Provides helper classes for using the org.w3c DOM classes.
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0.1.0
Mixin to create Adaptive Web Component classes.
Extends superclass
Defines the attributes that are observed, i.e. for which attributes the #attributeChangedCallback will be called.
Registers a variant for this component.
Sets an already registered variant as the default variant for this component.
Class
:
The subclass of
AdaptiveVariant
set as default variant.
The current AdaptiveVariant instance for this component.
AdaptiveVariant
:
the current variant's instance.
Indicates if this component is managing its decentants or behaves transparent in terms of PROFILE_REQUEST_EVENTs from the decentants in its shadow DOM.
Boolean
:
true
if the component is managing,
false
if not.
Sets this component to managing mode or transparent mode (default). In managing mode, it manages the adaptation behavior of the decentants in its shadow DOM. In transparent mode, it does not influence the bubbling of PROFILE_REQUEST_EVENTs comming from its shadow DOM.
Indicates if this components adaptation is managed by another component. If in managed mode, this component does not itself listen to PROFILE_CHANGED_EVENTs. Instead, the managing component will call AdaptiveComponent#prepareAdaptation and AdaptiveComponent#performAdaptation directly.
Boolean
:
true
if the component is managed,
false
if not.
Called when the instance of the component has been connected to, i.e. inserted into a document.
Called when the instance of the component has been disconnected from, i.e. removed from a document.
Called when an attribute was added, removed or modified at the instance of the component.
(String)
The name of the changed attribute.
(Any)
The old value of the attribute.
(Any)
The new value of the attribute.
Removes a component from the list of managed components. Typically because it has been removed from the shadow DOM of this component and should therefore no further be managed.
(AdaptiveComponent)
The component to be removed.
Prefix for all attributes related to the adaptive web components framework.
Type: string
A variant of an Adaptive Web Component.
DocumentFragment
:
Node
:
The node that contains the variant's DOM contents, e.g. the shadow root.
Sets the node that contains the variant's DOM contents.
(Node)
The node that contains the variant's DOM contents, e.g. the shadow root.
Called after the variant has been connected to the component's content root.
Called after the variant's contents have been removed from the component's content root.
A ContextQuery
object represents a context query expression, and handles sending notifications to
listeners when the context query state changes (i.e. when it starts or stops matching the current context).
It mainly replicates the interface of
MediaQueryList.
(String
= ""
)
The query expression this
ContextQuery
represents, defaults to empty string
and therefore a query that matches any context (always
true
).
(EventTarget
= window
)
Specifies the node this
ContextQuery
will dispatch the
PROFILE_REQUEST_EVENT
to, defaults to
window
.
Checks if this ContextQuery
matches the current context as known by the node it is attached to.
Boolean
:
true
if this query matches the current context,
false
if not.
Sets a function as event handler for the change
event, i.e. when the status of the query changes.
(Function)
The function to be called on change with the event object as parameter or
null
to remove the current handler.
The function as event handler for the change
event, i.e. when the status of the query changes.
Function
:
The function currently set as
change
event handler or
null
if no
current handler is set.
Add the specified function to the list of listeners to be called when an event of the specified type occurs. This is basically an optionless version of EventTarget.addEventListener.
Remove the specified function from the list of listeners to be called for the specified event type. This is basically an optionless version of EventTarget.removeEventListener.
The context-style
custom element polyfills CSS @context
rules.
Extends HTMLElement
A ProfileStore implementation based on HTML5 Local Storage.
Extends ProfileStore
(EventTarget
= window
)
Specifies the node this ProfileStore is attached to and dispatches its events to.
The storage key used for storing the profile.
Type: string
Simple volatile in-memory profile store. Mainly serves as a base class for implementations that represent different sources, storage locations or fetch methods for user interface profiles.
(Boolean
= false
)
Specifies if the store supports to change the stored profile.
(EventTarget
= window
)
Specifies the node this ProfileStore is attached to and dispatches its events to.
The current user interface profile.
Promise
:
A promise to the current user interface profile.
Indicates if changes of the profile are supported.
Boolean
:
true
if profile store supports to change the profile,
false
if not.
Allows to request a value change of profile properties. It returns the effective changes.
Promise
:
A promise to the effective changes.
Creates and dispatches a profile changed event containing information on changed values of profile properties.
(ProfileDiff)
A data structure describing the last changes to the profile properties. Expected to
be structured like
{ propertyName: { from: oldValue, to: newValue }, ... }
.
The type of the CustomEvent that is triggered when a profile has been changed.
Type: string
An object representing the value change of a profile property.
Type: Object
(Any?)
: the old value or
null
(Any?)
: the new value or
null
A structured object describing the changes that occurred or have been made to a profile.
Each changed profile property is represented by its property name. The value of this property
is an object with a from
property representing the old value and a to
property representing the new current value. If from
is null
,
the property has just been added. Accordingly, if to
is null
,
the property has been removed from the profile.
Type: Object<String, ProfileChange>
{
changed: {from: 1, to: 5},
new: {from: null, to: 'foo'},
removed: {from: true, to: null}
}
The type of CustomEvents that represent a request to provide the current profile.
Type: string


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FOR THE EVANGELISATION OF PEOPLES
This
Mass may be celebrated whenever there are special celebrations for the
missions, even on Sundays of Ordinary Time, but not on a Sunday of Advent, Lent
or the Easter season or on a solemnity.
ENTRANCE ANTIPHON
O God, be gracious and bless us, and let your face shed its light upon us, and have mercy. So will your ways be known upon earth and all nations learn your salvation.
COLLECT
O God, whose will it is that all should be saved and come to the knowledge of the truth, look upon your abundant harvest and be pleased to send workers to gather it, that the Gospel may be preached to all creation and that your people, gathered by the word of life and sustained by the power of the Sacraments, may advance in the path of salvation and love. Through our Lord Jesus Christ, your Son, who lives and reigns with you in the unity of the Holy Spirit, one God, for ever and ever.
PRAYER OVER THE OFFERINGS
Look, O Lord, upon the face of your Christ, who handed himself over as a ransom for all, so that through him, from the rising of the sun to its setting, your name may be exalted among the nations and in every place a single offering may be presented to your majesty. Through Christ our Lord.
COMMUNION ANTIPHON
Teach all nations to keep whatever I have commanded you, says the Lord. And behold, I am with you always, even to the end of the age.
PRAYER AFTER COMMUNION
Nourished by
these redeeming gifts, we pray, O Lord, that through this help to eternal
salvation true faith may ever increase. Through Christ our Lord.


Before Change
futures.append(executor.submit(self._exec_all_actions, batch, True))
// wait until all batches have been processed
_ = [future.result() for future in futures]
else:
self._run_seq(batch_generator)
return self
After Change
self.prefetch_queue = q.Queue(maxsize=prefetch)
service_executor = cf.ThreadPoolExecutor(max_workers=2)
service_executor.submit(self._put_batches_into_queue, batch_generator)
future = service_executor.submit(self._run_batches_from_queue)
// wait until all batches have been processed
_ = future.result()
else:
self.prefetch_queue = None


{%extends "accounts/base.html"%} {% load bootstrap4 %} {% block content %}
Password or Username is incorrect


FlaneurFormElementType
public enum FlaneurFormElementType
An enumeration of the types supported by FlaneurFormView
.
-
The type of text field elements (ie 1-line).
Declaration
Swift
case textField
-
The type of text area elements (ie multi-line).
Declaration
Swift
case textArea
-
The type of image picker elements.
Declaration
Swift
case imagePicker(delegate: FlaneurFormImagePickerElementCollectionViewCellDelegate)
-
The type of the main select element of a form.
Declaration
Swift
case select(delegate: FlaneurFormSelectElementCollectionViewCellDelegate)
-
The type of the seconday select element of a form. (duplicated for bad design reasons and reusability of form components, cf.
FlaneurFormView
documentation for more information about why the design is bad).Declaration
Swift
case selectBis(delegate: FlaneurFormSelectElementCollectionViewCellDelegate)
-
The type of a deletion element.
Declaration
Swift
case delete(delegate: FlaneurFormDeleteElementCollectionViewCellDelegate)
-
The type of a button element.
Declaration
Swift
case button
-
Declaration
Swift
public static func == (lhs: FlaneurFormElementType, rhs: FlaneurFormElementType) -> Bool


