- Scenario - Class in net.mdwright.var.objects
-
Object for storing information for each scenario between two dates.
- Scenario(Calendar, Calendar, BigDecimal) - Constructor for class net.mdwright.var.objects.Scenario
-
Constructor method for constructing a Scenario with to and from dates and it's respective
gain/loss.
- sendAlert(String, String, Alert.AlertType) - Method in class net.mdwright.var.VarController
-
Method for sending the user an alert when something goes wrong.
- setChart(LineChart) - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to set draw the price history chart in the GUI.
- setChart(LineChart) - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to set draw the price history chart in the GUI.
- setChart(LineChart) - Method in interface net.mdwright.var.application.ViewInterface
-
Method to set draw the price history chart in the GUI.
- setCurrentValue(BigDecimal) - Method in class net.mdwright.var.objects.Portfolio
-
Method for setting the current cumulative value of the portfolio.
- setHistoricalData(List<HistoricalQuote>) - Method in class net.mdwright.var.objects.Position
-
Method for setting a position's historical data on retrieval.
- setMeanPrice(BigDecimal) - Method in class net.mdwright.var.objects.Position
-
Method for setting the mean price of the underlying asset after calculation.
- setPortfolioValue(String) - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to set the portfolio value field in GUI.
- setPortfolioValue(String) - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to set the portfolio value field in GUI.
- setPortfolioValue(String) - Method in interface net.mdwright.var.application.ViewInterface
-
Method to set the portfolio value field in GUI.
- setPositionValue(BigDecimal) - Method in class net.mdwright.var.objects.Position
-
Method for setting the position's cumulative value.
- setResult(String) - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to set the result in GUI.
- setResult(String) - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to set the result in GUI.
- setResult(String) - Method in interface net.mdwright.var.application.ViewInterface
-
Method to set the result in GUI.
- setup() - Method in class test.net.mdwright.var.testDataManager
-
- setup() - Method in class test.net.mdwright.var.testHistoricalSimVar
-
- setup() - Method in class test.net.mdwright.var.testModelBuildingVar
-
- setup() - Method in class test.net.mdwright.var.testVarModel
-
- setupVolatilityChoice() - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to setup the volatility choice on the model-building GUI.
- setupVolatilityChoice() - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to setup the volatility choice on the model-building GUI.
- setupVolatilityChoice() - Method in interface net.mdwright.var.application.ViewInterface
-
Method to setup the volatility choice on the model-building GUI.
- setValueAfterVar(String) - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to set the value after var field in GUI.
- setValueAfterVar(String) - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to set the value after var field in GUI.
- setValueAfterVar(String) - Method in interface net.mdwright.var.application.ViewInterface
-
Method to set the value after var field in GUI.
- setValueAtRisk(BigDecimal) - Method in class net.mdwright.var.objects.Portfolio
-
Method for setting the VaR value for this portfolio.
- setVarPercentage(String) - Method in class net.mdwright.var.application.HistoricalSimGUI
-
Method to set the var as a percentage field in GUI.
- setVarPercentage(String) - Method in class net.mdwright.var.application.ModelBuildingGUI
-
Method to set the var as a percentage field in GUI.
- setVarPercentage(String) - Method in interface net.mdwright.var.application.ViewInterface
-
Method to set the var as a percentage field in GUI.
- setVolatility(double) - Method in class net.mdwright.var.objects.Position
-
Method for setting the stored volatility value of this position after calculation.
- setVolatilityLambda(double) - Method in class net.mdwright.var.objects.Portfolio
-
Method for setting the portfolio's volatility lambda for the EWMA model of variance.
- showHelpScreen() - Method in class net.mdwright.var.ViewController
-
Method called to show the help screen as a secondary screen.
- showVersionScreen() - Method in class net.mdwright.var.ViewController
-
Method called to show the version screen as a secondary screen.
- SimpleVolatility - Class in net.mdwright.var
-
Extension of VolatilityModel used to calculate variance using the equally-weighted approach.
- SimpleVolatility() - Constructor for class net.mdwright.var.SimpleVolatility
-
- sortScenarios(Scenario[]) - Method in class net.mdwright.var.HistoricalSimVar
-
Method for returning a sorted array of scenarios.
- start(Stage) - Method in class net.mdwright.var.application.Main
-
Method for setting up visual application components.
- stringValues - Static variable in enum net.mdwright.var.objects.VolatilityMethod
-


| Name: mr.manoj | Reg No: 0-6SMHC19 |
|---|---|
| Age / Sex:27/m | Contact No: |
| Marital Status:single | Date:/6/19 |
| Occupation: mca. Doing a course Q-spiders software testing | Dr. |
Address: vegetarian Native of mangalore. Shifted to blore 2 days back. |
DIAGNOSIS- |
Shifted to blore on Friday. Sunday mng had loose motions took lopramide. Motions and mucus. 4-5 times. Semi solid. No smell. Abd pain while passing motion.
Had one vomit in the morning.
Feeling hungry.
Allergic to English medicines.
Rx:
Ars alb 200/merc sol 200 – 4pills 2 hourly.
Colcoynthis 1m – 4-4-4-4-4 – 3 hourly.
Continue enterodin drops 2 hourly.
Bell /acon/gels 200 – fever sos. 4 pills 1 hourly.


When mum got back, a mug was in bits on the rug. "Tim, Tom, and Jan, did you drop the mug?" "No, Mum," said Tim, Tom and Jan. "How did the mug land on the rug?" "It wasPip." Pip, the cat, got up on the sink. He hit the mug and the mug fell. Bang! Was Mum cross"
in-context


