tmpfs - a virtual memory filesystem
The tmpfs facility allows the creation of filesystems whose contents
reside in virtual memory. Since the files on such filesystems typically reside
in RAM, file access is extremely fast.
The filesystem is automatically created when mounting a filesystem
with the type tmpfs via a command such as the following:
$ sudo mount -t tmpfs -o size=10M tmpfs /mnt/mytmpfs
A tmpfs filesystem has the following properties:
- The filesystem can employ swap space when physical memory pressure demands
it.
- The filesystem consumes only as much physical memory and swap space as is
required to store the current contents of the filesystem.
- During a remount operation (mount -o remount), the
filesystem size can be changed (without losing the existing contents of
the filesystem).
If a tmpfs filesystem is unmounted, its contents are
discarded (lost).
The tmpfs filesystem supports the following mount options:
- size=bytes
- Specify an upper limit on the size of the filesystem. The size is given in
bytes, and rounded up to entire pages.
- The size may have a k, m, or g suffix for Ki, Mi, Gi
(binary kilo (kibi), binary mega (mebi) and binary giga (gibi)).
- The size may also have a % suffix to limit this instance to a percentage
of physical RAM.
- The default, when neither size nor nr_blocks is specified,
is size=50%.
- nr_blocks=blocks
- The same as size, but in blocks of PAGE_CACHE_SIZE.
- Blocks may be specified with k, m, or g suffixes like
size, but not a % suffix.
- nr_inodes=inodes
- The maximum number of inodes for this instance. The default is half of the
number of your physical RAM pages, or (on a machine with highmem) the
number of lowmem RAM pages, whichever is smaller.
- Inodes may be specified with k, m, or g suffixes like
size, but not a % suffix.
- mode=mode
- Set initial permissions of the root directory.
- gid=gid (since Linux 2.5.7)
- Set the initial group ID of the root directory.
- uid=uid (since Linux 2.5.7)
- Set the initial user ID of the root directory.
- huge=huge_option (since Linux 4.7.0)
- Set the huge table memory allocation policy for all files in this instance
(if CONFIG_TRANSPARENT_HUGE_PAGECACHE is enabled).
- The huge_option value is one of the following:
- never
- Do not allocate huge pages. This is the default.
- always
- Attempt to allocate huge pages every time a new page is needed.
- within_size
- Only allocate huge page if it will be fully within i_size. Also
respect fadvise(2)/madvise(2) hints
- advise
- Only allocate huge pages if requested with
fadvise(2)/madvise(2).
- deny
- For use in emergencies, to force the huge option off from all mounts.
- force
- Force the huge option on for all mounts; useful for testing.
- mpol=mpol_option (since Linux 2.6.15)
- Set the NUMA memory allocation policy for all files in this instance (if
CONFIG_NUMA is enabled).
- The mpol_option value is one of the following:
- default
- Use the process allocation policy (see set_mempolicy(2)).
- prefer:node
- Preferably allocate memory from the given node.
- bind:nodelist
- Allocate memory only from nodes in nodelist.
- interleave
- Allocate from each node in turn.
- interleave:nodelist
- Allocate from each node of in turn.
- local
- Preferably allocate memory from the local node.
- In the above, nodelist is a comma-separated list of decimal numbers
and ranges that specify NUMA nodes. A range is a pair of hyphen-separated
decimal numbers, the smallest and largest node numbers in the range. For
example, mpol=bind:0-3,5,7,9-15.
The tmpfs facility was added in Linux 2.4, as a successor to the older
ramfs facility, which did not provide limit checking or allow for the
use of swap space.
In order for user-space tools and applications to create tmpfs
filesystems, the kernel must be configured with the CONFIG_TMPFS
option.
The tmpfs filesystem supports extended attributes (see
xattr(7)), but user extended attributes are not permitted.
An internal shared memory filesystem is used for System V shared
memory (shmget(2)) and shared anonymous mappings (mmap(2) with
the MAP_SHARED and MAP_ANONYMOUS flags). This filesystem is
available regardless of whether the kernel was configured with the
CONFIG_TMPFS option.
A tmpfs filesystem mounted at /dev/shm is used for
the implementation of POSIX shared memory (shm_overview(7)) and POSIX
semaphores (sem_overview(7)).
The amount of memory consumed by all tmpfs filesystems is
shown in the Shmem field of /proc/meminfo and in the
shared field displayed by free(1).
The tmpfs facility was formerly called shmfs.
df(1), du(1), memfd_create(2), mmap(2),
set_mempolicy(2), shm_open(3), mount(8)
The kernel source files Documentation/filesystems/tmpfs.txt
and Documentation/admin-guide/mm/transhuge.rst.
This page is part of release 5.05 of the Linux man-pages project. A
description of the project, information about reporting bugs, and the latest
version of this page, can be found at https://www.kernel.org/doc/man-pages/.


| Interface | Description |
|---|---|
| OpenIdConstant |
Contains constant specific to OpenId Connect specification
http://openid.net/specs/openid-connect-core-1_0.html
|
| Enum | Description |
|---|---|
| DisplayType |
Display specifies how the Authorization Server displays the authentication
and consent user interface pages to the End-User.
|
| PromptType |
Prompt specifies whether the Authorization Server prompts the End-User for
re-authentication and consent.
|
| Annotation Type | Description |
|---|---|
| ClaimsDefinition |
ClaimsDefinition annotation defines claims mapping in openid connect
client configuration. |
| LogoutDefinition |
LogoutDefinition annotation defines logout and RP session management
configuration in openid connect client. |
| OpenIdProviderMetadata |
OpenIdProviderMetadata annotation overrides the openid connect
provider's endpoint value, discovered using providerUri. |


DESIGNING AND DEVELOPING AN INTERACTIVE GLOBE
Read the project report See the Source code on GitHubINSTRUCTIONS:
1. By default, The globe moves on its own.
2. However you can start the HCI based interaction with the globe by clicking on it once.
3. After that, you can use your mouse to navigate around the globe as you would do with a real globe.
4. Use scroll to zoom in or out of the globe.
5. Use control panel on top right for finer control over the globe.