Monday Tuesday Wednesday Thursday Friday Saturday Sunday
Before 2pm Between 2pm & 5pm Between 5pm & 8pm After 8pm
Dine In Take Out Online Order
Based on your experience please rate your Overall Satisfation with this visit Highly Satisfied Satisfied Neither Satisfied nor Dissatisfied Dissatisfied Highly Dissatisfied Based on this visit what is the lookihood that you will Return to the Ten Asian Food Hall I will definitely return to Ten Asian Food Hall I probably will return to Ten Asian Food Hall I might or might not return to Ten Asina Food Hall I probabaly will not return to Ten Asian Food Hall I will definitely not to return to Ten Asian Food Hall Based on this visit what is the lookihood that you will Recommend your friend to the Ten Asian Food Hall I will definitely recommend Ten Asian Food Hall I probably will recommend Ten Asian Food Hall I might or might not recommend Ten Asina Food Hall I probabaly will not recommend Ten Asian Food Hall I will definitely not to recommend Ten Asian Food Hall


8. Making the pyboard act as a USB mouse¶
The pyboard is a USB device, and can configured to act as a mouse instead of the default USB flash drive.
To do this we must first edit the boot.py
file to change the USB
configuration. If you have not yet touched your boot.py
file then it
will look something like this:
# boot.py -- run on boot-up
# can run arbitrary Python, but best to keep it minimal
import pyb
#pyb.main('main.py') # main script to run after this one
#pyb.usb_mode('VCP+MSC') # act as a serial and a storage device
#pyb.usb_mode('VCP+HID') # act as a serial device and a mouse
To enable the mouse mode, uncomment the last line of the file, to make it look like:
pyb.usb_mode('VCP+HID') # act as a serial device and a mouse
If you already changed your boot.py
file, then the minimum code it
needs to work is:
import pyb
pyb.usb_mode('VCP+HID')
This tells the pyboard to configure itself as a VCP (Virtual COM Port, ie serial port) and HID (human interface device, in our case a mouse) USB device when it boots up.
Eject/unmount the pyboard drive and reset it using the RST switch. Your PC should now detect the pyboard as a mouse!
8.1. Sending mouse events by hand¶
To get the py-mouse to do anything we need to send mouse events to the PC.
We will first do this manually using the REPL prompt. Connect to your
pyboard using your serial program and type the following (no need to type
the #
and text following it):
>>> hid = pyb.USB_HID()
>>> hid.send((0, 100, 0, 0)) # (button status, x-direction, y-direction, scroll)
Your mouse should move 100 pixels to the right! In the command above you are sending 4 pieces of information: button status, x-direction, y-direction, and scroll. The number 100 is telling the PC that the mouse moved 100 pixels in the x direction.
Let’s make the mouse oscillate left and right:
>>> import math
>>> def osc(n, d):
... for i in range(n):
... hid.send((0, int(20 * math.sin(i / 10)), 0, 0))
... pyb.delay(d)
...
>>> osc(100, 50)
The first argument to the function osc
is the number of mouse events to send,
and the second argument is the delay (in milliseconds) between events. Try
playing around with different numbers.
Exercise: make the mouse go around in a circle.
8.2. Making a mouse with the accelerometer¶
Now lets make the mouse move based on the angle of the pyboard, using the
accelerometer. The following code can be typed directly at the REPL prompt,
or put in the main.py
file. Here, we’ll put in in main.py
because to do
that we will learn how to go into safe mode.
At the moment the pyboard is acting as a serial USB device and an HID (a mouse).
So you cannot access the filesystem to edit your main.py
file.
You also can’t edit your boot.py
to get out of HID-mode and back to normal
mode with a USB drive…
To get around this we need to go into safe mode. This was described in the [safe mode tutorial](tut-reset), but we repeat the instructions here:
Hold down the USR switch.
While still holding down USR, press and release the RST switch.
The LEDs will then cycle green to orange to green+orange and back again.
Keep holding down USR until only the orange LED is lit, and then let go of the USR switch.
The orange LED should flash quickly 4 times, and then turn off.
You are now in safe mode.
In safe mode, the boot.py
and main.py
files are not executed, and so
the pyboard boots up with default settings. This means you now have access
to the filesystem (the USB drive should appear), and you can edit main.py
.
(Leave boot.py
as-is, because we still want to go back to HID-mode after
we finish editing main.py
.)
In main.py
put the following code:
import pyb
switch = pyb.Switch()
accel = pyb.Accel()
hid = pyb.USB_HID()
while not switch():
hid.send((0, accel.x(), accel.y(), 0))
pyb.delay(20)
Save your file, eject/unmount your pyboard drive, and reset it using the RST switch. It should now act as a mouse, and the angle of the board will move the mouse around. Try it out, and see if you can make the mouse stand still!
Press the USR switch to stop the mouse motion.
You’ll note that the y-axis is inverted. That’s easy to fix: just put a
minus sign in front of the y-coordinate in the hid.send()
line above.
8.3.  You probably want to change it back to normal. To do this you need
to first enter safe mode (see above), and then edit the boot.py
file.
 It is now back to normal operating mode.


Roulette wheel
Current bet
Earlier bet
Random bet
Bet :
Number from 1 to 36:
Even number :
even
uneven
Color :
red
black
Interval :
(first from 1 to 18, secound from 19 to 36)
first
secound
Your money :
100 pln
Click to start


SP_fopen()
#include <sicstus/sicstus.h> spio_t_error_code SP_fopen( char const *pathname, void *reserved, spio_t_bits options, SP_stream **pstream);
Opens a file and creates a SICStus stream reading and/or writing to it.
SP_expand_file_name()
unless the option
SP_FOPEN_OPTION_NOEXPAND
is specified, in which case the
path must already have been expanded by SP_expand_file_name()
.
NULL
.
SP_FOPEN_OPTION_READ
SP_FOPEN_OPTION_WRITE
SP_FOPEN_OPTION_APPEND
SP_FOPEN_OPTION_BINARY
SP_FOPEN_OPTION_TEXT
SP_FOPEN_OPTION_AUTOFLUSH
flush_output/1
. In essence this ensures that the stream behaves
as if it were unbuffered.
SP_FOPEN_OPTION_INTERACTIVE
SP_FOPEN_OPTION_NOEXPAND
pathname
has already been expanded with
SP_expand_file_name()
or something similar. This implies that
pathname
is an absolute path. If this option is not
specified, pathname
is expanded with
SP_expand_file_name()
before use.
*pstream
will be set to the created
stream.
On success, *pstream
will be set to the created stream and
SPIO_S_NOERR
or some other success code returned.
On failure, some SPIO failure code will be returned. Error codes with
special meaning for SP_fopen()
:
SPIO_E_FILE_NOT_FOUND
SPIO_E_FILE_ACCESS
SPIO_E_OPEN_ERROR
Other error codes may also be returned.