IgeEntity CLASS
Declared in IgeEntity.js
Creates an entity and handles the entity's life cycle and all related entity actions / methods.
Methods
show
Sets the entity as visible and able to be interacted with.
show()
Returns {*} The object this method was called from to allow method chaining.
Show a hidden entity
entity.show();
hide
Sets the entity as hidden and cannot be interacted with.
hide()
Returns {*} The object this method was called from to allow method chaining.
Hide a visible entity
entity.hide();
isVisible
Checks if the entity is visible.
isVisible()
Returns {boolean} True if the entity is visible.
isHidden
Checks if the entity is hidden.
isHidden()
Returns {boolean} True if the entity is hidden.
cache
Gets / sets the cache flag that determines if the entity's texture rendering output should be stored on an off-screen canvas instead of calling the texture.render() method each tick. Useful for expensive texture calls such as rendering fonts etc. If enabled, this will automatically disable advanced composite caching on this entity with a call to compositeCache(false).
cache({Boolean} val)
- {Boolean}val True to enable caching, false to disable caching.
Returns {*}
Enable entity caching
entity.cache(true);
Disable entity caching
entity.cache(false);
Get caching flag value
var val = entity.cache();
cacheSmoothing
When using the caching system, this boolean determines if the cache canvas should have image smoothing enabled or not. If not set, the ige global smoothing setting will be used instead.
cacheSmoothing({Boolean} val)
- {Boolean}val True to enable smoothing, false to disable.
Returns {*}
compositeCache
Gets / sets composite caching. Composite caching draws this entity and all of it's children (and their children etc) to a single off screen canvas so that the entity does not need to be redrawn with all it's children every tick. For composite entities where little change occurs this will massively increase rendering performance. If enabled, this will automatically disable simple caching on this entity with a call to cache(false).
compositeCache({Boolean} val)
Returns {*}
Enable entity composite caching
entity.compositeCache(true);
Disable entity composite caching
entity.compositeCache(false);
Get composite caching flag value
var val = entity.cache();
cacheDirty
Gets / sets the cache dirty flag. If set to true this will instruct the entity to re-draw it's cached image from the assigned texture. Once that occurs the flag will automatically be set back to false. This works in either standard cache mode or composite cache mode.
cacheDirty({Boolean} val)
- {Boolean}val True to force a cache update.
Returns {*}
Get cache dirty flag value
var val = entity.cacheDirty();
Set cache dirty flag value
entity.cacheDirty(true);
mousePos
Gets the position of the mouse relative to this entity's center point.
- {IgeViewport}viewport The viewport to use as the base from which the mouse position is determined. If no viewport is specified then the current viewport the engine is rendering to is used instead.
Returns {IgePoint3d} The mouse point relative to the entity center.
Get the mouse position relative to the entity
// The returned value is an object with properties x, y, z
var mousePos = entity.mousePos();
mousePosAbsolute
Gets the position of the mouse relative to this entity not taking into account viewport translation.
- {IgeViewport}viewport The viewport to use as the base from which the mouse position is determined. If no viewport is specified then the current viewport the engine is rendering to is used instead.
Returns {IgePoint3d} The mouse point relative to the entity center.
Get absolute mouse position
var mousePosAbs = entity.mousePosAbsolute();
mousePosWorld
Gets the position of the mouse in world co-ordinates.
- {IgeViewport}viewport The viewport to use as the base from which the mouse position is determined. If no viewport is specified then the current viewport the engine is rendering to is used instead.
Returns {IgePoint3d} The mouse point relative to the world center.
Get mouse position in world co-ordinates
var mousePosWorld = entity.mousePosWorld();
rotateToPoint
Rotates the entity to point at the target point around the z axis.
- {IgePoint3d}point The point in world co-ordinates to point the entity at.
Returns {*}
Point the entity at another entity
entity.rotateToPoint(otherEntity.worldPosition());
Point the entity at mouse
entity.rotateToPoint(ige._currentViewport.mousePos());
Point the entity at an arbitrary point x, y
entity.rotateToPoint(new IgePoint3d(x, y, 0));
translateToTile
Translates the object to the tile co-ordinates passed.
translateToTile({Number} x, {Number} y, {Number} z)
- {Number}x The x tile co-ordinate.
- {Number}y The y tile co-ordinate.
- {Number}z The z tile co-ordinate.
Returns {*} The object this method was called from to allow method chaining.
Translate entity to tile
// Create a tile map
var tileMap = new IgeTileMap2d()
.tileWidth(40)
.tileHeight(40);
// Mount our entity to the tile map
entity.mount(tileMap);
// Translate the entity to the tile x:10, y:12
entity.translateToTile(10, 12, 0);
backgroundPattern
Gets / sets the texture to use as the background pattern for this entity.
backgroundPattern({
IgeTexture}
texture, {
String}
repeat, {
Boolean}
trackCamera, {
Boolean}
isoTile)
- {IgeTexture}texture The texture to use as the background.
- {String}repeat The type of repeat mode either: "repeat", "repeat-x", "repeat-y" or "none".
- {Boolean}trackCamera If set to true, will track the camera translation and "move" the background with the camera.
- {Boolean}isoTile If true the tiles of the background will be treated as isometric and will therefore be drawn so that they are layered seamlessly in isometric view.
Returns {*}
Set a background pattern for this entity with 2d tiling
var texture = new IgeTexture('path/to/my/texture.png');
entity.backgroundPattern(texture, 'repeat', true, false);
Set a background pattern for this entity with isometric tiling
var texture = new IgeTexture('path/to/my/texture.png');
entity.backgroundPattern(texture, 'repeat', true, true);
widthByTile
Set the object's width to the number of tile width's specified.
widthByTile({Number} val, {Boolean} lockAspect)
- {Number}val Number of tiles.
- {Boolean}lockAspect If true, sets the height according to the texture aspect ratio and the new width.
Returns {*} The object this method was called from to allow method chaining.
Set the width of the entity based on the tile width of the map the entity is mounted to
// Set the entity width to the size of 1 tile with
// lock aspect enabled which will automatically size
// the height as well so as to maintain the aspect
// ratio of the entity
entity.widthByTile(1, true);
heightByTile
Set the object's height to the number of tile height's specified.
heightByTile({Number} val, {Boolean} lockAspect)
- {Number}val Number of tiles.
- {Boolean}lockAspect If true, sets the width according to the texture aspect ratio and the new height.
Returns {*} The object this method was called from to allow method chaining.
Set the height of the entity based on the tile height of the map the entity is mounted to
// Set the entity height to the size of 1 tile with
// lock aspect enabled which will automatically size
// the width as well so as to maintain the aspect
// ratio of the entity
entity.heightByTile(1, true);
occupyTile
Adds the object to the tile map at the passed tile co-ordinates. If no tile co-ordinates are passed, will use the current tile position and the tileWidth() and tileHeight() values.
occupyTile({Number} x, {Number} y, {Number} width, {Number} height)
- {Number}x X co-ordinate of the tile to occupy.
- {Number}y Y co-ordinate of the tile to occupy.
- {Number}width Number of tiles along the x-axis to occupy.
- {Number}height Number of tiles along the y-axis to occupy.
unOccupyTile
Removes the object from the tile map at the passed tile co-ordinates. If no tile co-ordinates are passed, will use the current tile position and the tileWidth() and tileHeight() values.
unOccupyTile({Number} x, {Number} y, {Number} width, {Number} height)
- {Number}x X co-ordinate of the tile to un-occupy.
- {Number}y Y co-ordinate of the tile to un-occupy.
- {Number}width Number of tiles along the x-axis to un-occupy.
- {Number}height Number of tiles along the y-axis to un-occupy.
overTiles
Returns an array of tile co-ordinates that the object is currently over, calculated using the current world co-ordinates of the object as well as it's 3d geometry.
overTiles()
Returns {Array} The array of tile co-ordinates as IgePoint3d instances.
anchor
Gets / sets the anchor position that this entity's texture will be adjusted by.
anchor({Number} x, {Number} y)
- {Number}x The x anchor value.
- {Number}y The y anchor value.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
width
Gets / sets the geometry x value.
width({Number} px)
- {Number}px The new x value in pixels.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the width of the entity
entity.width(40);
height
Gets / sets the geometry y value.
height({Number} px)
- {Number}px The new y value in pixels.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the height of the entity
entity.height(40);
bounds2d
Gets / sets the 2d geometry of the entity. The x and y values are relative to the center of the entity. This geometry is used when rendering textures for the entity and positioning in world space as well as UI positioning calculations. It holds no bearing on isometric positioning.
bounds2d({Number} x, {Number} y)
- {Number}x The new x value in pixels.
- {Number}y The new y value in pixels.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the dimensions of the entity (width and height)
entity.bounds2d(40, 40);
bounds3d
Gets / sets the 3d geometry of the entity. The x and y values are relative to the center of the entity and the z value is wholly positive from the "floor". Used to define a 3d bounding cuboid for the entity used in isometric depth sorting and hit testing.
bounds3d({Number} x, {Number} y, {Number} z)
- {Number}x The new x value in pixels.
- {Number}y The new y value in pixels.
- {Number}z The new z value in pixels.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the dimensions of the entity (width, height and length)
entity.bounds3d(40, 40, 20);
size3d
lifeSpan
Gets / sets the life span of the object in milliseconds. The life span is how long the object will exist for before being automatically destroyed.
lifeSpan({Number} milliseconds, {Function} deathCallback)
- {Number}milliseconds The number of milliseconds the entity will live for from the current time.
- {Function}deathCallback Optional callback method to call when the entity is destroyed from end of lifespan.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the lifespan of the entity to 2 seconds after which it will automatically be destroyed
entity.lifeSpan(2000);
deathTime
Gets / sets the timestamp in milliseconds that denotes the time that the entity will be destroyed. The object checks it's own death time during each tick and if the current time is greater than the death time, the object will be destroyed.
deathTime({Number} val, {Function} deathCallback)
- {Number}val The death time timestamp. This is a time relative to the engine's start time of zero rather than the current time that would be retrieved from new Date().getTime(). It is usually easier to call lifeSpan() rather than setting the deathTime directly.
- {Function}deathCallback Optional callback method to call when the entity is destroyed from end of lifespan.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the death time of the entity to 60 seconds after engine start
entity.deathTime(60000);
opacity
Gets / sets the entity opacity from 0.0 to 1.0.
opacity({Number} val)
- {Number}val The opacity value.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity to half-visible
entity.opacity(0.5);
Set the entity to fully-visible
entity.opacity(1.0);
noAabb
Gets / sets the noAabb flag that determines if the entity's axis aligned bounding box should be calculated every tick or not. If you don't need the AABB data (for instance if you don't need to detect mouse events on this entity or you DO want the AABB to be updated but want to control it manually by calling aabb(true) yourself as needed).
noAabb({Boolean} val)
- {Boolean}val If set to true will turn off AABB calculation.
Returns {*}
texture
Gets / sets the texture to use when rendering the entity.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity texture (image)
var texture = new IgeTexture('path/to/some/texture.png');
entity.texture(texture);
cell
Gets / sets the current texture cell used when rendering the game object's texture. If the texture is not cell-based, this value is ignored.
cell({Number} val)
- {Number}val The cell index.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity texture as a 4x4 cell sheet and then set the cell to use
var texture = new IgeCellSheet('path/to/some/cellSheet.png', 4, 4);
entity.texture(texture)
.cell(3);
cellById
Gets / sets the current texture cell used when rendering the game object's texture. If the texture is not cell-based, this value is ignored. This differs from cell() in that it accepts a string id as the cell
cellById({Number} val)
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity texture as a sprite sheet with cell ids and then set the cell to use
var texture = new IgeSpriteSheet('path/to/some/cellSheet.png', [
[0, 0, 40, 40, 'robotHead'],
[40, 0, 40, 40, 'humanHead'],
]);
// Assign the texture, set the cell to use and then
// set the entity to the size of the cell automatically!
entity.texture(texture)
.cellById('robotHead')
.dimensionsFromCell();
dimensionsFromTexture
Sets the geometry of the entity to match the width and height of the assigned texture.
dimensionsFromTexture({Number} percent)
- {Number}percent The percentage size to resize to.
Returns {*} The object this method was called from to allow method chaining.
Set the entity dimensions based on the assigned texture
var texture = new IgeTexture('path/to/some/texture.png');
// Assign the texture, and then set the entity to the
// size of the texture automatically!
entity.texture(texture)
.dimensionsFromTexture();
dimensionsFromCell
Sets the geometry of the entity to match the width and height of the assigned texture cell. If the texture is not cell-based the entire texture width / height will be used.
dimensionsFromCell({Number} percent)
- {Number}percent The percentage size to resize to.
Returns {*} The object this method was called from to allow method chaining
Set the entity dimensions based on the assigned texture and cell
var texture = new IgeSpriteSheet('path/to/some/cellSheet.png', [
[0, 0, 40, 40, 'robotHead'],
[40, 0, 40, 40, 'humanHead'],
]);
// Assign the texture, set the cell to use and then
// set the entity to the size of the cell automatically!
entity.texture(texture)
.cellById('robotHead')
.dimensionsFromCell();
highlight
Gets / sets the highlight mode. True is on false is off.
highlight({Boolean} val)
- {Boolean}val The highlight mode true or false.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity to render highlighted
entity.highlight(true);
Get the current highlight state
var isHighlighted = entity.highlight();
worldPosition
Returns the absolute world position of the entity as an IgePoint3d.
worldPosition()
Returns {IgePoint3d} The absolute world position of the entity.
Get the world position of the entity
var wordPos = entity.worldPosition();
worldRotationZ
Returns the absolute world rotation z of the entity as a value in radians.
worldRotationZ()
Returns {Number} The absolute world rotation z of the entity.
Get the world rotation of the entity's z axis
var wordRot = entity.worldRotationZ();
localToWorld
Converts an array of points from local space to this entity's world space using it's world transform matrix. This will alter the points passed in the array directly.
localToWorld({Array} points)
- {Array}points The array of IgePoints to convert.
localToWorldPoint
Converts a point from local space to this entity's world space using it's world transform matrix. This will alter the point's data directly.
screenPosition
Returns the screen position of the entity as an IgePoint3d where x is the "left" and y is the "top", useful for positioning HTML elements at the screen location of an IGE entity. This method assumes that the top-left of the main canvas element is at 0, 0. If not you can adjust the values yourself to allow for offset.
screenPosition()
Returns {IgePoint3d} The screen position of the entity.
Get the screen position of the entity
var screenPos = entity.screenPosition();
localIsoBoundsPoly
isoBoundsPoly
mouseInIsoBounds
aabb
Calculates and returns the current axis-aligned bounding box in world co-ordinates.
aabb({Boolean} recalculate)
- {Boolean}recalculate If true this will force the recalculation of the AABB instead of returning a cached value.
Returns {IgeRect} The axis-aligned bounding box in world co-ordinates.
Get the entity axis-aligned bounding box dimensions
var aabb = entity.aabb();
console.log(aabb.x);
console.log(aabb.y);
console.log(aabb.width);
console.log(aabb.height);
Get the entity axis-aligned bounding box dimensions forcing the engine to update the values first
var aabb = entity.aabb(true); // Call with true to force update
console.log(aabb.x);
console.log(aabb.y);
console.log(aabb.width);
console.log(aabb.height);
localAabb
Calculates and returns the local axis-aligned bounding box for the entity. This is the AABB relative to the entity's center point.
localAabb({Boolean} recalculate)
- {Boolean}recalculate If true this will force the recalculation of the local AABB instead of returning a cached value.
Returns {IgeRect} The local AABB.
Get the entity local axis-aligned bounding box dimensions
var aabb = entity.localAabb();
console.log(aabb.x);
console.log(aabb.y);
console.log(aabb.width);
console.log(aabb.height);
Get the entity local axis-aligned bounding box dimensions forcing the engine to update the values first
var aabb = entity.localAabb(true); // Call with true to force update
console.log(aabb.x);
console.log(aabb.y);
console.log(aabb.width);
console.log(aabb.height);
compositeAabb
Calculates the axis-aligned bounding box for this entity, including all child entity bounding boxes and returns the final composite bounds.
compositeAabb()
Returns {IgeRect}
Get the composite AABB
var entity = new IgeEntity(),
aabb = entity.compositeAabb();
compositeStream
Gets / sets the composite stream flag. If set to true, any objects mounted to this one will have their streamMode() set to the same value as this entity and will also have their compositeStream flag set to true. This allows you to easily automatically stream any objects mounted to a root object and stream them all.
compositeStream({} val)
Returns {*}
_childMounted
Override the _childMounted method and apply entity-based flags.
_swapVars
Takes two values and returns them as an array where index [0] is the y argument and index[1] is the x argument. This method is used specifically in the 3d bounds intersection process to determine entity depth sorting.
_swapVars({Number} x, {Number} y)
- {Number}x The first value.
- {Number}y The second value.
Returns {Array} The swapped arguments.
isBehind
Compares the current entity's 3d bounds to the passed entity and determines if the current entity is "behind" the passed one. If an entity is behind another, it is drawn first during the scenegraph render phase.
- {IgeEntity}otherObject The other entity to check this entity's 3d bounds against.
Returns {Boolean} If true this entity is "behind" the passed entity or false if not.
Determine if this entity is "behind" another entity based on the current depth-sort
var behind = entity.isBehind(otherEntity);
mouseEventsActive
Get / set the flag determining if this entity will respond to mouse interaction or not. When you set a mouse* event e.g. mouseUp, mouseOver etc this flag will automatically be reset to true.
mouseEventsActive({Boolean} val)
- {Boolean}val The flag value true or false.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set entity to ignore mouse events
entity.mouseEventsActive(false);
Set entity to receive mouse events
entity.mouseEventsActive(true);
Get current flag value
var val = entity.mouseEventsActive();
ignoreCameraComposite
Sets the _ignoreCamera internal flag to the value passed for this and all child entities down the scenegraph.
ignoreCameraComposite({} val)
newFrame
Determines if the frame alternator value for this entity matches the engine's frame alternator value. The entity's frame alternator value will be set to match the engine's after each call to the entity.tick() method so the return value of this method can be used to determine if the tick() method has already been run for this entity. This is useful if you have multiple viewports which will cause the entity tick() method to fire once for each viewport but you only want to execute update code such as movement etc on the first time the tick() method is called.
newFrame()
Returns {Boolean} If false, the entity's tick method has not yet been processed for this tick.
Determine if the entity has already had it's tick method called