Headings go from Heading 1
to
Heading 6
what I've just noticed is that Heading Tags are block tags,
rather than inline. Block tags have the effect of rendering the content
as if it was a new paragraph.
So, I can change the font color for a particular piece of text. By the way, here's a picture of a cat!...
Would be interested to know how I can resize that picture - maybe in a future lesson?
Oh, and here's a VIDEO of a cat!
Onto...How the Web Works...freshly plagiarized from teacher...
 When a person goes to a web page like www.google.com, their computer sends a HTTP Request to a server. The server finds the appropriate HTML document and sends it back to the user's computer where a web browser interprets the page and displays it on the user's screen. This video does a good job of explaining.
HTMLHTML stands for Hypertext Markup Language. HTML documents form the majority of the content on the web. HTML documents contain text content which describes "what you see" and markup which describes "how it looks". This video gives a good overview.
Tags and ElementsHTML documents are made of HTML elements. When writing HTML, we tell browsers the type of each element by using HTML tags. This video explains the distinction well.
 This makes them very unforgiving since a small mistake by a programmer can cause huge problems in a program.
Inline vs Block ElementsHTML elements are either inline or block. Block elements form an "invisible box" around the content inside of them.


畳
Tatami
Tatami (畳) is a soft mat floor covering which is used in traditional Japanese style rooms and dojo. They can also be seen in places and rooms such as inns, restaurants, temples, and tea houses.
When entering a tatami room, it is custom to remove shoes and slippers to prevent damage to the mats.
— Construction
They are shaped like a 2:1 rectangle. Generally, tatami dimensions are about 91 cm x 182 cm x 5 cm, but the sizing may vary by geographical region of Japan, and type of room it is in.
The core, tatami-doko (畳床), traditionally was made from rice straw, but nowadays, it is typically made from compressed wood-chip boards or polystyrene foam. The change is a result of a reduced supply of rice straw and concerns of mite and mold infestations.
Over the core, tatami-omote (畳表), is the tightly woven grass covering called igusa (藺草). Although not required of all tatami, they are often constructed with a cloth border, tatami-heri (畳縁) on all sides.
In the average home, the cloth of the tatami-heri is black, navy blue, or brown, while in temples and mansions, they are made with colorful silk. They are woven to create figured patterns. Often, gold and silver are included in the designs.
— History
Tatami didn't come about until the Heian period, and they were far different from today's tatami as they were simple cushions, sleeping mats, and straw mats for sitting on.
The word tatami is derived from tatamu (畳む), meaning to fold or pile. This is because the earliest tatami was folded and stored away when not in use.
During the Heian period, when tatami was created, they were a luxury used by only the most influential aristocrats. In their residences, the floors were mostly wooden, and the tatami would be taken out for use. The lower classes only had simple straw mats to cover the dirt flooring of their homes.
During the Kamakura period, tatami began to be laid out over small rooms. Although it was still considered a luxury item that commoners could not get a hold of, high ranking samurai and priests began to use them in their own homes.
The Muromachi period marked the rise of the mats being laid out closely together to cover entire rooms. Rooms that were completely spread with tatami began to be known as zashiki (座敷). The mats themselves were called shiki-datami (敷畳), to contrast the single mats called oki-datami (置畳), meaning "single mat-like cushion."
One could quickly recognize someone's social status based on the thickness of their oki-datami, as well as the colors and patterns of the tatami-heri.
For sleeping purposes, the mats used by nobility and high ranking samurai were called goza (茣蓙), while common classes used simple straw mats or loose straw to sleep on.
Tatami began to reach the common population around the end of the 17th century, during the mid-Edo period. Usage grew, and eventually it became standard in farming houses during the Meiji period. Tatami were standard in just about every house until after WWII, when westernization grew rapidly.
Today, homes have very few tatami floors, although it is not uncommon for a home to have a single room with tatami flooring. These rooms are now called washitsu.
— Size by Region
Because tatami are created in standard sizes, it is common for square-footage of a house to be measured in number of tatami mats.
Ones made in Kyoto are called kyouma-datami (京間畳), and are sized as follows: 95.5 cm x 191 cm.
Ones made in Nagoya are called ainoma-datami (合の間畳), and are sized as follows: 91 cm x 182 cm.
Ones made on Tokyo are called edoma-datami (江戸間畳) or kantom-adatami (関東間畳), and are sized as follows: 88 cm x 176 cm
Ones used in the countryside are called inaka-datami (田舎畳), are the same size as ones made in Tokyo.
— Layout
There are rules for how to lay down tatami.
The are two main ways that they can be laid down: in shūgijiki (祝儀敷き) or in fushūgijiki (不祝儀敷き).
Shūgijiki are arranged to create 'T's, while fushūgijiki are arranged to create '+'s. Nowadays, fushūgijiki is thought to bring bad luck, so shūgijiki is primarily used.
— In Teahouses
Tatami in chashitsu have special names. The mat that the host sits on is called shudatami (主畳), temaedatami (点前畳), or dougudatami (道具畳). The tatami from where the host enters is called fumikomidatami (踏込畳). If a guest is a nobleman, the mat they sit on is called kinindatami (貴人畳). If the guest is ordinary, the mat they sit on is called kyakudatami (客畳). The mat where the irori is located is called rodatami (炉畳).