|
|
| ActionImp (ProtoInterface &proto) |
| |
|
GameStateProtocol::RequestAction * | GetRequestAction () |
| |
| void | UnitCommand (uint64_t unit_tag, uint32_t ability) override |
| |
| void | UnitCommand (const Unit &unit, uint32_t ability) override |
| |
| void | UnitCommand (uint64_t unit_tag, uint32_t ability, const Point2D &point) override |
| |
| void | UnitCommand (const Unit &unit, uint32_t ability, const Point2D &point) override |
| |
| void | UnitCommand (uint64_t unit_tag, uint32_t ability, uint64_t target_tag) override |
| |
| void | UnitCommand (const Unit &unit, uint32_t ability, uint64_t target_tag) override |
| |
| void | SendUnitCommands () override |
| |
| void | UnitCommand (uint64_t unit_tag, ABILITY_TYPE ability) |
| |
| void | UnitCommand (const Unit &unit, ABILITY_TYPE ability) |
| |
| void | UnitCommand (uint64_t unit_tag, ABILITY_TYPE ability, const Point2D &point) |
| |
| void | UnitCommand (const Unit &unit, ABILITY_TYPE ability, const Point2D &point) |
| |
| void | UnitCommand (uint64_t unit_tag, ABILITY_TYPE ability, uint64_t target_tag) |
| |
| void | UnitCommand (const Unit &unit, ABILITY_TYPE ability, uint64_t target_tag) |
| |
◆ SendUnitCommands()
| void sc2::ActionImp::SendUnitCommands |
( |
| ) |
|
|
overridevirtual |
This function sends out all batched unit commands. You DO NOT need to call this function in non real time simulations since it is automatically called when stepping the simulation forward. You only need to call this function in a real time simulation. For example, if you wanted to move 20 marines to some position on the map you'd want to batch all of those unit commands and send them at once.
Implements sc2::ActionInterface.
◆ UnitCommand() [1/6]
| void sc2::ActionImp::UnitCommand |
( |
uint64_t |
unit_tag, |
|
|
uint32_t |
ability |
|
) |
| |
|
overridevirtual |
Batches a UnitCommand that will be dispatched when SendUnitCommands() is called. UnitCommand has many overloaded functions, you can call it with most combinations of Unit types (the Unit object or tag), ability types (the enum or uint32_t) and targets (a 2D position or tag).
- Parameters
-
| unit_tag | The unique id that represents the unit. |
| ability | The unique id that represents the ability, see ABILITY_TYPE for ids. |
- See also
- ABILITY_TYPE Unit Point2D SendUnitCommands()
Implements sc2::ActionInterface.
◆ UnitCommand() [2/6]
| void sc2::ActionImp::UnitCommand |
( |
const Unit & |
unit, |
|
|
uint32_t |
ability |
|
) |
| |
|
overridevirtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Implements sc2::ActionInterface.
◆ UnitCommand() [3/6]
| void sc2::ActionImp::UnitCommand |
( |
uint64_t |
unit_tag, |
|
|
uint32_t |
ability, |
|
|
const Point2D & |
point |
|
) |
| |
|
overridevirtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Implements sc2::ActionInterface.
◆ UnitCommand() [4/6]
| void sc2::ActionImp::UnitCommand |
( |
const Unit & |
unit, |
|
|
uint32_t |
ability, |
|
|
const Point2D & |
point |
|
) |
| |
|
overridevirtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Implements sc2::ActionInterface.
◆ UnitCommand() [5/6]
| void sc2::ActionImp::UnitCommand |
( |
uint64_t |
unit_tag, |
|
|
uint32_t |
ability, |
|
|
uint64_t |
target_tag |
|
) |
| |
|
overridevirtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Implements sc2::ActionInterface.
◆ UnitCommand() [6/6]
| void sc2::ActionImp::UnitCommand |
( |
const Unit & |
unit, |
|
|
uint32_t |
ability, |
|
|
uint64_t |
target_tag |
|
) |
| |
|
overridevirtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Implements sc2::ActionInterface.
The documentation for this class was generated from the following file:


This article is part of a series of articles about three.js. The first article is three.js fundamentals. If you haven't read that yet you might want to consider starting there.
Three.js's core is arguably its scene graph. A scene graph in a 3D engine is a hierarchy of nodes in a graph where each node represents a local space.
That's kind of abstract so let's try to give some examples.
One example might be solar system, sun, earth, moon.
The Earth orbits the Sun. The Moon orbits the Earth. The Moon moves in a circle around the Earth. From the Moon's point of view it's rotating in the "local space" of the Earth. Even though its motion relative to the Sun is some crazy spirograph like curve from the Moon's point of view it just has to concern itself with rotating around the Earth's local space.
To think of it another way, you living on the Earth do not have to think about the Earth's rotation on its axis nor its rotation around the Sun. You just walk or drive or swim or run as though the Earth is not moving or rotating at all. You walk, drive, swim, run, and live in the Earth's "local space" even though relative to the sun you are spinning around the earth at around 1000 miles per hour and around the sun at around 67,000 miles per hour. Your position in the solar system is similar to that of the moon above but you don't have to concern yourself. You just worry about your position relative to the earth in its "local space".
Let's take it one step at a time. Imagine we want to make a diagram of the sun, earth, and moon. We'll start with the sun by just making a sphere and putting it at the origin. Note: We're using sun, earth, moon as a demonstration of how to use a scene graph. Of course the real sun, earth, and moon use physics but for our purposes we'll fake it with a scene graph.
// an array of objects whose rotation to update const objects = []; // use just one sphere for everything const radius = 1; const widthSegments = 6; const heightSegments = 6; const sphereGeometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments); const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00}); const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial); sunMesh.scale.set(5, 5, 5); // make the sun large scene.add(sunMesh); objects.push(sunMesh);
We're using a really low-polygon sphere. Only 6 subdivisions around its equator. This is so it's easy to see the rotation.
We're going to reuse the same sphere for everything so we'll set a scale for the sun mesh of 5x.
We also set the phong material's emissive
property to yellow. A phong material's
emissive property is basically the color that will be drawn with no light hitting
the surface. Light is added to that color.
Let's also put a single point light in the center of the scene. We'll go into more details about point lights later but for now the simple version is a point light represents light that emanates from a single point.
{ const color = 0xFFFFFF; const intensity = 3; const light = new THREE.PointLight(color, intensity); scene.add(light); }
To make it easy to see we're going to put the camera directly above the origin
looking down. The easiest way to do that is to use the lookAt
function. The lookAt
function will orient the camera from its position to "look at" the position
we pass to lookAt
. Before we do that though we need to tell the camera
which way the top of the camera is facing or rather which way is "up" for the
camera. For most situations positive Y being up is good enough but since
we are looking straight down we need to tell the camera that positive Z is up.
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.set(0, 50, 0); camera.up.set(0, 0, 1); camera.lookAt(0, 0, 0);
In the render loop, adapted from previous examples, we're rotating all
objects in our objects
array with this code.
objects.forEach((obj) => { obj.rotation.y = time; });
Since we added the sunMesh
to the objects
array it will rotate.
Now let's add in the earth.
const earthMaterial = new THREE.MeshPhongMaterial({color: 0x2233FF, emissive: 0x112244}); const earthMesh = new THREE.Mesh(sphereGeometry, earthMaterial); earthMesh.position.x = 10; scene.add(earthMesh); objects.push(earthMesh);
We make a material that is blue but we gave it a small amount of emissive blue so that it will show up against our black background.
We use the same sphereGeometry
with our new blue earthMaterial
to make
an earthMesh
. We position that 10 units to the left of the sun
and add it to the scene. Since we added it to our objects
array it will
rotate too.
You can see both the sun and the earth are rotating but the earth is not going around the sun. Let's make the earth a child of the sun
-scene.add(earthMesh); +sunMesh.add(earthMesh);
and...
What happened? Why is the earth the same size as the sun and why is it so far away? I actually had to move the camera from 50 units above to 150 units above to see the earth.
We made the earthMesh
a child of the sunMesh
. The sunMesh
has
its scale set to 5x with sunMesh.scale.set(5, 5, 5)
. That means the
sunMesh
s local space is 5 times as big. Anything put in that space
will be multiplied by 5. That means the earth is now 5x larger and
its distance from the sun (earthMesh.position.x = 10
) is also
5x as well.
Our scene graph currently looks like this
To fix it let's add an empty scene graph node. We'll parent both the sun and the earth to that node.
+const solarSystem = new THREE.Object3D(); +scene.add(solarSystem); +objects.push(solarSystem); const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00}); const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial); sunMesh.scale.set(5, 5, 5); -scene.add(sunMesh); +solarSystem.add(sunMesh); objects.push(sunMesh); const earthMaterial = new THREE.MeshPhongMaterial({color: 0x2233FF, emissive: 0x112244}); const earthMesh = new THREE.Mesh(sphereGeometry, earthMaterial); earthMesh.position.x = 10; -sunMesh.add(earthMesh); +solarSystem.add(earthMesh); objects.push(earthMesh);
Here we made an Object3D
. Like a Mesh
it is also a node in the scene graph
but unlike a Mesh
it has no material or geometry. It just represents a local space.
Our new scene graph looks like this
Both the sunMesh
and the earthMesh
are children of the solarSystem
. All 3
are being rotated and now because the earthMesh
is not a child of the sunMesh
it is no longer scaled by 5x.
Much better. The earth is smaller than the sun and it's rotating around the sun and rotating itself.
Continuing that same pattern let's add a moon.
+const earthOrbit = new THREE.Object3D(); +earthOrbit.position.x = 10; +solarSystem.add(earthOrbit); +objects.push(earthOrbit); const earthMaterial = new THREE.MeshPhongMaterial({color: 0x2233FF, emissive: 0x112244}); const earthMesh = new THREE.Mesh(sphereGeometry, earthMaterial); -earthMesh.position.x = 10; // note that this offset is already set in its parent's THREE.Object3D object "earthOrbit" -solarSystem.add(earthMesh); +earthOrbit.add(earthMesh); objects.push(earthMesh); +const moonOrbit = new THREE.Object3D(); +moonOrbit.position.x = 2; +earthOrbit.add(moonOrbit); +const moonMaterial = new THREE.MeshPhongMaterial({color: 0x888888, emissive: 0x222222}); +const moonMesh = new THREE.Mesh(sphereGeometry, moonMaterial); +moonMesh.scale.set(.5, .5, .5); +moonOrbit.add(moonMesh); +objects.push(moonMesh);
Again we added more invisible scene graph nodes. The first, an Object3D
called earthOrbit
and added both the earthMesh
and the moonOrbit
to it, also new. We then added the moonMesh
to the moonOrbit
. The new scene graph looks like this.
and here's that
You can see the moon follows the spirograph pattern shown at the top of this article but we didn't have to manually compute it. We just setup our scene graph to do it for us.
It is often useful to draw something to visualize the nodes in the scene graph. Three.js has some helpful ummmm, helpers to ummm, ... help with this.
One is called an AxesHelper
. It draws 3 lines representing the local
X,
Y, and
Z axes. Let's add one to every node we
created.
// add an AxesHelper to each node objects.forEach((node) => { const axes = new THREE.AxesHelper(); axes.material.depthTest = false; axes.renderOrder = 1; node.add(axes); });
On our case we want the axes to appear even though they are inside the spheres.
To do this we set their material's depthTest
to false which means they will
not check to see if they are drawing behind something else. We also
set their renderOrder
to 1 (the default is 0) so that they get drawn after
all the spheres.
We can see the x (red) and z (blue) axes. Since we are looking straight down and each of our objects is only rotating around its y axis we don't see much of the y (green) axes.
It might be hard to see some of them as there are 2 pairs of overlapping axes. Both the sunMesh
and the solarSystem
are at the same position. Similarly the earthMesh
and
earthOrbit
are at the same position. Let's add some simple controls to allow us
to turn them on/off for each node.
While we're at it let's also add another helper called the GridHelper
. It
makes a 2D grid on the X,Z plane. By default the grid is 10x10 units.
We're also going to use lil-gui which is a UI library that is very popular with three.js projects. lil-gui takes an object and a property name on that object and based on the type of the property automatically makes a UI to manipulate that property.
We want to make both a GridHelper
and an AxesHelper
for each node. We need
a label for each node so we'll get rid of the old loop and switch to calling
some function to add the helpers for each node
-// add an AxesHelper to each node -objects.forEach((node) => { - const axes = new THREE.AxesHelper(); - axes.material.depthTest = false; - axes.renderOrder = 1; - node.add(axes); -}); +function makeAxisGrid(node, label, units) { + const helper = new AxisGridHelper(node, units); + gui.add(helper, 'visible').name(label); +} + +makeAxisGrid(solarSystem, 'solarSystem', 25); +makeAxisGrid(sunMesh, 'sunMesh'); +makeAxisGrid(earthOrbit, 'earthOrbit'); +makeAxisGrid(earthMesh, 'earthMesh'); +makeAxisGrid(moonOrbit, 'moonOrbit'); +makeAxisGrid(moonMesh, 'moonMesh');
makeAxisGrid
makes an AxisGridHelper
which is a class we'll create
to make lil-gui happy. Like it says above lil-gui
will automagically make a UI that manipulates the named property
of some object. It will create a different UI depending on the type
of property. We want it to create a checkbox so we need to specify
a bool
property. But, we want both the axes and the grid
to appear/disappear based on a single property so we'll make a class
that has a getter and setter for a property. That way we can let lil-gui
think it's manipulating a single property but internally we can set
the visible property of both the AxesHelper
and GridHelper
for a node.
// Turns both axes and grid visible on/off // lil-gui requires a property that returns a bool // to decide to make a checkbox so we make a setter // and getter for `visible` which we can tell lil-gui // to look at. class AxisGridHelper { constructor(node, units = 10) { const axes = new THREE.AxesHelper(); axes.material.depthTest = false; axes.renderOrder = 2; // after the grid node.add(axes); const grid = new THREE.GridHelper(units, units); grid.material.depthTest = false; grid.renderOrder = 1; node.add(grid); this.grid = grid; this.axes = axes; this.visible = false; } get visible() { return this._visible; } set visible(v) { this._visible = v; this.grid.visible = v; this.axes.visible = v; } }
One thing to notice is we set the renderOrder
of the AxesHelper
to 2 and for the GridHelper
to 1 so that the axes get drawn after the grid.
Otherwise the grid might overwrite the axes.
Turn on the solarSystem
and you'll see how the earth is exactly 10
units out from the center just like we set above. You can see how the
earth is in the local space of the solarSystem
. Similarly if you
turn on the earthOrbit
you'll see how the moon is exactly 2 units
from the center of the local space of the earthOrbit
.
A few more examples of scene graphs. An automobile in a simple game world might have a scene graph like this
If you move the car's body all the wheels will move with it. If you wanted the body to bounce separate from the wheels you might parent the body and the wheels to a "frame" node that represents the car's frame.
Another example is a human in a game world.
You can see the scene graph gets pretty complex for a human. In fact that scene graph above is simplified. For example you might extend it to cover every finger (at least another 28 nodes) and every toe (yet another 28 nodes) plus ones for the face and jaw, the eyes and maybe more.
Let's make one semi-complex scene graph. We'll make a tank. The tank will have 6 wheels and a turret. The tank will follow a path. There will be a sphere that moves around and the tank will target the sphere.
Here's the scene graph. The meshes are colored in green, the Object3D
s in blue,
the lights in gold, and the cameras in purple. One camera has not been added
to the scene graph.
Look in the code to see the setup of all of these nodes.
For the target, the thing the tank is aiming at, there is a targetOrbit
(Object3D
) which just rotates similar to the earthOrbit
above. A
targetElevation
(Object3D
) which is a child of the targetOrbit
provides an
offset from the targetOrbit
and a base elevation. Childed to that is another
Object3D
called targetBob
which just bobs up and down relative to the
targetElevation
. Finally there's the targetMesh
which is just a cube we
rotate and change its colors
// move target targetOrbit.rotation.y = time * .27; targetBob.position.y = Math.sin(time * 2) * 4; targetMesh.rotation.x = time * 7; targetMesh.rotation.y = time * 13; targetMaterial.emissive.setHSL(time * 10 % 1, 1, .25); targetMaterial.color.setHSL(time * 10 % 1, 1, .25);
For the tank there's an Object3D
called tank
which is used to move everything
below it around. The code uses a SplineCurve
which it can ask for positions
along that curve. 0.0 is the start of the curve. 1.0 is the end of the curve. It
asks for the current position where it puts the tank. It then asks for a
position slightly further down the curve and uses that to point the tank in that
direction using Object3D.lookAt
.
const tankPosition = new THREE.Vector2(); const tankTarget = new THREE.Vector2(); ... // move tank const tankTime = time * .05; curve.getPointAt(tankTime % 1, tankPosition); curve.getPointAt((tankTime + 0.01) % 1, tankTarget); tank.position.set(tankPosition.x, 0, tankPosition.y); tank.lookAt(tankTarget.x, 0, tankTarget.y);
The turret on top of the tank is moved automatically by being a child
of the tank. To point it at the target we just ask for the target's world position
and then again use Object3D.lookAt
const targetPosition = new THREE.Vector3(); ... // face turret at target targetMesh.getWorldPosition(targetPosition); turretPivot.lookAt(targetPosition);
There's a turretCamera
which is a child of the turretMesh
so
it will move up and down and rotate with the turret. We make that
aim at the target.
// make the turretCamera look at target turretCamera.lookAt(targetPosition);
There is also a targetCameraPivot
which is a child of targetBob
so it floats
around with the target. We aim that back at the tank. Its purpose is to allow the
targetCamera
to be offset from the target itself. If we instead made the camera
a child of targetBob
and just aimed the camera itself it would be inside the
target.
// make the targetCameraPivot look at the tank tank.getWorldPosition(targetPosition); targetCameraPivot.lookAt(targetPosition);
Finally we rotate all the wheels
wheelMeshes.forEach((obj) => { obj.rotation.x = time * 3; });
For the cameras we setup an array of all 4 cameras at init time with descriptions.
const cameras = [ { cam: camera, desc: 'detached camera', }, { cam: turretCamera, desc: 'on turret looking at target', }, { cam: targetCamera, desc: 'near target looking at tank', }, { cam: tankCamera, desc: 'above back of tank', }, ]; const infoElem = document.querySelector('#info');
and cycle through our cameras at render time.
const camera = cameras[time * .25 % cameras.length | 0]; infoElem.textContent = camera.desc;
I hope this gives some idea of how scene graphs work and how you might use them.
Making Object3D
nodes and parenting things to them is an important step to using
a 3D engine like three.js well. Often it might seem like some complex math is necessary
to make something move and rotate the way you want. For example without a scene graph
computing the motion of the moon or where to put the wheels of the car relative to its
body would be very complicated but using a scene graph it becomes much easier.