var tickAlreadyCalled = entity.newFrame();
_transformContext
Sets the canvas context transform properties to match the the game object's current transform values.
_transformContext({CanvasRenderingContext2D} ctx)
- {CanvasRenderingContext2D}ctx The canvas context to apply the transformation matrix to.
Transform a canvas context to the entity's local matrix values
var canvas = document.createElement('canvas');
canvas.width = 800;
canvas.height = 600;
var ctx = canvas.getContext('2d');
entity._transformContext(ctx);
update
Processes the updates required each render frame. Any code in the update() method will be called ONCE for each render frame BEFORE the tick() method. This differs from the tick() method in that the tick method can be called multiple times during a render frame depending on how many viewports your simulation is being rendered to, whereas the update() method is only called once. It is therefore the perfect place to put code that will control your entity's motion, AI etc.
update({CanvasRenderingContext2D} ctx)
- {CanvasRenderingContext2D}ctx The canvas context to render to.
tick
Processes the actions required each render frame.
tick({CanvasRenderingContext2D} ctx, {Boolean} dontTransform)
- {CanvasRenderingContext2D}ctx The canvas context to render to.
- {Boolean}dontTransform If set to true, the tick method will not transform the context based on the entity's matrices. This is useful if you have extended the class and want to process down the inheritance chain but have already transformed the entity in a previous overloaded method.
_renderEntity
Handles calling the texture.render() method if a texture is applied to the entity. This part of the tick process has been abstracted to allow it to be overridden by an extending class.
_renderEntity({CanvasRenderingContext2D} ctx)
- {CanvasRenderingContext2D}ctx The canvas context to render the entity to.
_renderCache
Draws the cached off-screen canvas image data to the passed canvas context.
_renderCache({CanvasRenderingContext2D} ctx)
- {CanvasRenderingContext2D}ctx The canvas context to render the entity to.
_transformPoint
Transforms a point by the entity's parent world matrix and it's own local matrix transforming the point to this entity's world space.
Returns {IgePoint3d} The transformed point.
Transform a point by the entity's world matrix values
var point = new IgePoint3d(0, 0, 0);
entity._transformPoint(point);
console.log(point);
_transformPoints
Helper method to transform an array of points using _transformPoint.
_transformPoints({Array} points)
- {Array}points The points array to transform.
_stringify
Generates a string containing a code fragment that when evaluated will reproduce this object's properties via chained commands. This method will only check for properties that are directly related to this class. Other properties are handled by their own class method.
_stringify()
Returns {String} The string code fragment that will reproduce this entity when evaluated.
destroy
Destroys the entity by removing it from the scenegraph, calling destroy() on any child entities and removing any active event listeners for the entity. Once an entity has been destroyed it's this._alive flag is also set to false.
destroy()
Destroy the entity
entity.destroy();
mouseMove
Gets / sets the callback that is fired when a mouse move event is triggered.
mouseMove({Function} callback)
Returns {*}
Hook the mouse move event and stop it propagating further down the scenegraph
entity.mouseMove(function (event, control) {
// Mouse moved with button
console.log('Mouse move button: ' + event.button);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseMoveOff
Removes the callback that is fired when a mouse move event is triggered.
mouseMoveOff()
mouseOver
Gets / sets the callback that is fired when a mouse over event is triggered.
mouseOver({Function} callback)
Returns {*}
Hook the mouse over event and stop it propagating further down the scenegraph
entity.mouseOver(function (event, control) {
// Mouse over with button
console.log('Mouse over button: ' + event.button);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseOverOff
Removes the callback that is fired when a mouse over event is triggered.
mouseOverOff()
mouseOut
Gets / sets the callback that is fired when a mouse out event is triggered.
mouseOut({Function} callback)
Returns {*}
Hook the mouse out event and stop it propagating further down the scenegraph
entity.mouseOut(function (event, control) {
// Mouse out with button
console.log('Mouse out button: ' + event.button);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseOutOff
Removes the callback that is fired when a mouse out event is triggered.
mouseOutOff()
mouseUp
Gets / sets the callback that is fired when a mouse up event is triggered.
mouseUp({Function} callback)
Returns {*}
Hook the mouse up event and stop it propagating further down the scenegraph
entity.mouseUp(function (event, control) {
// Mouse up with button
console.log('Mouse up button: ' + event.button);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseUpOff
Removes the callback that is fired when a mouse up event is triggered.
mouseUpOff()
mouseDown
Gets / sets the callback that is fired when a mouse down event is triggered.
mouseDown({Function} callback)
Returns {*}
Hook the mouse down event and stop it propagating further down the scenegraph
entity.mouseDown(function (event, control) {
// Mouse down with button
console.log('Mouse down button: ' + event.button);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseDownOff
Removes the callback that is fired when a mouse down event is triggered if the listener was registered via the mouseDown() method.
mouseDownOff()
mouseWheel
Gets / sets the callback that is fired when a mouse wheel event is triggered.
mouseWheel({Function} callback)
Returns {*}
Hook the mouse wheel event and stop it propagating further down the scenegraph
entity.mouseWheel(function (event, control) {
// Mouse wheel with button
console.log('Mouse wheel button: ' + event.button);
console.log('Mouse wheel delta: ' + event.wheelDelta);
// Stop the event propagating further down the scenegraph
control.stopPropagation();
// You can ALSO stop propagation without the control object
// reference via the global reference:
ige.input.stopPropagation();
});
mouseWheelOff
Removes the callback that is fired when a mouse wheel event is triggered.
mouseWheelOff()
mouseEventTrigger
Gets / sets the shape / polygon that the mouse events are triggered against. There are two options, 'aabb' and 'isoBounds'. The default is 'aabb'.
mouseEventTrigger({} val)
Returns {*}
_handleMouseIn
Handler method that determines which mouse-move event to fire, a mouse-over or a mouse-move.
_handleMouseIn()
_handleMouseOut
Handler method that determines if a mouse-out event should be fired.
_handleMouseOut()
_handleMouseWheel
Handler method that determines if a mouse-wheel event should be fired.
_handleMouseWheel()
_handleMouseUp
Handler method that determines if a mouse-up event should be fired.
_handleMouseUp()
_handleMouseDown
Handler method that determines if a mouse-down event should be fired.
_handleMouseDown()
_mouseInTrigger
Checks mouse input types and fires the correct mouse event handler. This is an internal method that should never be called externally.
_mouseInTrigger({Object} evc, {Object} data)
- {Object}evc The input component event control object.
- {Object}data Data passed by the input component into the new event.
translateBy
Translates the entity by adding the passed values to the current translation values.
translateBy({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Translate the entity by 10 along the x axis
entity.translateBy(10, 0, 0);
translateTo
Translates the entity to the passed values.
translateTo({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Translate the entity to 10, 0, 0
entity.translateTo(10, 0, 0);
translateToPoint
Translates the entity to the passed point.
Returns {*}
Translate the entity to 10, 0, 0
var point = new IgePoint3d(10, 0, 0),
entity = new IgeEntity();
entity.translateToPoint(point);
translate
Gets the translate accessor object.
translate()
Returns {*}
Use the translate accessor object to alter the y co-ordinate of the entity to 10
entity.translate().y(10);
_translateAccessorX
The translate accessor method for the x axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.translate().
_translateAccessorX({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_translateAccessorY
The translate accessor method for the y axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.translate().
_translateAccessorY({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_translateAccessorZ
The translate accessor method for the z axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.translate().
_translateAccessorZ({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
rotateBy
Rotates the entity by adding the passed values to the current rotation values.
rotateBy({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Rotate the entity by 10 degrees about the z axis
entity.rotateBy(0, 0, Math.radians(10));
rotateTo
Rotates the entity to the passed values.
rotateTo({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Rotate the entity to 10 degrees about the z axis
entity.rotateTo(0, 0, Math.radians(10));
rotate
Gets the translate accessor object.
rotate()
Returns {*}
Use the rotate accessor object to rotate the entity about the z axis 10 degrees
entity.rotate().z(Math.radians(10));
_rotateAccessorX
The rotate accessor method for the x axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.rotate().
_rotateAccessorX({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_rotateAccessorY
The rotate accessor method for the y axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.rotate().
_rotateAccessorY({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_rotateAccessorZ
The rotate accessor method for the z axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.rotate().
_rotateAccessorZ({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
scaleBy
Scales the entity by adding the passed values to the current scale values.
scaleBy({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Scale the entity by 2 on the x axis
entity.scaleBy(2, 0, 0);
scaleTo
Scale the entity to the passed values.
scaleTo({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Set the entity scale to 1 on all axes
entity.scaleTo(1, 1, 1);
scale
Gets the scale accessor object.
scale()
Returns {*}
Use the scale accessor object to set the scale of the entity on the x axis to 1
entity.scale().x(1);
_scaleAccessorX
The scale accessor method for the x axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.scale().
_scaleAccessorX({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_scaleAccessorY
The scale accessor method for the y axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.scale().
_scaleAccessorY({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_scaleAccessorZ
The scale accessor method for the z axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.scale().
_scaleAccessorZ({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
originBy
Sets the origin of the entity by adding the passed values to the current origin values.
originBy({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Add 0.5 to the origin on the x axis
entity.originBy(0.5, 0, 0);
originTo
Set the origin of the entity to the passed values.
originTo({Number} x, {Number} y, {Number} z)
- {Number}x The x co-ordinate.
- {Number}y The y co-ordinate.
- {Number}z The z co-ordinate.
Returns {*}
Set the entity origin to 0.5 on all axes
entity.originTo(0.5, 0.5, 0.5);
origin
Gets the origin accessor object.
origin()
Returns {*}
Use the origin accessor object to set the origin of the entity on the x axis to 1
entity.origin().x(1);
_originAccessorX
The origin accessor method for the x axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.origin().
_originAccessorX({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_originAccessorY
The origin accessor method for the y axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.origin().
_originAccessorY({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
_originAccessorZ
The origin accessor method for the z axis. This method is not called directly but is accessed through the accessor object obtained by calling entity.origin().
_originAccessorZ({Number} val)
- {Number}val The new value to apply to the co-ordinate.
Returns {*}
updateTransform
Checks the current transform values against the previous ones. If any value is different, the appropriate method is called which will update the transformation matrix accordingly.
updateTransform()
disableInterpolation
Gets / sets the disable interpolation flag. If set to true then stream data being received by the client will not be interpolated and will be instantly assigned instead. Useful if your entity's transformations should not be interpolated over time.
disableInterpolation({} val)
Returns {*}
streamSections
Gets / sets the array of sections that this entity will encode into its stream data.
streamSections({Array} sectionArray)
- {Array}sectionArray An array of strings.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Define the sections this entity will use in the network stream. Use the default "transform" section as well as a "custom1" section
entity.streamSections('transform', 'custom1');
streamSectionData
Gets / sets the data for the specified data section id. This method is usually not called directly and instead is part of the network stream system. General use case is to write your own custom streamSectionData method in a class that extends IgeEntity so that you can control the data that the entity will send and receive over the network stream.
streamSectionData({String} sectionId, {*} data, {Boolean} bypassTimeStream)
- {String}sectionId A string identifying the section to handle data get / set for.
- {*}data If present, this is the data that has been sent from the server to the client for this entity.
- {Boolean}bypassTimeStream If true, will assign transform directly to entity instead of adding the values to the time stream.
Returns {*} "this" when a data argument is passed to allow method chaining or the current value if no data argument is specified.
streamMode
Gets / sets the stream mode that the stream system will use when handling pushing data updates to connected clients.
streamMode({Number} val)
- {Number}val A value representing the stream mode.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity to disable streaming
entity.streamMode(0);
Set the entity to automatic streaming
entity.streamMode(1);
Set the entity to manual (advanced mode) streaming
entity.streamMode(2);
streamControl
Gets / sets the stream control callback function that will be called each time the entity tick method is called and stream-able data is updated.
streamControl({Function} method)
- {Function}method The stream control method.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity's stream control method to control when this entity is streamed and when it is not
entity.streamControl(function (clientId) {
// Let's use an example where we only want this entity to stream
// to one particular client with the id<PHONE_NUMBER>
if (clientId === '4039589434') {
// Returning true tells the network stream to send data
// about this entity to the client
return true;
} else {
// Returning false tells the network stream NOT to send
// data about this entity to the client
return false;
}
});
Further reading: Controlling Streaming
streamSyncInterval
Gets / sets the stream sync interval. This value is in milliseconds and cannot be lower than 16. It will determine how often data from this entity is added to the stream queue.
streamSyncInterval({Number} val, {String} sectionId)
- {Number}val Number of milliseconds between adding stream data for this entity to the stream queue.
- {String}sectionId Optional id of the stream data section you want to set the interval for. If omitted the interval will be applied to all sections.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the entity's stream update (sync) interval to 1 second because this entity's data is not highly important to the simulation so save some bandwidth!
entity.streamSyncInterval(1000);
Set the entity's stream update (sync) interval to 16 milliseconds because this entity's data is very important to the simulation so send as often as possible!
entity.streamSyncInterval(16);
streamFloatPrecision
Gets / sets the precision by which floating-point values will be encoded and sent when packaged into stream data.
streamFloatPrecision({Number} val)
- {Number}val The number of decimal places to preserve.
Returns {*} "this" when arguments are passed to allow method chaining or the current value if no arguments are specified.
Set the float precision to 2
// This will mean that any data using floating-point values
// that gets sent across the network stream will be rounded
// to 2 decimal places. This helps save bandwidth by not
// having to send the entire number since precision above
// 2 decimal places is usually not that important to the
// simulation.
entity.streamFloatPrecision(2);
streamSync
Queues stream data for this entity to be sent to the specified client id or array of client ids.
streamSync({Array} clientId)
- {Array}clientId An array of string IDs of each client to send the stream data to.
Returns {IgeEntity} "this".
streamCreateData
Override this method if your entity should send data through to the client when it is being created on the client for the first time through the network stream. The data will be provided as the first argument in the constructor call to the entity class so you should expect to receive it as per this example:
streamCreateData()
Using and Receiving Stream Create Data
var MyNewClass = IgeEntity.extend({
classId: 'MyNewClass',
// Define the init with the parameter to receive the
// data you return in the streamCreateData() method
init: function (myCreateData) {
this._myData = myCreateData;
},
streamCreateData: function () {
return this._myData;
}
});
Valid return values must not include circular references!
streamEmitCreated
Gets / sets the stream emit created flag. If set to true this entity emit a "streamCreated" event when it is created by the stream, but after the id and initial transform are set.
streamEmitCreated({} val)
Returns {*}
_streamSync
Asks the stream system to queue the stream data to the specified client id or array of ids.
_streamSync({Array} recipientArr, {String} streamRoomId)
- {Array}recipientArr The array of ids of the client(s) to queue stream data for. The stream data being queued is returned by a call to this._streamData().
- {String}streamRoomId The id of the room the entity belongs in (can be undefined or null if no room assigned).
streamForceUpdate
Forces the stream to push this entity's full stream data on the next stream sync regardless of what clients have received in the past. This should only be used when required rather than every tick as it will reduce the overall efficiency of the stream if used every tick.
streamForceUpdate()
Returns {*}
streamCreate
Issues a create entity command to the passed client id or array of ids. If no id is passed it will issue the command to all connected clients. If using streamMode(1) this method is called automatically.
streamCreate({*} clientId)
- {*}clientId The id or array of ids to send the command to.
Returns {Boolean}
Send a create command for this entity to all clients
entity.streamCreate();
Send a create command for this entity to an array of client ids
entity.streamCreate(['43245325', '326755464', '436743453']);
Send a create command for this entity to a single client id
entity.streamCreate('43245325');
streamDestroy
Issues a destroy entity command to the passed client id or array of ids. If no id is passed it will issue the command to all connected clients. If using streamMode(1) this method is called automatically.
streamDestroy({*} clientId)
- {*}clientId The id or array of ids to send the command to.
 The data will usually include only properties that have changed since the last time the stream data was generated. The returned data is a string that has been compressed in various ways to reduce network overhead during transmission.
_streamData()
Returns {String} The string representation of the stream data for this entity.
interpolateValue
Calculates the current value based on the time along the value range.
interpolateValue({Number} startValue, {Number} endValue, {Number} startTime, {Number} currentTime, {Number} endTime)
- {Number}startValue The value that the interpolation started from.
- {Number}endValue The target value to be interpolated to.
- {Number}startTime The time the interpolation started.
- {Number}currentTime The current time.
- {Number}endTime The time the interpolation will end.
Returns {Number} The interpolated value.
_processInterpolate
Processes the time stream for the entity.
_processInterpolate({Number} renderTime, {Number} maxLerp)
- {Number}renderTime The time that the time stream is targeting to render the entity at.
- {Number}maxLerp The maximum lerp before the value is assigned directly instead of being interpolated.