|
RVL
1.0
|
Abstract base class expressing behaviour of Cartesian products of vector spaces. More...
#include <productspace.hh>
Public Member Functions | |
| ProductSpace () | |
| ProductSpace (const ProductSpace< Scalar > &) | |
| virtual | ~ProductSpace () |
| virtual bool | isCompatible (DataContainer const &dc) const |
| virtual bool | operator== (const Space< Scalar > &sp) const |
| virtual Scalar | inner (DataContainer const &x, DataContainer const &y) const |
| inner product - may be overridden by supplying non-block-diag Gram matrix. More... | |
| virtual void | zero (DataContainer &x) const |
| virtual void | linComb (Scalar a, DataContainer const &x, Scalar b, DataContainer &y) const |
| virtual ostream & | write (ostream &str) const |
| Write method - may be overwritten if useful. More... | |
| Public Member Functions inherited from RVL::Space< Scalar > | |
| Space () | |
| Space (const Space< Scalar > &sp) | |
| virtual | ~Space () |
| virtual DataContainer * | buildDataContainer () const =0 |
| returns a dynamically allocated DataContainer. More... | |
| bool | operator!= (const Space< Scalar > &sp) const |
| virtual void | copy (DataContainer &tgt, DataContainer const &src) const |
| virtual convenience methods, implemented in the base class using linComb. More... | |
| virtual void | negate (DataContainer &tgt) const |
| negate, unary version. More... | |
| virtual void | negate (DataContainer &tgt, DataContainer const &src) const |
| negation, binary version. More... | |
| virtual void | scale (DataContainer &tgt, Scalar c) const |
| scale, unary version. More... | |
| virtual void | scale (DataContainer &tgt, Scalar c, DataContainer const &src) const |
| Scale, binary version. More... | |
| NormRetType | normsq (DataContainer const &x) const |
| return Norm Squared. More... | |
| NormRetType | norm (DataContainer const &x) const |
| return Norm. More... | |
| Public Member Functions inherited from RVL::Writeable | |
| virtual | ~Writeable () |
| void | write (RVLException &e) const |
| Report state of object to RVLException. More... | |
| Public Member Functions inherited from RVL::ROProduct< Space< Scalar > > | |
| ROProduct () | |
| ROProduct (const ROProduct< Space< Scalar > > &) | |
| virtual | ~ROProduct () |
| virtual size_t | getSize () const =0 |
| virtual Space< Scalar > const & | operator[] (size_t i) const =0 |
Additional Inherited Members | |
| Static Public Member Functions inherited from RVL::Space< Scalar > | |
| static std::shared_ptr< Space< Scalar > > | clonePtr (Space< Scalar > const &sp) |
| class method for safe dynamic allocation More... | |
| Protected Member Functions inherited from RVL::Space< Scalar > | |
| void * | operator new (size_t size) |
| virtual Space< Scalar > * | clone () const =0 |
| Except within other space classes acting as containers, Spaces should always be allocated on the stack. More... | |
| Static Protected Member Functions inherited from RVL::Space< Scalar > | |
| static Space< Scalar > * | export_clone (Space< Scalar > const &sp) |
| An export version of clone allows Space container classes to own dynamically allocated instances of other spaces, by dynamic copy construction. More... | |
Abstract base class expressing behaviour of Cartesian products of vector spaces.
Uses the ProductDataContainer class to define data component access. Provides basic data container methods (getSize, operator[]) for a Cartesian product. All other methods of Space are implemented in terms of these.
A default implementation is provided for inner product, expressing the canonical inner product in a product Hilbert space. This method is virtual and may be overridden in subclasses.
Definition at line 52 of file productspace.hh.
| RVL::ProductSpace< Scalar >::ProductSpace | ( | ) |
Definition at line 57 of file productspace.hh.
| RVL::ProductSpace< Scalar >::ProductSpace | ( | const ProductSpace< Scalar > & | ) |
Definition at line 58 of file productspace.hh.
|
virtual |
Definition at line 59 of file productspace.hh.
|
virtual |
Implements RVL::Space< Scalar >.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 61 of file productspace.hh.
|
virtual |
Implements RVL::Space< Scalar >.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 76 of file productspace.hh.
|
virtual |
inner product - may be overridden by supplying non-block-diag Gram matrix.
Implements RVL::Space< Scalar >.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 94 of file productspace.hh.
|
virtual |
Implements RVL::Space< Scalar >.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 126 of file productspace.hh.
|
virtual |
Implements RVL::Space< Scalar >.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 151 of file productspace.hh.
|
virtual |
Write method - may be overwritten if useful.
Implements RVL::Writeable.
Reimplemented in RVL::CartesianPowerSpace< Scalar >.
Definition at line 186 of file productspace.hh.


shari kahn
web developer
shari kahn
web developer
Everyone has those “crossroads moments” in life, when a new path must be chosen. After many years in science education, I arrived in that moment with a lot of experience: teaching, proofreading and copyediting, and fiber artistry, all while being a mother and grandmother, with all of the organizational skill set that requires. Web development was the obvious choice to use it all: markup and editing, design, language, and problem-solving.
I enjoy the detail and the creative problem-solving of coding. It is so satisfying to take a website idea and making it all work -- and look fabulous! I know that ease of collaboration, trouble-shooting, and updating are important to my clients, and I approach every project with this foundation of correct, concise, and elegant code in mind.