Corinne Redford
Democrat
Freelance artist I currently draw the comic strip "What'd I Miss?" for The Colorado Sun Aside from that, for the last ten years I have primarily been a stay-at-home parent and freelance artist.
I graduated from Golden Senior High School in 1989. I attended Metropolitan State College of Denver for 1 year. I attended The Art Institute of Colorado for 2 years. I have no degrees. From 1997-2002 I had a Series 6 license when I worked at OppenheimerFunds Services in Centennial.
80219
I have no formal experience in any of these areas.
I have donated small amounts to various Democratic Colorado candidates, as well as liberal causes such as Planned Parenthood, Colorado Freedom Fund (a bail fund), Southern Poverty Law Center, etc. I don't have a full list as the donations are all $100 or less, and I am not in the habit of filing itemized deductions. Suffice it to say, they are all about social justice.
None.
I have always been passionate about my politics, though I haven't been active in showing it. I have been busy for almost 18 years raising my daughter and working on my art. Recently I realized that I can no longer sit on the sidelines. I want to help to make Colorado a safe place for all voices. Fair districting is an important part of that.
I have always believed that collaboration leads to the best solutions. I will keep a calm head and make sure that I understand all sides before making my choices. It's hard to anticipate what the challenges of such a commission will be, but the fairness that I want to provide as a result of this work will be a guide to my participation in it. I believe that everyone deserves a voice, even people I don't agree with (provided that they are not advancing an agenda of hate towards a particular group). That goes for working with other commissioners, as well as working towards the goals of the commission.
While it's been a while, my previous mainstream job was in financial services at OppenheimerFunds Services. I worked in several different departments doing various jobs: telephone customer service, hypotheticals, some minor mainframe trouble shooting, internet support, technical writing and helping to build the company's intranet. I'm good at learning new skills, troubleshooting, and getting to the root of a problem through analyzing data. In my work that included sorting through legal and technical documents, and often involved handling large sums of money and short deadlines. From my understanding, redistricting involves finding a way to draw borders in such a way that communities get a voice that represents their population accurately, without diluting or silencing voices. Considering the many ways that our communities overlap and shift, I imagine that is a complex and challenging puzzle. I am trained as an artist to see patterns and sort out relevant information. Usually for me that is a visual endeavor, but I can see it being of use in this project: Observing the different possibilities and figuring out which shapes best represent our population.
Female


Gilt Goes to Nodeland: A Recap of NodeConf.eu
More than 150 Node.js aficionados on the grounds of a 15th-century castle, on an island resort in County Waterford, Ireland. Throw in two Node.js neophytes from Gilt’s engineering team in Dublin (my colleague, Nick Rogers, and myself), and what do you get? You get NodeConfEU: A lively conference for developers, spread over five days, featuring fun, sun, some great talks and interesting workshops.
Check out the ultra-modern conference venue!
There were too many talks to describe each of them, so we’ve picked out a few that particularly resonated with us:
-
Alex Liu from Netflix gave insights into how his team manages templates and assets across large sites. Netflix is doing some very cool stuff around producing conditional bundles of assets based on the A/B tests a user is in. Netflix can generate a possible 2.5 million asset bundles based on their A/B testing matrix. Hey Netflix: it might be a good idea to open source this (hint, hint!).
-
Fred George, father of the post-agile process termed “Programmer Anarchy,” spoke about the battle between asynchronous and synchronous microservices and some of the challenges going forward. Conclusion: synchronous isn’t so great. At a Node conference, that position wasn’t too controversial.
-
Jeff Harrell from PayPal gave an engaging talk on transitioning a large engineering department from Java to Node (a move that LinkedIn made in 2013). He wrote about nine node anti-patterns here.
-
StrongLoop co-founder Bert Belder gave a call to arms to the community around resolving the next stage of development for the Node core. He also expressed some opinions about promises which were present in Node in 2009. I think he might want them back!
-
Thorsten Lorenz from NodeSource presented a wonderfully geeky dig into the internals of how V8 stores objects. Key takeaway: be predictable and define types up front.
-
And speaking of geeky, University of Wisconsin grad student Mikola Lysenko demonstrated how special relativity theory might apply to synchronization in online games by using Cauchy surfaces to prevent causality anomalies.
-
PeerCDN founder Feross Aboukhadijeh gave a great talk and demonstration of WebRTC (Web Real Time Communication). His pre-alpha release of webtorrent, his browser-based torrent client, was very impressive. And by pre-alpha, Feross told us he had only got it to work the previous day!
-
Raquel Vélez from npm gave a talk on robotics and Node that involved the creation of some *cough* beautiful art.
As for the workshops: Other than for the session on robotics–which involved getting to work/play with lots of LittleBits, some nodecopters and a few Tessels (how could anyone not love it?)—the highlight was Ben Acker’s boundless enthusiasm and help teaching us how to be hapi.
As for what else we learned:
-
Baseball skills seem to be fairly readily transferable to hurling, as we discovered when the “magical mystery tour” on Tuesday night included a trip to a local Gaelic Athletic Association (GAA) club.
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Make sure that the person who calls you a taxi knows whether they are calling it for 6am or 6pm.
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If you ever need directions to a GAA club in Waterford, we can help. We’ve been to them all.
Thanks so much to Cian, Richard, Agata and all the folks at NearForm for organising such an enjoyable conference!