This post is published on {{.Date.Format "Monday, January 2, 2006"}} and categorized as
{{.Section}} with
_ views.
{{ if .IsTranslated }}
{{ end }}
{{if .Params.inprogress}}
{{ partial "infoDraft"}}
{{end}}
{{ if .Params.people}}
{{partial "people" .}}
{{end}}
{{if .Params.inprogress}}
{{else}}
{{end}}
{{.Content}}
{{ with .NextInSection }}
{{ end }}
{{ with .PrevInSection }}
{{ end }}
{{partial "analytics.html" . }}


Prabodh T RGraduate From NITC Analyst in Goldman Sachs. Like to read YA novels and play shadow fight in the free time. Adventurous by nature, atleast thats what the test says! |
| Date | Job | Mode | Duration |
|---|---|---|---|
| 2019 | Intern at ICT academy, Kerala | On-site | 1 month |
| 2020 | Intern at Goldman Sachs, Bangalore | Virtual | 1 month |
| C/C++ | 🌟 🌟 🌟 🌟 |
| RPA/IoT | 🌟 🌟 🌟 🌟 |
| Python | 🌟 🌟 🌟 |
| Drawing | 🌟 🌟 |


Total:
N/A
N/A
Address line:
City:
Country code:
Dependent locality:
Organization:
Phone:
Postal code:
Recipient:
Region:
Sorting code:
Submit Address
Confirm
Please wait...