const Wrapper = require('./common/wrapper');
const httpsExecutor = require('./common/https-executor');
let OPTIONS = require('./common/options.js');
/**
* Class Team, containing data about a single team and static methods used to
* retrieve team data from the API.
* @property {String} type - alway "team"
* @property {String} id - team unique ID
* @property {String} name - team name
* @property {String} titleId - "stunlock-studios-battlerite"
* @property {String} shardId - id of the shard where the team data resides. As all the data is stored in the same datacenter right now, this always equals "global"
* @property {Objct} stats -
* @memberof Battlerite
*/
class Team extends Wrapper {
/**
* Team Tag options - required parameters for retrieving a list of teams
* @typedef {Object} TeamTagOptions
* @property {String|String[]} playerIds - The identifiers of the team's players. Can be a string of comma-separated IDs or an array of IDs.
* @property {number} season - the number of the season the team played.
*/
/**
* Options available while retrieving a list of teams.
* @typedef {Object} TeamListOptions
* @property {TeamTagOptions} filter - required tag options.
*/
/**
* Constructor for the Team class.
* @param {Object} teamData - data about the team
* @param {boolean} reorganize - tells the constructor whether it has to reorganize the team data or not.
* if false, teamData is just copied inside the new team. If true, data is organized so that
* attributes are moved directly inside the Team Object.
* this allows to copy data between two different Team objects.
*/
constructor(teamData, reorganize = true){
super(teamData, reorganize);
}
/**
* static method that fetches the data about a single team. You must call {@link Battlerite.config} and set the API key before calling this.
* NOTE: At the moment the api does not provide a way to retrieve data about a single team,
* so the method returns a promise that is always rejected.
* @param {String} id - id of the team to retrieve.
* @returns {Promise} a promise which in case of success is fulfilled with a {@link Battlerite.Team} Object.
*/
static get(id){
if(!id)
return Promise.reject(new Error('Must specify id'));
let options = {...OPTIONS};
options.path += `/teams/${id}`;
return new Promise(httpsExecutor(options)).then((data) => new Team(data, true));
}
/**
* Static method that fetches a list of teams from the API. You must call {@link Battlerite.config} and set the API key before calling this.
* @param {TeamListOptions} params - Options used to select which teams are retrieved.
* @returns {Promise} a promise which in case of success is fulfilled with an array of {@link Battlerite.Team} objects
*/
static getList(params = {}){
let options = {...OPTIONS}, urlParams = [];
options.path += '/teams';
let tag = {};
({
tag: {
playerIds: tag['playerIds'],
season: tag['season']
} = {}
} = params);
for(let prop in tag){
if(tag[prop]){
let curTag;
if(Array.isArray(tag[prop]))
curTag = tag[prop].join(',');
else
curTag = tag[prop];
urlParams.push('tag[' + prop + ']=' + curTag);
}
}
if(urlParams.length){
options.path += `?${urlParams.join('&')}`;
}
return new Promise(httpsExecutor(options)).then((res) => res.data.map((team) => new Team({data: team, included: res.included})));
}
}
module.exports = Team;


| BOARD-ER LINE PERSONALITIES |
|
|
| We all like to think we’re civilised people. But as that first throw of the dice lands, it's often our alter egos that come out to play. Are you the Beast Unleashed? The Tantrum? Or The Dominator? Like it or not, deep down you’re one of them. |
|
|
|
|
|
|


Across: 1. Second provided speed at intervals (6) 5. Terry - slim, agile, naked and animated (7) 9. Terrorists involved in piracy (3) 10. Network poisoned companion with mercury perhaps (6) 11. He likes a large amount, or two large amounts! (7) 13. Some cheese starts to lack availability, nullifying money, leading to anger (10) 14. Word play: ultimately funny or childishly weak? (4) 16. American minor weak - no odds taken (5) 18. Following first half of ritual, finally display good faith (9) 20. After slip up, one taken by bird, a rebel fighter perhaps (9) 23. Ultimately, names Punjabi man wearing headcloth? (5) 24. Eric, performing with tune around middle of programme, makes interlude (4) 25. Country ban a jazzier composition, eliminating hint of zest (10) 28. Graham, fellow with a fellow (7) 29. Intelligence second-rate, and falls (6) 30. Nags trainer with some punting ailment (3) 31. In disastrous heat, hens put away (7) 32. John resentful, finally, where hard to locate cheese (6) Down: 2. Michael: "I plan to travel" (5) 3. Stuff? Can store in ... (10) 4. They may help to drain sloppy dish etc. (7) 5. Soviet hero somehow arranging an escape? (7) 6. Like shouting "Behold! Unity demands leadership!" (4) 7. Break-in / tour sin? (9) 8,12. My pony hunting for cyclists: hilarious entertainment! (5 6'1 6 6) 15. Cool 32 (a tad agitated) (10) 17. Web sale he organised to show extent of support for car (9) 19. Sick, evil, loathesome material (3) 21. A soothing thing, a comfortable place where a bit of Eastern philosophy replaces U.N. (7) 22. Peaks of altitude extremely rough on breathing; I climb with oxygen! (7) 26. Terry heads for junipers or nothing, eating silently (5) 27.