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Beauty Tonic now have a fully- insured Independent Nurse Prescriber performing Botox & Filler Treatments from our Salons. Sharon has specialised in aesthetics for the last 5 years and has undertaken many courses across all of the non- surgical treatments she offers. Please email or call us to schedule a free 15 minute consultation at any of our locations to find out more.
WHAT IS BOTOX INJECTION
Botulinum toxin Type A is a prescription only drug that can only be prescribed by a Doctor, an Independent Nurse Prescriber or a Dentist. There are a number of different brands of Botulinum toxin, but most people are familiar with one: Botox. Some practitioners will call all Botulinum toxin botox, so to make reading easier, we’ll do the same.
HOW DOES IT WORK?
Nerves release a chemical signal called acetylcholine to muscles causing them to contract. Continued expressions can produce a line or wrinkle in the overlying skin. These are called dynamic lines – they appear as a result of expression. Botulinum toxin is injected directly into the relevant muscles and works by blocking these chemical signals.
WHAT AREAS CAN BE INJECTED
Botox is generally injected in the upper third of the face (from the eyes upwards).Treatment is divided into areas: One area is between the eyebrows (often called the number eleven lines that appear when we look cross). Another area is the horizontal lines across the forehead that appear when we look surprised. Another area is the crow’s feet to both eyes when we smile.
 Once this is undertaken, an appointment is booked for the treatment. Botuilinum toxin takes up to 72 hours to take effect and make a noticeable difference. Botulinum toxin is administered by diluting the powder in saline and injecting it directly into the muscle.
READ MOREWHAT IS AZZALURE
There are different types of botulinum toxin on the market. Most people are familiar with the name Botox, but this is the brand name of one toxin (the original) produced by Allergan. I use two different types, both of which I consider to be effective, to offer people a choice as individuals may prefer one brand over another. This will all be discussed in the consultation.
WHAT ARE THE SIDE EFFECTS?
Bruising is reported as a common side effect, although I don’t find it that common, clients should be aware that any injection can result in a bruise no matter how long you’ve been having it bruise free. Although botox has been used to treat migraines, one of the less common side effects may be headaches.
TREATMENT UNSUITABLE FOR
If you suffer from a neurological disease, such as Myasthenia Gravis, you should not receive botox. Certain types of antibiotics (usually the types you would have injected at a dentists or fed through a drip in hospital) may cause a reaction with the Botox, so would disqualify you from treatment. If you are trying for a baby, pregnant or breastfeeding I won’t administer treatment.
READ MOREWHAT ARE DERMAL FILLERS
While botox is injected to stop muscle movement causing dynamic lines, dermal fillers are used on static lines (lines that are there at rest). Dermal fillers plump out, smooth or fill specific lines or replace lost volume. Many clients will have both botox and fillers as they work in different ways on different parts of the face to produce an overall fresher, more youthful appearance.
SYNTHETIC AND NATURAL DERMAL FILLERS
There are two primary groups of dermal fillers: synthetic and natural (the most widely known is hyaluronic acid). Natural fillers carry a much smaller risk of causing an allergic reaction, although reactions can still occur. Hyaluronic acid fillers are widely used in the United Kingdom due to their high levels of safety and reliability. It is a natural substance which can be found in every living organism.
READ MOREWHAT AREAS CAN BE INJECTED
Generally, where botox is used for the upper third of the face, fillers are used in the lower face. Different types of filler are used to do a variety of treatments including: Lips – either plumping out lips to add volume, smoothing out fine lines or enhancing area around the lips. Cheeks – restoring lost volume to the mid face Nose to mouth lines - adding volume and smoothing out the deep creases that run from the nose to the mouth
DIFFERENT TYPES OF DERMAL FILLERS
Hyaluronic acid fillers come in varying levels of thickness and so they are a flexible option to improve different sections of the face. Thinner fillers are more suitable for wrinkles and fine lines, or enrichment of the lips (such as Juvederm Smile or Juvederm 3),
HOW LONG DOES IS LAST?
Results are immediate, although there is a settling period of several days (in case of swelling or bruising). The longevity of the filler depends on the type used, but also on the amount of volume it needs to restore. Generally, fillers last about 6-9 months (usually closer to 6 months in the lip area),
KNOWN SIDE-EFFECTS
Aside from allergic reactions, fillers also have risks of lumping and migration, although this happens infrequently


Originally from Detroit, MI, I have come from a strong background in creative digital marketing of 7+ years.
Completely self-taught in that field, and being successful, my wife and I decided to uproot and change our lives by making the move
to Charlotte.
With that move, and spending some time in the "Queen City", I quickly realized it was also time for a career change. Enter Full-stack Web Development!
Graduating from UNCC's Full Stack Web Developer program, I quickly
became accustomed to many programming languages and practices to build scalable, mobile responsive, beautiful websites! Below are just some of the languages I've learned and am perfecting in my day to day coding.


@(message: String) @main(message) { Standard File Upload Implementation Ajax File Upload Implementation Read CSV File Implementation }


--- layout: post title: "Exploring 'Jekyll' a static site generator" subtitle: "Jekyll a great tool for generating static website that can be written in HTML or Markdown language and can be easily hosted on GitHub." date: 2020-01-20 19:18:00 background: '/img/posts/github-hosting-header.jpg' ---
Jekyll is a Ruby Gem and it helps you generate a static website ('static website generator'). Jekyll takes it's content from Markdown, Liquid or HTML and comes out as a static page through your template ready to be deployed on GitHub.
1. Install Ruby development environment.
2. Open Powershell or commandline then install Jekyll and budler gems.
gem install jekyll bundler
3. Create jekyll site.
jekyll new myWebsite
4. Go to newly created website directory.
cd myWebsite
5. Build the site.
bundle exec jekyll serve
6. Browse http://localhost:4000
Jekyll community also provides themes that you can use.
1. Upload your code on your GitHub account.
2. Go to settings and change the repository name to <name>.github.io
3. Under 'GitHub Pages' change source to master.


HL7V2Field
Table of Contents
Description
Fields are defined in hl7 v2 specification. By default they contain a single field repetition to represent the field, outside of special cases, such as the first two fields of any special segment headers (MSH.1 and MSH.2). There are CRUD operations you can perform on components and field repetitions. Field repetitions and components are both by Id, with components defaulting to the first field repetition.
Properties
- Id: The position of the field.
- Delimiter: The delimiter used when generating the value when calling Rebuild.
- Value: The value of the field.
- FieldRepetitions: The field repetitions, if any.
Methods
- GetFieldRepetition: Gets a field repetition by Id.
- Components: Gets this fields components by field repetition Id.
- GetComponent: Gets this fields components by field repetition Id.
- Rebuild: Rebuilds the Value on this field.
- AddComponent: Adds a component to the end of this field by field repetition Id.
- RemoveComponent: Removes a component from this field by Id and field repetition Id.
- InsertComponent: Inserts a component into this field by Id and field repetition Id.
- UpdateComponent: Updates a component in this field by Id and field repetition Id.
- AddFieldRepetition: Adds a field repetition to the end of the field.
- RemoveFieldRepetition: Removes a field repetition from the field by Id.
- InsertFieldRepetition: Inserts a field repetition by Id into the field.
- UpdateFieldRepetition: Updates a field repetition by Id in the field.
An indexer is exposed to access this field's HL7V2Components by their Ids and repetition (default is 1).


Functions implemented in this package allow to coerce (i.e. convert) network data between classes provided by other R packages. Currently supported classes are those defined in packages: network and igraph.
| Version: | 2.0-2 |
| Imports: | network (≥ 1.4-1-1), igraph (≥ 0.6-0), utils |
| Suggests: | testthat, roxygen2, knitr |
| Published: | 2016-12-05 |
| Author: | Michal Bojanowski |
| Maintainer: | Michal Bojanowski <m.bojanowski at icm.edu.pl> |
| License: | GPL-3 |
| URL: | http://mbojan.github.io/intergraph |
| NeedsCompilation: | no |
| Citation: | intergraph citation info |
| Materials: | README |
| CRAN checks: | intergraph results |
| Reference manual: | intergraph.pdf |
| Vignettes: |
Short intergraph tutorial |
| Package source: | intergraph_2.0-2.tar.gz |
| Windows binaries: | r-devel: intergraph_2.0-2.zip, r-release: intergraph_2.0-2.zip, r-oldrel: intergraph_2.0-2.zip |
| OS X binaries: | r-release: intergraph_2.0-2.tgz, r-oldrel: intergraph_2.0-2.tgz |
| Old sources: | intergraph archive |
| Reverse imports: | CINNA, econet, ITNr, LANDD, linkprediction, lolog, phyloseqGraphTest, pkggraph |
| Reverse suggests: | GGally, ggnetwork |
Please use the canonical form https://CRAN.R-project.org/package=intergraph to link to this page.