This name will be used throughout Explexity CXOS interface. We recommend keeping
it short and sweet, so that it's easy to identify in the future.
This will determine how much of the cloud platform this serviers lives on will consume.
If you choose a server that's larger than the cloud platform it lives on, we'll bump up the size of your cloud platform to handle it.
Select which cloud platform you'd like this server to live on.
The server will consume resources from that cloud platform.
Total Budget
$250 /MONTH
Total Instances
25
Total Budget
$250 /MONTH
Total Instances
25
Select which cloud platform you'd like this server to live on.
The server will consume resources from the cloud platform.
+Add another Partner's fee


|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object eu.cassandra.sim.Simulation
public abstract class Simulation
The Simulation class includes methods for
setting up the scenario to be simulated and running the simulation, provided the
implementation of the abstract setupScenario() method. It can simulate up to 4085 years.
The implementation of the setupScenario() method must include:
(a) setting up the installations (or installation types) to be included in the simulation,
(b) setting up the pricing scheme(s) to be used in the simulation,
(c) defining the set of simulation parameters to be used and, in case of dynamic scenarios,
(d) the demographic data, according to which the entities involved in the simulation will be instantiated.
After providing the implementation of the setupScenario() method, the setup() and
runSimulation() methods need to be called, in order to instantiate the entities involved
in the scenario and simulate it.
| Constructor Summary | |
|---|---|
Simulation(java.lang.String outputPath,
java.lang.String dbName,
int seed,
boolean useDerby)
Instantiates a new simulation. |
| Method Summary | |
|---|---|
int |
getCurrentTick()
Gets the current tick. |
int |
getEndTick()
Gets the end tick. |
Installation |
getInstallation(int index)
Gets the installation at index . |
java.util.Collection<Installation> |
getInstallations()
Gets the installations. |
ORNG |
getOrng()
Gets the random number generator. |
SimulationParams |
getSimulationWorld()
Gets the simulation parameters set. |
void |
printKPIs()
Prints the aggregate KPIs, followed by the KPIs for all installations, appliances and activities. |
void |
runSimulation()
Runs the simulation and outputs results to the csv files and the selected database. |
void |
setup(boolean isCallDuringRun)
Sets the scenario up according to the setupScenario method
and instantiates all involved entities, taking into account the nature (static or dynamic) of the scenario
and, when applicable, the demographic data provided. |
abstract java.util.Vector<Installation> |
setupScenario()
Abstract method for setting up a scenario. |
| Methods inherited from class java.lang.Object |
|---|
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public Simulation(java.lang.String outputPath, java.lang.String dbName, int seed, boolean useDerby)
outputPath
- the path to the output directorydbName
- the name of the database where output data will be storedseed
- the seed for the random number generatoruseDerby
- whether to use MongoDB (false) or Apache Derby (true) for storing simulation output data| Method Detail |
|---|
public abstract java.util.Vector<Installation> setupScenario()
public void setup(boolean isCallDuringRun) throws java.lang.Exception
setupScenario
method
and instantiates all involved entities, taking into account the nature (static or dynamic) of the scenario
and, when applicable, the demographic data provided.
isCallDuringRun
- whether this call to the method happens during the run or not
java.lang.Exception
- the exceptionpublic void runSimulation()
printKPIs
method.
public java.util.Collection<Installation> getInstallations()
public Installation getInstallation(int index)
index
.
index
- the index
public int getCurrentTick()
public int getEndTick()
public ORNG getOrng()
public SimulationParams getSimulationWorld()
public void printKPIs()
|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


HOME
LOGIN
REGISTER
Register Here
Please choose a unique and valid username.
Please choose a unique and valid password.


| Institute Name | {{ institute.basicInfo.name }} |
| Contact Number | {{ institute.basicInfo.instituteContact }} |
| Address | {{ institute.address.addressLine }} {{ institute.address.locality }} {{ institute.address.city }} {{ institute.address.city }} |
| Category |
{{ i }}
|
| MetaTag |
{{ i }}
|
| Total Courses | {{ institute.course.length }} |
| Current Plan | {{ institute.currentPlan }} |
| Started On | {{ getDate(institute.startDate) }} |
| Expire On | {{ getDate(institute.expiryDate) }} |


EBD - Easton Bible DIctionary
Rush
RUSH
"RUSH "the papyrus (
Job 8:11
). (See BULRUSH.) The expression“branch and rush” in
Isaiah 9:14
;
19:15
means “utterly.”
"RUSH "the papyrus (Job 8:11). (See BULRUSH.) The expression“branch and rush” in Isaiah 9:14; 19:15 means “utterly.”


Peter Lovesey is a multi award-winning British writer of historical and contemporary detective novels and short stories. His best-known series characters are Sergeant Cribb, a Victorian-era police detective based in London, and Peter Diamond, a modern-day police detective in Bath. Peter’s latest book Another One Goes Tonight is of course available through Suffolk Libraries. The Detection Club’s 80th Birthday edition in Peter’s honour, Motives for Murder, is also available.
Who were your literary influences as you were growing up?
My house was hit by a VI ‘Flying Bomb’ – or Doodlebug – when I was 8, in 1944, and had just discovered the magic of reading. I was on the William books by Richmal Crompton at the time. But the bombing altered everything. No books, no toys. My parents had other priorities like finding a home and feeding and clothing their 3 sons.
Eventually my dad brought home 2 books for his own reading and to a 10-year-old they had unpromising titles: The Life of Sir Edward Marshall Hall and Alias The Saint. But I was eager to read anything and made a start. I soon found that Marshall Hall had been a brilliant defence lawyer involved in some of the most sensational murder trials of the century. Each page had a heading I found irresistible: The Green Bicycle Case; Brides in the Bath; Exit Seddon the Boaster; Could He Have Saved Dr Crippen?; Madame Fahmy’s Acquittal – and so on. It was swift education in real crime.
Then I turned to the other book, which I’d assumed from the title was a religious story, and found that the Saint was Simon Templar and the author Leslie Charteris. So I read my first crime novel. Without any question these 2 books predisposed me to writing about crime when the chance came later.
How was Peter Diamond invented? Was he based on anyone?
My crime writing career began in 1970 with a book called Wobble to Death that won a big prize – £1,000 – in a first crime novel competition. It was set in Victorian times and my first 8 books all featured the same Detective, Sergeant Cribb. They were bought for TV and the series called Cribb was very popular, with a prime time slot at 9 o’clock on Sunday nights. It established me as a writer and gave me the chance to go full time, which I did in 1975.
So for a long time I was known as a writer of historical mysteries, but I wanted the challenge of writing modern police procedural novels and took the plunge with Peter Diamond, the head of the murder squad in Bath, close to where I was living at the time. He had to be abrasive, tough and suspicious of forensics and modern methods of detective work because all I knew at the time was how the 19th century policemen functioned. Many of my characters are based on real people, but Diamond wasn’t. He just walked into my imagination ready to take over. I suppose there are elements of my own thinking in his personality, but we don’t look the same at all and I hope I’m not such a curmudgeon as he often is. However, he has a likeable side as well and he’s a cracking detective.
Crime writing is so varied now, ranging from classic whodunits to Scandi noir. Where do you place yourself in the genre?
I’m out there with the polar bear and the orang-utan and the great-crested newt as one of an endangered species. The majority of my books – not all – fit that classic whodunit tag. It’s not particularly fashionable with the critics, but it’s hugely satisfying to write and to read. No form of writing has been invented that can match its perfect structure. Read a whodunit and you will be assured – if it’s well done – of lively characters, entertaining surprises, fascinating settings and a suspenseful story that is structured to explain every twist by the last chapter.
It must have been a huge honour to be selected for the Detection Club’s Motives for Murder edition this year.
A great thrill and a wonderful evening at the Dorchester when I was presented with the UK and American editions. The Detection Club is even older than I am, founded in 1930 by the likes of Dorothy L. Sayers, G. K. Chesterton and Anthony Berkeley as an invitation–only society of writers who specialised in the whodunit form. In 1974, when I joined, the rules had been modified enough for John le Carré to join with me, but the President was still Agatha Christie.
There are about 50 of us and we meet twice a year at the Garrick Club and once, more formally, at the Dorchester Hotel where we welcome new members with an initiation ceremony involving a real human skull on a cushion with red eyes that light up. I’m honoured that they marked my 80th birthday with this book of short stories. I’ve had various other writing prizes over the years, but this was extra special, coming from my peers.
Do you have a message for your many readers in Suffolk Libraries?
Keep on reading them and I’ll keep writing them until someone taps me on the shoulder and says time is up. Better still, request the ones you haven’t seen and keep those librarians busy as well. My favourites include The Reaper, The False Inspector Dew and Rough Cider, none of which are in a series. Libraries have been a life-support for me over the years and we must ensure that they stay open.
What is the best piece of advice you were ever given?
It came from my wife, Jax: “I’ve seen an advert for a first crime novel competition. Why don’t you go in for it? I’m sure you could write one if you tried.””
Can you tell us one thing that your readers might not know about you?
I’ve been described as the world’s foremost authority on Victorian athletics history. This is because I’m the world’s only authority on Victorian athletics. My first novel, Wobble to Death, grew out of that interest.