'Atrocious' trend wedding shamers can't stand - and it cost one bride £775
Earlier this year a number of fashion designers helped launched a new wedding trend, which sees brides forgoing heels and instead wearing a pair of white trainers on their big day
by Courtney Pochin, https://www.facebook.com/courtneypochinmirror/?modal=admin_todo_tourLike most things in life, no two weddings are ever the same.
The happy couple will have poured their own personal style and tastes into the special occasion.
But over the last few months, thanks to fashion designers such as Kate Spade and Jimmy Choo releasing bridal trainer collections, a number of women have started wearing very similar shoes on their big day.
This trend hasn't been received all that well by trolls on wedding shaming Facebook groups, with one recent bride's choice of footwear being branded "ugly" and "atrocious", according to The Sun.
A photo of the unnamed bride has been doing the rounds on social media.
In the picture the woman can be seen wearing a short, feathery white dress and a pair of white and silver Christian Louboutin sneakers that would have set her back around £775.
The person who shared the photo in the group clarified that this was the bride's second look on the wedding day and not the one she wore to the ceremony.
However this information did little to appease people.
One person commented on the picture, saying: "I met this girl ONCE but she had amazing style and taste. AND THEN SHE WEARS SNEAKERS AT HER WEDDING? WITH A SHORT DRESS. Come on guys."

Others were undecided about the ensemble but suggested that the shoes might look better if they had a bit more sparkle on them.
Not everyone hated the trainers though, with one person saying they "low key love" the bride's look.
What do you think of the bridal trainer trend? Would you give it a go? Let us know in the comments below.


No matter what field you're in, there are always going to be things you don't know. After all, learning is an ongoing process. However, in the programming field especially, we find ourselves asking each other lots of questions about our code. For times when you need to ask questions, you need to make sure you ask them properly so that you can get good answers. Here's how you should go about doing so.
First of all, you need to have a title that perfectly sums up your problem in one sentence. This will help people figure out what you're asking, and hopefully answer your question. If they don't understand your question, they can't give you an answer. Next, explain your problem as much as you can, and provide examples so that people can see exactly what you did to run into the problem. Finally, remember to be humble and polite! A simple please and thank you will help you go far!
Personally, I haven't asked any questions to the group, but I have asked for help from some of my fellow cohort. I was having trouble with HTML and CSS, and couldn't get my website to work. At first I asked just a simple question about how I should make divs in html, but I realized this was a very vague and unhelpful question. I then explained that I was trying to separate my homepage into three divs and format them accordingly with a h3, an image, and a paragraph. This helped him help me figure out the root of the problem, and how to make it work like I envisioned in my sitemap. Not only was this a good way for me to learn more about HTML and CSS, it was a good way for me to practice asking questions!


In this zine I provide an overview of my approach to reading an academic paper. For more details please read the zine! If printing the zine, it is best constructed using a printer that can print on both sides of a piece of paper. Ensure that you select "flip on short edge" configuration. It can be printed in black and white with no loss of quality!


This keyboard is designed for the Chinese language, especially Simplified Chinese as used in mainland China and elsewhere. Input uses the standard pinyin method of representing Chinese syllables with Latin alphabet characters, with an "input method editor" (IME) window showing a list of matching Chinese characters.
(c) 2009-2020 SIL International