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Enter the marker token where the content should be inserted. The replacement content will be inserted after this token.
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| MAIN CHARACTERS! |
| Monkey D. Luffy |
|
also known as "Straw Hat Luffy" and commonly as "Straw Hat", is the main protagonist of the manga and anime, One Piece. He is the founder and captain of the Straw Hat Pirates, as well as one of its top three fighters. His lifelong dream is to become the Pirate King by finding the legendary treasure left behind by the late Pirate King, Gol D. Roger. He believes that being Pirate King means having the most freedom in the world. |
| Roronoa Zoro |
|
also known as "Pirate Hunter" Zoro, is a pirate and a former bounty hunter. He was the first member to join the Straw Hat Pirates, and, to date, is considered the largest threat and most dangerous member in the crew after Luffy. His fame as a master swordsman and his great strength, along with the actions of his captain, sometimes led others to believe he was the true captain of the crew before he obtained his first bounty.He is one of the top three fighters in the crew alongside Luffy and Sanji, and his dream is to become the greatest swordsman in the world. |
| Vinsmoke Sanji |
|
most commonly known by his moniker "Black Leg" Sanji, is a pirate and the cook of the Straw Hat Pirates, as well as the former sous chef of the Baratie. He is also the third son of the Vinsmoke Family, thus making him a prince of the Germa Kingdom, until he officially denounced them once again.He is officially the fifth member of the crew and the fourth to join, doing so at the end of the Baratie Arc. Since he was born in North Blue, he is the first Straw Hat not to originate from East Blue. He is one of the Monster Trio in the crew, alongside Luffy and Zoro. His dream is to find the rumored chef's paradise, All Blue, which is where East Blue, West Blue, North Blue, and South Blue meet, along with their wildlife. |
| Nami |
|
"Cat Burglar" Nami is a pirate and the navigator of the Straw Hat Pirates. She was the third member of the crew and the second to join, doing so during the Orange Town Arc. She is the adoptive sister of Nojiko after the two were orphaned and taken in by Bell-mère.She was formerly a member of the Arlong Pirates and initially joined the Straw Hats in order to rob them for her real crew in order to buy back her village from Arlong, but joined the Straw Hats for real after they rebelled against and defeated Arlong. Her dream is to make a map of the entire world. |
| Usopp |
|
"God" Usopp is a pirate and is the sniper of the Straw Hat Pirates, and the former captain of the Usopp Pirates. When Usopp was first introduced, he was often (comically) labeled as the "liar" of the Straw Hat Pirates, due to the "uso" (うそ) in his name meaning "lie" or "falsehood" . He was born in Syrup Village, and was first mentioned by Yasopp, his father. He was officially the third (unofficially fourth) member of the crew, and the third to join, and, including Nami and Robin, also the third to rejoin, doing so at the end of the Post-Enies Lobby Arc. His original bounty of Beli 30,000,000 was credited to his alias and alter-ego "Sogeking". |
| Tony Tony Chopper |
|
Tony Tony Chopper, also known as "Cotton Candy Lover" Chopper, is the doctor of the Straw Hat Pirates.Chopper is a reindeer that ate the Hito Hito no Mi which is a devil fruit that allows its user to transform into a human hybrid or a human at will. He came from Drum Island where he learned how to be a doctor, which also makes him the only member of the Straw Hats who was born on the Grand Line. He is the sixth member of the crew and the fifth to join Luffy, as well as being the youngest member on board. |
| Nico Robin |
|
Nico Robin, also known by her epithet "Devil Child" and the "Light of the Revolution", is the archaeologist of the Straw Hat Pirates.She was originally introduced as the vice president of Baroque Works and secondary antagonist of the Alabasta Saga, known as Miss All Sunday, before joining the Straw Hats. She is the seventh member of the crew, the sixth to join, and like Nami, is the second to rejoin, doing so near the end of the Enies Lobby Arc. Robin is also the first member to have once been an antagonist. She ate the Hana Hana no Mi. |
| Franky |
|
"Iron Man" Franky is the shipwright for the Straw Hat Pirates. A cyborg from Water 7, he was originally the leader of the Franky Family, a group of ship dismantlers.He is originally from South Blue, but left 32 years ago as a four-year-old child. He was originally named "Cutty Flam" until he threw away his original name for his nickname per the request of Iceburg to hide his identity.Franky and his followers were originally enemies of the Straw Hats until circumstances forced them to become allies. At the request of the Franky Family, Franky decided to join the Straw Hats to fulfill his dream of creating and riding a ship capable of circumnavigating the world, the Thousand Sunny. He is the eighth member of the Straw Hat crew and the seventh to join Luffy's crew. |
| Brook |
|
"Soul King" Brook is the musician of the Straw Hat Pirates. He is a skeleton that the Straw Hats found on board of a ghost ship after drifting into the Florian Triangle for 50 years. He is a Devil Fruit user who ate the Yomi Yomi no Mi, and is undead, having been brought back into a pseudo-immortal state because of its powers. He is the ninth member of the Straw Hat crew, and the eighth to join Luffy's crew, as well as being the oldest and the second tallest member on board. He is also one of the two swordsmen onboard their current ship, with the other being Roronoa Zoro. He fills the role of the long-awaited musician that Luffy had wanted for his crew ever since his journey began |
| Jinbe |
|
"Knight of the Sea" Jinbe is a member of the Straw Hat Pirates, having served predominantly as a helmsman in his current capacity with them. As of now, he is officially the tenth member of the Straw Hat crew and the ninth to join Luffy's crew. He is a whale shark fishman who served as the second captain of the Sun Pirates after Fisher Tiger, and a former Shichibukai from 11 years ago until the Battle of Marineford two years ago. |


This app was created by its authors using the Easy Javascript Simulations modeling and authoring tool and is copyrighted by its authors. All rights reserved. No part of this App may be reproduced or transmitted in any form or by any means without the permission in writing from its authors.
For information on how to use this tool to create your own simulations, visit the EJS Website
Additional JavaScript simulations can be downloaded from the AAPT ComPADRE National Science Digital Library to your mobile device by downloading the EjsS Reader App from the Apple's iTunes or Google's Play stores. The EjsS Reader App lets you organize and run, in your tablet or smartphone, Javascript simulations created with EjsS 5.0 and later.
There is a Free version of the Reader and a Pro version of it. Both versions come with a number of demo simulations in what will be your personal library. The Free version allows you to add up to five (5) more simulations to your library. Once you reach this limit, you need to remove one of these downloaded simulations to make room for a new one. The Pro version has no limit in the number of simulations you can add to your personal library.


Add address to use it when ordering.
Delete Addresses.
Please only change the content you want to change.


We are Lambda Alpha Nu, the co-ed social fraternity for students interested in computing and technology at the University of Texas at Austin. ΛΑΝ cultivates future startup founders, engineers at top tech companies, graduate students, teaching assistants, front-end developers, and most importantly, good people who are passionate about technology. We are focused on social activities and building community in a laid back, inclusive environment. We will be accepting applications from all students who are interested in tech.