What is a Doula?
The word “doula” comes from ancient Greek and is now used to refer to a woman who helps other women. It has been applied to childbirth to refer to “a woman experienced in childbirth who provides continuous physical, emotional, and informational support to the mother before, during, and just after childbirth.” (Klaus, Kennell, and Klaus, in Mothering the Mother)
A Birth Doula
- Recognizes birth as a significant experience that the mother will remember all her life
- Understands the physiology of birth and the emotional needs of a woman in labor
- Assists the woman and her partner in preparing for and carrying out their plans for the birth
- Stays by the side of the laboring woman throughout the entire labor
- Provides emotional support, physical comfort measures, objective viewpoint, and assistance to the woman in getting the information she needs to make good decisions
- Facilitates communication between the laboring woman, her partner and care providers
- Perceives her role as one who nurtures and protects the woman's memory of her birth experience
The Effects of Doula Support
- Labors are shorter
- There are fewer complications
- Cesarean rates are reduced
- Use of forceps is reduced
- There is less need for oxytocin to speed up labor
- Women request less pain medication and epidurals
Effects of Doula Support on the Mother
- Greater satisfaction with childbirth
- More positive assessments of their babies
- Less postpartum depression
Effects of Doula Support on the Baby
- Babies have shorter hospital stays and fewer admissions to special care nurseries
- Babies breastfeed more easily
- Mothers are more affectionate to their babies postpartum
The Benefit of Continuous Support in Labor is Recognized by:
- The World Health Organization - The Medical Leadership Council (an organization of over 1200 U.S. hospitals)
- The Society of Obstetricians and Gynaecologists of Canada
How Doulas Practice
- Privately, hired directly by clients
- As hospitals employees
- As volunteers in community or hospital programs
DONA A non-profit organization incorporated in 1992 which trains and certifies doulas according to ethical standards. To locate a doula in your area or to find out about DONA approved training visit their web page at www.dona.org, e-mail at<EMAIL_ADDRESS>or call (801) 756–7331.
For More Information
- For Natalie’s birth doula availability and rate please contact her directly


World Options:
Gravity:
Friction:
(0=none, 20=lots)
Mouse Click Will:
Drag Object
Delete Object
Create Object
Fix Object
Free Object
Break Springs
Give Charge
Make Neutral
Connect with Spring
Connect with String
Charge:
Stiffness:
Length:
(Use 0 for auto)
Line:
Dots
None
Density:
Dotsize:
Stiffness:
Type:
Movable
Static
Shape:
Circle
Rectangle
Width:
Height:
Diameter:
50
20
9
Elasticity:
(0 to 1)
Mass:
Collision Detection
Collision Detection
Choose world to load
Newton's Cradle
Suspension Bridge
Example World
Orbit Example


Reports: {{this.selectedStory.title}}
Disclaimer: Currently only the last 1 report per scenario and story will be saved. If you want to keep the reports longer, you have to download the report or mark it as saved.
Story Reports:
Scenario {{i + 1}} Reports: {{scen.name}}


Before Change
ax = torch.cat([zeros, zeros, zeros, -x1, -y1, -ones, y2 * x1, y2 * y1, y2], dim=-1)
ay = torch.cat([x1, y1, ones, zeros, zeros, zeros, -x2 * x1, -x2 * y1, -x2], dim=-1)
w_list = []
axy_list = []
for i in range(points1.shape[1]):
axy_list.append(ax[:, i])
axy_list.append(ay[:, i])
w_list.append(weights[:, i])
w_list.append(weights[:, i])
A = torch.stack(axy_list, dim=1)
w = torch.stack(w_list, dim=1)
// apply weights
w_diag = torch.diag_embed(w)
A = A.transpose(-2, -1) @ w_diag @ A
After Change
ay = torch.cat([x1, y1, ones, zeros, zeros, zeros, -x2 * x1, -x2 * y1, -x2], dim=-1)
A = torch.cat((ax, ay), dim=-1).reshape(ax.shape[0], -1, ax.shape[-1])
if weights is None:
// All points are equally important
A = A.transpose(-2, -1) @ A
else:
// We should use provided weights
assert len(weights.shape) == 2 and weights.shape == points1.shape[:2], weights.shape
w_diag = torch.diag_embed(weights.repeat(1, 2))
A = A.transpose(-2, -1) @ w_diag @ A
try:
U, S, V = torch.svd(A)
except:
warnings.warn("SVD did not converge", RuntimeWarning)


Because Arctic radiative forcing peaks in spring/summer, it contributes strongly to Arctic winter and annual warming, especially in the peripheral sea ice regions where, according to our climate model simulations, spring forcing even dominates winter warming through seasonal storage and release of energy in the Arctic Ocean. To understand Arctic warming and its huge seasonal cycle, as well as related processes (such as sea ice decline and precipitation increases 14) it is therefore imperative to study not only the governing feedbacks but also assess the impact of seasonally-varying radiative forcing. This also implies that an accurate representation of changes in the seasonality of radiative forcing (which are dominated by clouds 11, see Methods) is crucial to correctly project both the magnitude and the pattern of future Arctic warming. Uncertainties in Arctic radiative fluxes (which peak in summer 11) mainly affect Arctic winter and annual warming 10, meaning that not only uncertain Arctic feedbacks but also the (spring and summer) radiative forcing contribute to the intermodel spread in Arctic climate change 13. Current changes in the Arctic climate peak in Autumn (in particular November). With ongoing Arctic warming and further reductions in sea ice, the changes will probably become more winter centered, with peak warming shifting towards the winter (see Fig. 1b), similar to the response simulated here (which represent an ‘artificial’ future warming relative to the present-day state).
Ongoing sea-ice decline is expected to spark human activities in the Arctic (e.g., shipping, fishery, mining, tourism), which will lead to increased emissions of radiatively-active constituents 1526, such as soot 27, especially in summer (also soot originating from summertime sub-Arctic fires will enter the Arctic 27). By lowering the sea-ice albedo 15, the additional soot may induce a net radiative surface forcing during summer. The seasonal timing of anthopogenic radiative forcing (in whatever form) is most powerful when it occurs in seasons when the surface is climatologically gaining energy (spring and summer), so future anthropogenic emissions peaking in summer may reinforce Arctic (winter) warming and sea ice retreat.


This is the official AtomicDEX mobile beta program channel -
Android: https://play.google.com/store/apps/details?id=com.komodoplatform.atomicdex - iOS: https://testflight.apple.com/join/c2mOLEoC - Please use https://github.com/KomodoPlatform/atomicdex/issues for bug reports and feature requests. For critical security bug reports please do send us your encrypted (https://pgp.mit.edu/pks/lookup?op=get&search=0x379287998EE6CF47) report to<EMAIL_ADDRESS>and allow up to 24h for reply. For atomicDEX API (mm2) related issue reports or feature requests please do use https://github.com/KomodoPlatform/atomicDEX-API/issues
42 messages
Between 08-Dec-19 12:00 AM and 09-Dec-19 12:00 AM
buralux08-Dec-19 12:17 AM
Same here for crashes
Once enter the pin
ca33308-Dec-19 01:08 AM
iOS issue reproduced - we will release hotfix update asap. (you can bypass the issue for now by switching to settings page right after entering the PIN - after doing so app won't crash again)(edited)
Here for the coin sounds complaint. I see it's an iOS workaround. Now we need a workaround for the workaround.
Cryptoon08-Dec-19 09:06 AM
Quickly switching to settings works to prevent crashing!
花果山08-Dec-19 10:06 AM
That voice is really upsetting
ComputerGenie 👴👴👴08-Dec-19 10:10 AM
"that voice"?
ca33308-Dec-19 10:11 AM
audio notifications
ComputerGenie 👴👴👴08-Dec-19 10:12 AM
ahhh
thought maybe PTYX was being insulted
花果山08-Dec-19 10:13 AM
I need to mute or I can only close the software
ca33308-Dec-19 10:13 AM
@花果山 which operating system are you using?
花果山08-Dec-19 10:13 AM
android(edited)
ca33308-Dec-19 10:16 AM
Thanks for your feedback - the audio notification is a very new feature and we will work on it to make it as pleasant/user-friendly as possible. On android we will likely add an option for a mute thats very close to total silence.
Bitfinger08-Dec-19 10:22 AM
Would it not be possible to just remove the sound for android? Seems silly android users have to 'suffer' for an iOS workaround.
1
ca33308-Dec-19 10:52 AM
Thats not possible cuz of strict release requirements. Sound notification needs to be app-related and not a OS conditioned feature to bypass background process limitation.
Goku08-Dec-19 10:54 AM
"cuz of strict release requirements."
But you mean the Apple App Store?
I think the PlayStore don't have that strict rules
Mark8108-Dec-19 10:56 AM
I guess ca333 trying to say that it must be on both versions or other wise it wont pass ios store.
1
Goku08-Dec-19 10:59 AM
Wow didn't know that Apple sets rules for PlayStore Apps too
Mark8108-Dec-19 11:05 AM
No they are not setting but in source code this playing sound cannot be ruled out by software automaticaly in terms of operating system where it is running.
So if Apple sees in code that software is checking if you're in ios then play sound and if in Android then dont they won't pass it. It affects in this way to both worlds by their market leader position.(edited)
1
1
Bitfinger08-Dec-19 11:17 AM
@ca333 thanks
1
grewalsatinder08-Dec-19 12:56 PM
@ca333@Mark81 that's interesting thing.... didn't expect that
OMG! What have the teams at @AtomicDex + @KomodoPlatform done now?!! How can this be possible?
https://t.co/Y9njdCLDD5
$kmd $arrr $vrsc #atomicswap #decentralisation $dex #crypto @ElevateGroup01 @0xca333 @polycrypt0 @PCC_Store @MikeToutonghi https://t.co/P27ihgFR3W
3
coingirl8708-Dec-19 04:11 PM
Is the sound function new??? I cant turn off the sound...is playing the whole time. Also when atomic dex is in background. Its very annoying
Why sound is neccesary ?
Bernz - Selling LABS08-Dec-19 04:27 PM
scroll up a single page
coingirl8708-Dec-19 04:52 PM
I never heard of this before and atomix dex is the only app on my smartphone which used that. A sound notification is okey but the sound is permanent so why it is neccesary to have a permanent annoying sound? Where is the sense?
Acura08-Dec-19 04:57 PM
scroll up
coingirl8708-Dec-19 04:59 PM
Found nothing which answers my questions
Acura08-Dec-19 05:05 PM
I found many answer in the last 48hours in this channels about this topic
coingirl8708-Dec-19 05:11 PM
@ca333 when sound is neccesary, why not make sound of waves or better....fighting komodowaran?
artemciy_dice08-Dec-19 05:20 PM
AtomicDEX is in beta and we're only just started testing this functionality. The major question now is whether the Apple would approve the background mode. If they will, then we'll be further improving this functionality with things like choosing different sounds, allowing you to use the sounds from your own sound library and such. Anyhow, thanks for testing the app!
2
MorganJekyll08-Dec-19 07:33 PM
Keeps crashing after update. Delete and redownload?
Flint08-Dec-19 07:40 PM
now, during a swap, there is still some terrible sound of the voice of screaming children of some snatches of adult voices and this against the background of ringing coins and the sound of a drain
1
artemciy_dice08-Dec-19 07:47 PM
@MorganJekyll Downloading a previous build (such as 0.2.7) should help for now as a workaround, TestFlight allows you to pick a previous build.
Cryptoon08-Dec-19 07:50 PM
Immediately switching to settings prevents it to crash
(For me)
After that its fine
MorganJekyll08-Dec-19 07:56 PM
I just used previous build and it works. Thank you