[gecode-users] Copy the domain from variable to another in diff. spaces
Mauricio Toro
mauriciotorob at gmail.com
Mon Jun 16 16:53:01 CEST 2008
Hello all,
I am doing an application with Gecode using several Spaces.
I need to copy the domain from IntVars and SetVars from one Space to
another.
But, once I copy the domain, the old space is deleted, therefore I do not
want some sort of "channel" constraint.
For example:
Space * space1;
IntVar x(space1, 1,10);
IntSet y;
copythedomain(x,y);
//do some computation
delete space1;
Space * space2;
IntVar z(space2,1,100);
copythedomain(z,y);
//do some computation
delete space2;
I tried with these constraints:
dom(space1,x,y); dom(space2,z,y);
But they did not work.
What can I do?
Thanks !!
--
Mauricio Toro Bermudez
Estudiante de Ingeniería de Sistemas
Pontificia Universidad Javeriana, Colombia
Stagiare à l'Ircam
1, place Igor-Stravinsky 75004 Paris,
France de 2008 à 2009
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The DEV token is a unique currency specialized for use with the Dev Protocol.
By using DEV tokens to support OSS projects, you can support the sustainable financing of OSS projects.
Dev tokens can be used to support OSS projects and take part in the ecosystem. By depositing DEV tokens in our Stakes.social Dapp using a method called staking, you can support a creator of your choice while also earning rewards yourself. In addition, DEV token holders can participate in governance where the Dev Protocol policy is decided by the community.
The DEV token and Dev Protocol have undergone a security audit by Quantstamp. No accidents have occurred since the launch in January 2020
The DEV Token launched in beta during July 2018, at which point we reached out to OSS developers and corporate sponsor to participate. We ultimately completed a scheme to monetize the number of OSS downloads in February 2019. We've made a lot of improvements since our launch in January 2020, with each improvement being open source and archived on GitHub. Anyone wishing to take part in the development only needs to make suggestions on GitHub. In addition, FRAME00 Co., Ltd. (Tokyo, Japan), the development team of Dev Protocol, has been adopted by Microsoft for Startups.
DEV token users can be divided into two types: creators and sponsors.
Currently, more than 1600 OSS projects are participating as creators, and they are used by various communities such as Sindre Sorhus, Vyper, Commons Stack, and Vui-i18n. You can see it all on a platform called Stakes.social.
Dev has pairs at many of the DEX (Decentralized Exchanges), like Uniswap and Sushiswap, where anyone looking to trade their dev can turn it into ETH, USD, etc. From here you are able to trade at a centralized exchange and withdraw the currency of your choice to your bank account.
You can buy or sell DEV tokens on various DEXs (Decentralized Exchange) like Uniswap.
Staking is a mechanism that contributes to the network and earns rewards by temporarily locking crypto assets. In Dev, staking a "DEV token" (ERC20) on an OSS project will monetize the OSS and reward the staking user as well as the project creator.
In the Dev Protocol, a small amount of DEV is newly issued for each block according to the calculation formula, and the newly issued amount is allocated to the reward pool paid out to stakers and project owners. Please refer to the following documents for details such as calculation formulas.
Reference article: https://github.com/dev-protocol/protocol/blob/master/docs/POLICY.md
Like a corporation, prices are determined by supply and demand. The value of the DEV token is increasing because demand (the amount used for staking) outweighs supply. Furthermore, the more creators who utilize the Dev Protocol, the higher the network value of the Dev Protocol.
The Dev Protocol uses blockchain technology to provide Sustainability for both creators and supporters. It is a protocol designed to solve the problem of monetizing open assets, which is not feasible with legal tender such as the dollar. If you would like to convert to dollars, please refer to the steps below.
About Dev Protocol
The Dev Protocol is a way for creators who run projects such as OSS and Open Access to earn income opportunities and achieve sustainability.
The Dev Protocol aims to create a world where innovators can take on challenges and solve problems that might not be financially viable, but offer value. Creators who create technically socially valuable project that might not be economically viable are now able to find an alternative way for funding.
Reference article: https://initto.devprotocol.xyz/en/what-is-protocol/
The purpose of supporting creators is the same as donating, but with staking, you can benefit while supporting as opposed to just donating a one time payment. The Dev Protocol is different from previous donations in that it uses blockchain technology with incentives for both creators and supporters by building a mechanism for continuous donations.
We keep a 5% Treasury fee when tokenizing OSS. The Dev Protocol Treasury is a community-managed fund used for the ecosystem. In addition the Ethereum network charges a fee (gas fee) when executing smart contracts. The Dev Protocol is a decentralized protocol built on Ethereum, so this fee is always charged.
Gas charges are constantly changing, so please check the following sites etc.
ETH GAS STATION: https://ethgasstation.info/
In order for Ethereum to function, when you use smart contracts or send money, you have to record the information on the blockchain. You also need to verify that the record is correct. A fee is required as compensation for the person (miner) who does these tasks.
DEV tokens are still in their infancy, and having many people use them will contribute to the network. On top of that, we believe that distribution to GitHub users, who have contributed to the OSS ecosystem so far, is the most valuable way to distribute them. The security of the Dev Protocol is improved by increasing the diversity of people who can participate in governance.
The Dev Protocol team has also contributed to OSS development for over 10 years and is a gathering of members who have participated in the OSS community within Japan. Check out the team introductions on the Dev Protocol website.
Dev Protocol website: https://devprotocol.xyz/#team
The Dev Protocol team is not making money. Until now, it has been operated by raising funds from the company. In the future, we plan to raise funds by a method called "token sale" in which we sell our DEV tokens to investors.
About Stakes.Social
Stakes.social is a new sponsoring platform powered by the Dev Protocol. Both developers and sponsors can benefit from staking projects they want to support with the DEV token. With over 1600 OSS issuing tokens, many developers from around the world, both corporate and individual, have successfully raised funds. The participation of various creators is increasing, and we can support various creators such as OSS developers, VR artists, NFT markets, green projects, and VTubers in the future.
To register an asset in Stakes.social, please link to create from the menu and go to "Submit an application" or access the following URL
https://stakes.social/invite/github
The application will be completed if you fill out the form and submit it.
Because the Dev Protocol supports sustainable activities, applications may not pass for those that are not planned to be developed in the future. We seek to offer funding to projects that are looking to build long term.
Even if the project is under development, the application may not pass if it is judged that there is no future development.
Currently, there is only Market through Github, so you can not apply for projects without a Github Repository.
The size of the project does not matter, as long as the project itself is in active development and funding is needed for full time development.
About blockchain
A blockchain is a method of synchronously recording data such as transaction information by combining cryptographic technology with multiple computers that make up a distributed network.
We adopted crypto assets to implement a staking mechanism that was not possible with fiat currencies. We also found crypto assets without censorship or centralized control to be the best fit for the open nature of OSS. We aim to make sustainable OSS development freely available to everyone in the world.
It refers to a newly created cryptocurrency on an existing blockchain. In this case our tokens are under the Erc-20 standard on the Ethereum blockchain. By creating a token on an existing blockchain, we can take advantage of their security while focusing on our goal.
A wallet is a service or program that stores cryptocurrency. A wallet is required to store the DEV, token and the Dev Protocol does not provide a wallet, so it must be registered in advance. DEV is built on Ethereum so there are many options, the most popular being metamask.
Ethereum is a cryptographic blockchain developed by Vitalik Buterin in 2013. Ethereum has a standard for token development called ERC20 and DEV tokens are ERC20 compliant tokens.
web3.0 refers to an iteration of the web that includes a decentralized network (Decentralized Web) realized by blockchain technology. In addition, web1.0 and web2.0 are also defined as various points in the history of the web.
You can set the gas fee yourself through most wallet providers. However, if you set it too cheap, it may not be processed for a very long time, if ever. In most cases, your wallet will set it automatically, but this could overestimate the gas fee, causing you to pay more. It is always better to check current gas prices and set them accordingly.