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js/controller.js This is the "controller" of the model. This file will
start and stop the simulation, as well as create/remove pages and procs,
and generally control the simulation. It will also serve as a bridge between
view and model.
- Source:


Deal: Amazon Echo Show 5 cheapest it’s ever been (33% off)
The Amazon Echo Show 5 is one of the best smart displays on the market. This affordable smart device is a great option for those just looking to get into Amazon’s Echo ecosystem or even for those whose homes are already riddled with Alexa powered smart devices. It’s functional, simple, fits in almost anywhere, and now the device is even more affordable than ever.
Customers can now pick up this small smart display over on Amazon for $60, which is $30 off the original price tag. The device was already a bargain at full cost, but now, at 33% off, it’s a downright steal!
The Echo Show 5 is basically a smaller version of Amazon’s more expensive Echo show. The only immediately noticeable difference between the devices is the speaker quality and the screen size.
Other than that, both devices can display the weather, stream videos, play music, and much more. This makes it perfect for your desk, kitchen, living room table, nightstand, or pretty much anywhere throughout your house. Plus, with the Echo Show 5’s smaller profile and much cheaper price tag, it won’t stick out as much as the larger Echo Show, neither physically in your home nor fiscally in your bank account.


The Animation view is used to preview and edit Animation Clips for animated GameObjects in Unity. To open the Animation view in Unity, go to Window > Animation.
The Animation view is linked with with the Hierarchy view, the Project window, the Scene View, and the Inspector window. Like the Inspector, the Animation View shows the timeline and keyframes of the Animation for the currently selected GameObject or Animation Clip Asset. Select a GameObject using the Hierarchy View or the Scene View, and select an Animation Clip Asset using the Project Window.
In the image below, the Animation view (left) shows the Animation used by the currently selected GameObject, and its child GameObjects if they are also controlled by this Animation. The Scene view and Hierarchy view are on the right, demonstrating that the Animation view shows the Animations attached to the currently selected GameObject.
In the left side of the Animation view is a list of the animated properties. In a newly created clip where no animation has yet been recorded, this list is empty.
When you begin to animate various properties within this clip, the animated properties will appear here. If the animation controls multiple child objects, the list will also include hierarchical sub-lists of each child object’s animated properties. In the example above, various parts of the Robot Arm’s GameObject hierarchy are all animated within the same animation clip.
When animating a hierarchy of GameObjects within a single clip like this, make sure you create the Animation on the root GameObject in the hierarchy.
Each property can be folded and unfolded to reveal the exact values recorded at each keyframe. The value fields show the interpolated value if the playback head (the red line) is between keyframes. You can edit these fields directly. If changes are made when the playback head is over a keyframe, the keyframe’s values are modified. If changes are made when the playback head is between keyframes (and therefore the value shown is an interpolated value), a new keyframe is created at that point with the new value that you entered.
On the right side of the Animation View is the timeline for the current clip. The keyframes for each animated property appear in this timeline. The timeline view has two modes, Dopesheet and Curves. To toggle between these modes, click Dopesheet or Curve at the bottom of the animated property list area:
These offer two alternate views of the Animation timeline and keyframe data.
Dopesheet mode offers a more compact view, allowing you to view each property’s keyframe sequence in an individual horizontal track. This allows you to view a simple overview of the keyframe timing for multiple properties or GameObjects.
See documentation on Key manipulation in Dopesheet mode for more information.
Curves mode displays a resizable graph containing a view of how the values for each animated property changes over time. All selected properties appear overlaid within the same graph view. This mode allows you to have great control over viewing and editing the values, and how they are interpolated between.
When using Curves mode to view your Animation, it’s important to understand that sometimes the various ranges for each property can differ greatly. For example, consider a simple Animation clip for a spinning bouncing cube. The bouncing Y position value may vary between the range 0 to 2 (meaning the cube bounces 2 units high during the animation); however, the rotation value goes from 0 to 360 (representing its degrees of rotation). When viewing these two curves at the same time, the animation curves for the position values will be very difficult to make out because the view will be zoomed out to fit the 0–360 range of the rotation values within the window:
Press F on the keyboard to zoom the view to the currently selected keyframes. This is useful as a quick way to focus and re-scale the window on a portion of your Animation timeline for easier editing.
Click on individual properties in the list and press F on the keyboard to automatically re-scale the view to fit the range for that value. You can also manually adjust the zoom of the Curves window by using the drag handles at each end of the view’s scrollbar sliders. In the image below, the Animation Window is zoomed in to view the bouncing Y position Animation. The start of the yellow rotation curve is still visible, but now extends way off the top of the view:
Press A on the keyboard to fit and re-scale the window to show all the keyframes in the clip, regardless of which ones are selected. This is useful if you want to view the whole timeline while preserving your current selection:
To control playback of the Animation Clip, use the Playback Controls at the top left of Animation view.
From left-to-right, these controls are:
You can also control the playback head using the following keyboard shortcuts:
You can lock the Animation editor window so that it does not automatically switch to reflect the currently selected GameObject in the Hierarchy or Scene. Locking the window is useful if you want to focus on the Animation for one particular GameObject, and still be able to select and manipulate other GameObjects in the Scene.
To learn more about navigating the Curve view, see documentation on Using Animation Curves.


Netease cloud music is a piece of music software that my roommate recommended me to use after I went to college. I like its private FM and daily recommendation especially.
This is a Janpanese song I found occasionaly from Netease cloud music's private-FM. I used to learn to sing this song, but it was so difficult to pronounce and so hard to find its rhythm, I only learned one or two sentences evently.


Class MediaStreamTrack
Inheritance
Inherited Members
Namespace: SIPSorcery.Net
Assembly: SIPSorcery.dll
Syntax
public class MediaStreamTrack
Constructors
| Improve this Doc View SourceMediaStreamTrack(String, SDPMediaTypesEnum, Boolean, List<SDPMediaFormat>)
Creates a lightweight class to track a media stream track within an RTP session When supporting RFC3550 (the standard RTP specification) the relationship between an RTP stream and session is 1:1. For WebRTC and RFC8101 there can be multiple streams per session.
Declaration
public MediaStreamTrack(string mid, SDPMediaTypesEnum kind, bool isRemote, List<SDPMediaFormat> capabilties)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | mid | The media ID for this track. Must match the value set in the SDP. |
| SDPMediaTypesEnum | kind | The type of media for this stream. There can only be one stream per media type. |
| System.Boolean | isRemote | |
| System.Collections.Generic.List<SDPMediaFormat> | capabilties | The capabilities for the track being added. Where the same media type is supported locally and remotely only the mutual capabilities can be used. This will occur if we receive an SDP offer (add track initiated by the remote party) and we need to remove capabilities we don't support. |
Properties
| Improve this Doc View SourceCapabilties
The media capabilities supported by this track.
Declaration
public List<SDPMediaFormat> Capabilties { get; }
Property Value
| Type | Description |
|---|---|
| System.Collections.Generic.List<SDPMediaFormat> |
IsRemote
Indicates whether this track was sourced by a remote connection.
Declaration
public bool IsRemote { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Kind
Declaration
public SDPMediaTypesEnum Kind { get; }
Property Value
| Type | Description |
|---|---|
| SDPMediaTypesEnum |
SeqNum
Declaration
public ushort SeqNum { get; }
Property Value
| Type | Description |
|---|---|
| System.UInt16 |
Ssrc
Declaration
public uint Ssrc { get; }
Property Value
| Type | Description |
|---|---|
| System.UInt32 |
Timestamp
Declaration
public uint Timestamp { get; }
Property Value
| Type | Description |
|---|---|
| System.UInt32 |
Transceiver
Holds the SDP and flow state of the track.
Declaration
public RTCRtpTransceiver Transceiver { get; }
Property Value
| Type | Description |
|---|---|
| RTCRtpTransceiver |
Methods
| Improve this Doc View SourceInitForSending()
Declaration
public void InitForSending()
IsPayloadIDMatch(Int32)
Checks whether the payload ID in an RTP packet received from the remote call party is in this track's list.
Declaration
public bool IsPayloadIDMatch(int payloadID)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | payloadID | The payload ID to check against. |
Returns
| Type | Description |
|---|---|
| System.Boolean | True if the payload ID matches one of the codecs for this stream. False if not. |


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{% extends 'selia_registration/base.html' %} {% load i18n %} {% block title %}SELIA - {% trans 'Password changed' %}{% endblock %} {% block content %}
{% blocktrans %} Your password was successfully changed {% endblocktrans %}