FILM TITLE: DANZON DIRECTOR: MARIA NOVARO COUNTRY: MEXICO 1991 CINEMATOGRAPHY: RODRIGO GARCIA CAST: Maria Rojo, Carmen Salinas, Tito Vasconcellos, Victor Carpinteiro, SUPER FEATURES: Is the film about perfection in dance, or love...?
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Danzon is one of those films that is actually pretty nice, although you wonder what it is getting at. It dedicates much time and attention to the little things that make a good dance, or dancers, and to the sensuality necessary to make it work between two partners. But Julia, has not only lost that partner, she has also lost what could be her one and only special love, although it isn't clear that the lost partner is her lover at all, although she would wish him to be.
After winning many dance contests with this man, she is now troubled because he has disappeared. And she starts looking for him. And gets teased miserably by her friends in the process. Her chase leads to a different town where she ends up caught up in a small pair of lies, and also has an affair with a younger man, who works in one of the boats, she thinks her lover has gone, or has he.?
When the time comes for her to accept that she is running out of funds and can no longer stay in this town, she leaves her younger love, leaving him in the same predicament that she was left with before she came here. And when she returns, her partner is there, and silently takes her and they dance, what is obviously a very smooth combination..... still not clear wether he is her lover or not, but it is clear that they move very well together.
The film is slow, and the music is the Mexican variety used in the dance halls, and is not what we might like to appreciate, but it is the background, with very nice and romantic touches of what appears to be a very well designed film about dancing..... though we wonder if the chemistry is about sensual pleasures, or more than that.... Julia is about more than that, as is her partner, even if they are not connected.
Very interesting film, slow at times, and very subtle.... all the ship names at port have a hopeless ideal in love, and the lyrics in the many songs in the film are shown in the sub titles as a meaningful way for Julia to think. Not a great film, but a very nice film that is very slow developing, but the main character's desire and acting ability just keeps us tied to it... and curious to find out what will become of it all.
3 GIBLOONS Pedro Sena, Reviewer and Moderator of the CENTIPEDE's THE FILM Copyright (c) Pedro Sena 1994
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


示例
| Table Header |
Table Header |
Table Header |
Table Header |
| Content Goes Here |
This is longer content |
Content |
Content |
| Content Goes Here |
This is longer Content |
Content |
Content |
| Content Goes Here |
This is longer Content |
Content |
Content |
Most Expensive Sandwiches by City
| Rank |
City |
Price |
| 1 |
2 |
3 |
| Campbell, CA |
New York, NY |
Sandwich, IL |
| $12.99 |
$9.99 |
$8.99 |
Cute Animals Per 1,000 People
| State |
Dogs |
Cats |
Rabbits |
| California |
3 |
1 |
10 |
模拟表格
Table Header
Table Header
Table Header
Table Header
Content Goes Here
This is longer content
Content
Content
Content Goes Here
This is longer Content
Content
Content
Content Goes Here
This is longer Content
Content
Content


DASHPORT
Register now
Create your account
First & Last Name*
Company
Email address
Country
Please select
Password*
Repeat password*
Password requirements:
min 8 characters
min 1 number
min 1 uppercase letter
*Required fields
By clicking "Sign up" I agree to Dashport's Terms of Service and Privacy Policy


Welcome to your Thermostat
The current temp is:
Temperature Controls
Power saving mode
Powersaving Mode On
Turn off
Turn on


Detected site:
Detected problem name:
Stream title template:
Stream title: Send
Twitch title template:
Twitch title: Send


mutagen
Real-time file synchronization and network forwarding tool.
More information: home page
- Start a synchronization session between a local directory and a remote host:
mutagen sync create --name=session_name /path/to/local/directory/ user@host:/path/to/remote/directory/
- Start a synchronization session between a local directory and a Docker container:
mutagen sync create --name=session_name /path/to/local/directory/ docker://user@container_name/path/to/remote/directory/
- Stop a running session:
mutagen sync terminate session_name
- Start a project:
mutagen project start
- Stop a project:
mutagen project terminate
- List running sessions for the current project:
mutagen project list


|
all_available_panels()
|
Get all available gene panels in a database |
|
all_genes_lookup
|
A table to lookup Hugo Symbol by Entrez ID |
|
available_profiles()
|
See what genetic data is available for a given study |
|
cbp_api()
|
Core function to retrieve data from cBioPortal API. |
|
check_for_saved_db()
|
Check for cBioPortal DB |
|
get_alias()
|
Get Gene Name Alias for a Given Hugo Symbol |
|
get_cbioportal_db()
|
Connect to cBioPortal DB |
|
get_cbioportal_token()
|
Get cBioPortal Access Token |
|
get_clinical_attributes()
|
Get all clinical attributes available for a study |
|
get_clinical_by_patient()
|
Get clinical data by attribute study ID and sample ID |
|
get_clinical_by_study()
|
Get all available clinical data for a specified study |
|
get_cna()
|
Get copy number alterations by sample ID or study ID |
|
get_gene_id()
|
Get Entrez Gene ID for a given set of Hugo Symbols |
|
get_genes()
|
Get a list of all available genes |
|
get_genetics()
|
Get all genetic data for a study or list of IDs |
|
get_mutations()
|
Get gene mutations by sample ID or Study |
|
get_panel()
|
Retrieve data for a specific panel |
|
get_sample_ids() get_sample_ids()
|
Get sample IDs for a given set of patient IDs |
|
get_segments()
|
Get segmentation data |
|
get_studies()
|
Get information about available studies in a cBioPortal instance |
|
impact_gene_info
|
IMPACT Gene Meta Data |
|
tcga_genes
|
A vector of 19441 hugo symbols in TCGA |
|
tcga_samples
|
Data frame of all TCGA sample ids and their corresponding cancer type |


|
|
|
Warning |
| fcte11 |
Cutoff Frequency for TE11 (desired) mode |
MHz |
2400 max |
fctm01 |
Cutoff Frequency for TM01 (undesired) mode |
MHz |
2475 min |
| fop |
Operating Frequency for this channel |
Mhz |
|
| wfs |
Free-space wavelength |
mm |
|
| wfs2 |
1/2 Free-space Wavelength |
mm |
|
| wfs4 |
1/4 Free-space Wavelength (element length) |
mm |
|
| wg |
In-Guide Wavelength |
mm |
|
| wg4 |
# 1/4 Guide W/L (rear standoff) # |
mm |
|
| wg34 |
3/4 Guide W/L (optimum can length) |
mm |
|


PeerID:
Connection:
Controls P1:(Up, Right, Left) P2:(E, F, S) Temporary Pony sprite from http://urimas.deviantart.com/
Temporary map, screen cap from
Fez


Asymmetric light
The concept of non-duality has been portrayed in both sacred and secular art pieces across different times, places, and religions to bring us closer to understanding and developing this state of consciousness. This piece is greatly influenced by the contemporary art being currently produced by diverse Indo-Islamic artists that mix real and fictional narratives of east and west, seamlessly knitting together cultural and art historical references and concerns from each.
The design of this sculpture started by using a digital design following arabesque tessellation principles. These patterns are one of the principal forms of Islamic ornament that’s used to avoid figurative images to represent concepts and ideas. This approach allows the artist to present the viewer with a physical experience of concepts that are abstract in nature.
Six pieces of the design were laser cut and painted silver in one side and metallic black on the other. Then they were put together to make a cube.
Finally, red, blue and green LED lights were placed on the inside to complete the light sculpture.
Non-duality is a relevant, universal and timeless concept that still inspires new ways of making art that bring us closer to the appreciation of this state of consciousness.


--- layout: default class: home name: Interviews title: Interviews description: Is it possible to feel successful and satisfied? ---


3 PSL Clubs Track Ex-Matsatsantsa Defender
by Soccer LadumaA former SuperSport United defender could be back in the Absa Premiership, with interest said to be pouring in for his services.
Following a stint with Platinum Stars (Cape Umoya) in the 2017/18 season, having joined the club from Matsatsantsa, Luvolwethu Mpeta went on to team up with the University of Pretoria to revive his career this season.
Read – Breaking: Telkom Knockout Final Venue & Date Announced!
News reaching the Siya crew is that the 29-year-old left-back is monitored by Bloemfontein Celtic, Bidvest Wits and Polokwane City.
“Celtic, Wits and Polokwane City have been monitoring him,” confirmed the source.
The source also added that the player has recovered from the injury setback that hindered his progress earlier in the season.
“He has recovered fully and is in contention for game-time with Tuks,” the source added.
Earn Airtime & Data With Soccer Laduma’s Social Media App - Download Now


(current)
{% if error %}
{{ error }}
{% endif %}
Give a description of how you categorized that will allow another person to read the description and replicate your sort pattern.
{% csrf_token %}
Submit Answer