{% extends "global/Page.html" %} {% load static otree %} {% block styles %} {% endblock %} {% block title %} OT: Game Framing {% endblock %} {% block content %}
Household energy use is an important contributor to many environmental problems including air and water pollution and global warming. Many are seeking ways to encourage communities to use less energy.
In this experiment, you will play a household energy conservation challenge. It is a real financial investment game where you will make decisions with 5 other Amazon Mechanical Turk workers. As residents of the apartment building you are trying to reduce your collective energy usage by 30%. You will earn a smaller or larger financial incentive, depending on your and others’ energy choices.
Next, you will get instructions for the game, a trial game and a quiz (an opportunity to earn extra). Then, you’ll proceed to the actual game. To make this experiment a success, please read the following rules of the experiment very attentively.


Friends Cast
hmmm...Let's check what they think about this node thing?!
Joey Tribbiani
Chandler Bing


Welcome to the Big Title!
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This is some other paragraph text.
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Ready, Set, GO!
1:00
Question
One Away: Implement a method to perform basic string
compression using the counts of repeated characters. For example, the string aabcccccaaa would become a2b1c5a3. If the "compressed" string would not become smaller than the original string, your method should return the original string. You can assume the string has only uppercase and lowercase letters (a-z).
Hint appears here!


A summary of data pulled from The Covid Tracking Project with some interesting statistics.
Note: Best viewed in landscape mode on a smartphone.
Note: This is a beta version. All of the code is on github. Code review me, PLEASE! If you find a bug, please email me!


Richard Branson’s non-profit organisation gets a more “personal” rebrand
The previous branding for The B Team — which aims to make businesses more sustainable — was “dry” and “authoritative”.
by Henry WongThe B Team, a business-focused non-profit set up by Richard Branson, has been rebranded by London-based design studio, Nice and Serious.
Launched in 2012, The B Team brings together business leaders in an effort to create more “sustainable” business practices, focusing on workplace equality and the climate.
Its leaders include Arianna Huffington, founder of the Huffington Post and Kathy Calvin, CEO of the United Nations Foundation. It works with corporations, governments and experts to achieve its goal, by publishing reports and using its leaders’ voices.
Fadi Dada, a strategist at Nice and Serious, says: “The organisation’s way of doing things has evolved over time – it’s become more collaborative and democratic.”
Dada says that the identity needed to be more “inclusive” and “welcoming” than its previous branding, which was “dry” and “authoritative”.
Logo redesign
The organisation’s previous logo has been updated so that the arrow is now a compass point, which is more “inclusive” according to Peter Larkin, the studio’s creative director.
“It’s not just ‘I point the way forward and you follow me’ anymore,” Larkin says. “It shows how we’re all aligned but that no one way is the right way.”
This logo design is modular; the compass point can be used across the visual system, from the organisation’s website to its published reports and business cards.
In an attempt to “refine” the visual system, the studio set guidelines that the compass point should only point to the right, upwards or downwards, instead of in all four directions.
“Fresher” design details
Larkin says that with “business-centric rebrands”, there is a “stereotype of playing into the corporate blue.” However, blue was part of The B Team’s “brand equity”.
In an attempt to both retain this identity and move the brand forwards, the colour palette was updated with “fresher, more positive tones” such as mint and yellow. “These add joy and optimism to the brand,” according to Larkin.
Another challenge of branding a global non-profit was its scale. The new colour palette allows for a flexibility that the organisation requires, for example.
“Financial reports aren’t as playful as hero posters, and the colour system can be dialled down when material is more content-focused,” Larkin says.
Nice and Serious also created a set of icons, which aim to “sum up big and gnarly business jargon with simple and clear icons”.
The icons are layered to give the identity “depth” with yellow accents that pick up on the new colour palette and give a “touch of personality”, according to Larkin.
Photography guidelines have also been created. Larkin says that the guidelines aim to show more “in-the-moment, candid shots you wouldn’t expect from business leaders”.
“It feels more real,” he says.


CSS for Colors
.text-primary
.text-secondary
.text-success
.text-danger
.text-warning
.text-info
.text-light
.text-dark
.text-body
.text-muted
.text-white
.text-black-50
.text-white-50
Contextual text classes also work well on anchors with the provided hover and focus states. Note that the .text-white and .text-muted class has no additional link styling beyond underline.
Similar to the contextual text color classes, easily set the background of an element to any contextual class. Anchor components will darken on hover, just like the text classes. Background utilities do not set color, so in some cases you’ll want to use .text-* utilities.


Royal Enfield Classic 350 single-seat variant introduced under 'Make Your Own' customization programme
by Team ODSoon after the Jawa Perak, the most affordable Bobber was launched in the country followed Royal Enfield's 'Make Your Own' motorcycle customization programme. The customization programme will allow its customers to opt for the Classic 350 without the pillion seat which directly makes it a rival to the newly launched Jawa Perak.
The 'Make Your Own' programme has been initiated to allow the Royal Enfield customers to equip the motorcycle with a bunch of accessory from the factory without compromising on the product warranty. The accessories include engine guards, panniers, rear luggage rack along with an optional touring seat. The company is also offering alloy wheels which have been certified by ARAI and meets the quality standards. All the additional accessories under the programme will be homologated to ensure the quality and safety of the product.
Further, customers can choose from a variety of graphics to personalised the look of motorcycle's fuel tank and panels.
Currently, the 'Make Your Own' customization programme is available in six cities of India - Mumbai, Pune, Delhi NCR, Hyderabad, Bangalore and Chennai and has been limited to the Classic 350 (single-channel ABS) variant. The programme will be extended to different regions across the country and more models in the manufacturer's portfolio in a phased manner.
The Classic 350 will come equipped with the same mechanicals and cycle parts as before. Gets a 349cc air-cooled engine producing 20PS and 28Nm of torque. The engine comes mated to a 5-speed gearbox. The motorcycle comes with a standard two-year warranty.
Also Read,
Royal Enfield Bullet 350 single-channel ABS variant gets a price hike
Image Gallery Royal Enfield Twins FT showcased at EICMA 2019