Companies listed below supports our effort in organizing PyCon CZ conference and helping us keeping the prices of tickets low as possible.
Do you want to support us too? Contact us.
Kiwi.com is an online travel agency with groundbreaking Virtual Interlining technology and a focus on exceptional customer service.
Elastic builds software to make data usable in real time and at scale for search, logging, security, and analytics use cases. Founded in 2012, the company develops the open source Elastic Stack (Elasticsearch, Kibana, Beats, and Logstash), X-Pack (commercial features), and Elastic Cloud (a SaaS offering). Learn more at elastic.co.
Red Hat is the world's leading provider of open source, enterprise IT solutions. More than 2 decades ago, Red Hat had a spark of an idea—a vision for developing software differently. We believed that collaboration with an ecosystem of IT leaders, open source advocates, developers, and partners could create a better foundation for the future of IT—Red Hat® Enterprise Linux®. But that was just the beginning. Today, we deliver a comprehensive portfolio of secure products and services using the same open, collaborative business model and an affordable, predictable subscription model. And Red Hat is HIRING! Visit http://jobs.redhat.com/ for more details.
IBM is a technology and innovation company. Just completing its 22nd year of patent leadership, IBM Research has defined the future of information technology with more than 3,000 researchers in 12 labs located across six continents. Today, IBM is much more than a “hardware, software, services” company. IBM is now emerging as a cognitive solutions and cloud platform company. IBMers are helping transform healthcare, improving the retail shopping experience, rerouting traffic jams and even designing the next generation fan experience in sports stadiums around the world. Innovation is in IBM’s DNA. Digital is the wires, but digital intelligence, or artificial intelligence as some people call it, is about much more than that. This next decade is about how you combine those and become a cognitive. It’s the dawn of a new era.
Imper dodává firemní informace prostřednictvím databáze firem Merk.cz a leadgen aplikace Leady.cz.
The mission of the Python Software Foundation is to promote, protect, and advance the Python programming language, and to support and facilitate the growth of a diverse and international community of Python programmers. The majority of the PSF's work is focused on empowering and supporting people within the Python community. The PSF has active grant programs that support sprints, conferences, meetups, user groups, and Python development efforts all over the world. In addition, the PSF underwrites and runs PyCon US, the primary Python community conference. Being part of the PSF means being part of the Python community. Recently we changed the PSF to an open membership organization, so that everyone who uses and supports Python can join. To learn more, visit https://www.python.org/psf/membership.
We are a young ambitious team of developers, traders and analysts. We design, build and run our own stock trading software, all in Python.
We are SEMrush — international IT company. We have offices in Russia, USA, Czech Republic, and Cyprus. We have created a unique tool for professionals in the field of internet marketing. SEMrush originated as an in-house toolkit that we used for our own marketing efforts. And ever since, we've been putting all our knowledge and experience in the field into making the most efficient and enjoyable service for online marketing specialists out there. So we do our best to participate in as many international events and conferences as possible — both large and small!
Recently acquired by Oracle, Apiary is creating the most comprehensive API Integration Cloud by adding Apiary’s leading API design and governance solution to Oracle’s API platform. Apiary's pioneering solution provides the framework and tools for developing application programming interfaces (APIs). The solution spans the API creation lifecycle, including design, governance, testing, and documentation, while supporting API Blueprint and OpenAPI industry standards. Together, Oracle and Apiary will help companies thrive in the digital economy by comprehensively managing connectivity complexity and API proliferation.
Sentry provides open source error tracking that shows you every crash in your stack as it happens, with the details needed to prioritize, identify, reproduce, and fix each issue. It also gives you information your support team can use to reach out to and help those affected and tools that let users send you feedback for peace of mind. Each month we process billions of exceptions from the most popular products on the internet.
We are the very first Bitcoin mining pool in the world & Python runs the core of our heavily distributed mining software.
Twisto is a provider of instant credit for everyday purchases which is enabled by our unique risk assessment engine “Nikita” (nikitaengine.com). We believe in simplifying everyday transactions while providing customers with affordable financing. Our investors are the greatest minds of the Czech e-commerce, Venture Capital and financial services (Enern.eu, Miton.cz, Partners.cz and Tomáš Čupr). Twisto ranks among Top 50 Global FinTech startups (Pathfinder) and Top 20 startups in the Czech rep. (Forbes). Awarded the best Czech rep. FinTech startup 2016 (E15)
GitHub is a web-based Git repository hosting service. It offers all of the distributed version control and source code management (SCM) functionality of Git as well as adding its own features. It provides access control and several collaboration features such as bug tracking, feature requests, task management, and wikis for every project.
MSD IT Where Healthcare meets Digital Innovation http://www.msdit.cz MSD IT Hub in the heart of Prague with friendly atmosphere and flat and collaborative environment offers technology professionals incredible opportunities in software engineering, mathematical modeling, business analysis, technology operations, digital marketing and deals with the usage of mobile technologies in healthcare. Join a team that’s committed to saving and improving lives around the world.
JetBrains, creator of the best Java IDE - IntelliJ IDEA - is a technology-leading software vendor specializing in the creation of intelligent development tools.
The Faculty of Information Technology is the youngest faculty of the Czech Technical University in Prague. Its mission is to provide top technical education in the major fields of informatics, focusing on informatics and communication technologies at bachelor, master and doctoral level, and to conduct research and development comparable with that carried out at leading European faculties of information technology.
Slido is an audience interaction platform for meetings and events. It allows event organizers to crowd-source the best questions for Q&A sessions, get instant feedback via live polls and share presentations with audiences in real-time. Since its foundation in 2012, Slido has helped to transform over 35 000 events, working with market-leading clients such as Netflix, Uber, Adobe or SXSW.
Sdružení CZ.NIC je především správcem české národní domény. Mimo to se věnuje osvětovým a vzdělávacím aktivitám či výzkumu a vývoji v oblasti Internetu. Mezi hlavní projekty CZ.NIC, z nichž velká část vychází z principů open source, patří router Turris Omnia, DNS server Knot DNS, routovací démon BIRD, registrační systém FRED nebo služba mojeID. V rámci vzdělávání a osvěty provozuje CZ.NIC vlastní školící centrum (Akademie CZ.NIC) nebo se podílí na výrobě audiovizuálních vzdělávacích materiálů či vydávání odborných publikací. CZ.NIC se angažuje také v oblasti internetové bezpečnosti; od roku 2011 provozuje Národní CSIRT tým České republiky – CSIRT.CZ, v roce 2013 byl CZ.NIC jedním z prvních členů bezpečnostního projektu FENIX. CZ.NIC je členem sdružení EURid spravujícího evropskou doménu EU a dalších obdobně zaměřených mezinárodních společností (CENTR, ccNSO a další).


UtilityCompany updated sucessfully
Could not update UtilityCompany
UtilityCompany deleted sucessfully
UtilityCompany does not exists
Enter Utility ID
utility ID
×
Utility ID
Utility Name


An open block can be an anonymous container, or it can masquerade as any other block.
An open block can be an anonymous container, or it can masquerade as any other block.
An open block can be an anonymous container, or it can masquerade as any other block.
An open block can be an anonymous container, or it can masquerade as any other block.
This is an abstract quote block.
This is an abstract quote block. Who knows what it really means?
This is an abstract quote block. Who knows what it really means?


Choosing a Dealer
In this information age, make your first stops on the keyboard. Sales people actually like customers who've surfed the web for info like dealer cost and vehicle features. It's then just a matter of taking you for a test drive, and making sure the vehicle is a comfortable fit.
Visit the websites of potential dealers to see if they're kept up to date, or is listings linger long after the cars have disappeared from the lot. Check out their Customer Service Index (CSI) that rates buyer satisfaction.
Do some low-tech research too. On-the-street reputation can be just as useful a buying guide as any computer data. Ask relatives or friends if they had a good experience at a particular dealership. If you see the dealer's nameplate on a car in a parking lot, strike up a conversation with the owner, and ask if he or she would buy a car there again.
Expect the salesperson to be up front. A dealer interested in earning your trust will fully disclose everything about the transaction. Be ready to walk out if they won't discuss anything but "What if we could do it for this much a month?"
Take a seat in the waiting room, and just listen to what others are saying. Being a fly on the wall can give you a whole different perspective on the way a place treats its customers, long after the new car smell has faded.
Is this a hands-on dealership with the owner actually on the premises each day, or off golfing at some Florida resort?
Do they provide Parts and Service, or just parts of service? Is the service department open during hours that will suit your schedule, like evenings or Saturdays? Do they offer loaners so you're not stuck while your car's in the shop? Or shuttle service to pick you up at home or at work?
Finally, you expect the dealer to be honest - so be honest with yourself. What's your com- fort level when you enter this showroom? Are you greeted professionally, or are you besieged with high-pressure tactics like "What can I do to put you in this car today?" Do you feel on edge because you're being steered toward a certain vehicle, or does the salesperson genuinely listen to what you have to say, and then make recommendations to let you do the choosing?
A little research and awareness on your part at the outset can smooth out any bumps in your car-buying ride. Successful dealers know that repeat customers and referrals are built on trust, and trust is built by treating you with respect, both in the showroom and far down the road.
Negotiating
Dealer invoice. The price the manufacturer charges the dealer for a car. Reed says before negotiations begin, ask the dealer to show you the actual invoice. Through your online research, you should already have a sound idea of what the dealer paid for the vehicle, but the invoice will also tell you how long the vehicle has been on the lot. "If it's been on the lot for a month or more, they will be eager to get rid of it," he says.
Dealer cash incentives. Manufacturers often provide the dealers with temporary cash incentives to sell specific car models. These are dollars the customer never sees and often doesn't know about without digging into the research.
Destination fee. The amount the manufacturer charges the dealer to deliver the vehicle to the dealership. It is itemized on the MSRP.
Regional advertising fees. These are the costs of advertising the car in the dealer's market.
Dealer holdback. This is a percentage of the MSRP that the manufacturer sometimes reimburses to the dealer at some point after the consumer has taken delivery. Something like profit sharing, it is cash the dealer receives over and above profit generated from the transaction price.
Reed recommends that you decide what you want to pay for the car and then begin negotiations at a number below that, moving up from there, "adding $500 or so to make them think they are making progress as you move toward the price you have in mind," he says.


This tab page allows you to determine what Internet-specific commands will be run when this blink item is used.
This is a Hot Spot image. Move your mouse pointer over the image
and when the mouse pointer changes to the shape of a hand click
the left mouse button once for extra help.


Ever wanted to learn Morse code? Or do you just want the authentic old school spy experience? Enter the Morse Code Machine! With this, you can simply type in a message on the left, and click convert to Morse code to the right! Additional features include:


chatops.ai drives to create industry standards and best practices for the use of ChatOps, automating tasks via natural communication.
For more information, including setup, bug reports or feature requests head over to GitHub and track our trello board at chatops.pw.