Garden Helper
Profile
Nathan Hall
Location : Chicago, IL
Primary Enviroment: Indoor tent
Current Plots
Plot 1
Plot 2
Plot 3


Student Information
Coursework
Options
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Stats
Health:
Movement:
Range:
Damage:
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Regen:
Speed:
Stances
Coursework
Select this option to enter combat
Options
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Exit the game


SMF User Help: Personal MessageIntroduction • Registering • Logging In • Profile • Posting • Personal Message • Searching |
SMF is about community and communication. And there are many ways to communicate, such as posting to the boards, personal messaging, email, ICQ, AIM and YIM. But SMF's own personal message system, as available to registered members in most forums, is sometimes a more suitable option than any of these.
While email is a good way to correspond directly with members, it also has several drawbacks for forum purposes: you must open your email application to write and send the message, the recipient must open his/her email application and check his/her mail, your message will be mixed in with all the other mail and it can sometimes take several minutes to an hour for mail to reach the recipient.
As an alternative to email, SMF offers a faster, more private method. Personal messaging on the boards provides instantaneous delivery to the recipient's private mailbox. The mail is sent and received entirely through SMF, so neither you nor the recipient have to open another program or leave SMF. Personal messaging also offers both the sender and the recipient greater privacy because no-one's real email address is revealed. Personal messages show only the handle and name of both parties.
If a recipient isn't online, personal messages wait in the member's PM box until the next time he/she logs in and reads and/or deletes them. SMF Personal Messages is a self-contained, highly private email system.
To read your personal messages, you need to be logged in, then follow the link that says something like 'Hey, [username], you have x messages, x are new'.
The PM interface is similar in operation to that of the message index. While we are showing the inbox interface here, the outbox works in much the same way:
There are actually several different ways to start a new personal message, but all require you to be logged in:


Dr. Norman Borlaug
Here's a time line of Dr. Borlaug's life:
☛ 1914 - Born in Cresco, Iowa
☛ 1933 - Leaves his family's farm to attend the University of Minnesota, thanks to a Depression era program known as the "National Youth Administration"
☛ 1935 - Has to stop school and save up more money. Works in the Civilian Conservation Corps, helping starving Americans. "I saw how food changed them", he said. "All of this left scars on me."
☛ 1937 - Finishes university and takes a job in the US Forestry Service
☛ 1938 - Marries wife of 69 years Margret Gibson. Gets laid off due to budget cuts. Inspired by Elvin Charles Stakman, he returns to school study under Stakman, who teaches him about breeding pest-resistent plants.
☛ 1941 - Tries to enroll in the military after the Pearl Harbor attack, but is rejected. Instead, the military asked his lab to work on waterproof glue, DDT to control malaria, disinfectants, and other applied science.
☛ 1942 - Receives a Ph.D. in Genetics and Plant Pathology
☛ 1944 - Rejects a 100% salary increase from Dupont, leaves behind his pregnant wife, and flies to Mexico to head a new plant pathology program. Over the next 16 years, his team breeds 6,000 different strains of disease resistent wheat - including different varieties for each major climate on Earth.
☛ 1945 - Discovers a way to grown wheat twice each season, doubling wheat yields ...


Playing an Episode
So, you’ve assembled a group of the right players, and you’ve created an outstanding Episode for them to enjoy; it’s time to sit down and play. By now, you’ve read through the rest of this book and understand the basics (if not every detail) of the rules as they pertain to players. You know how players create their characters, make task attempts, resist and recover from harm, and grow and develop. But what about the other side of gameplay?
This section will explain the GM side of gameplay in My Little Pony: Roleplaying is Magic, from character creation through to awarding experience points. This section should serve as a reference for GM’s and their players, to answer questions concerning the rules of gameplay from the GM’s side, but it is important to keep in mind that a GM is granted considerable freedom to amend these rules to serve the purpose of making the story better.
So, saddle up and let’s dive right in!
Character Creation
The precise mechanical rules and numerical values pertaining to character creation are covered in great detail earlier in this book, but there are a few concepts it is important for a GM to keep in mind. These concepts should inform the process by which a GM handles running character creation.
First, that they are a part of character creation just as much as the players are; the GM should be involved in each character’s genesis, if for no other reason than to ensure that the rules are being followed and that the GM knows the character’s strengths and weaknesses.
Second, that the focus of character creation is on the narrative inception of a character within the mind of the player; this forming of a concept in the mind of the player is more important than the mechanics of their abilities, as it is this concept which will inform those choices.
Third and finally, that the GM’s role is not to dictate, but to assist, explore, and suggest. For example, instead of saying something like “Your character is physically strong and athletic; (s)he should be an ex-Canterlot Royal Guard,” it is better to ask questions which will lead your players to explore their own characters’ concepts; in this situation, it would be better to ask “Your character is physically strong and athletic; how did they get that way?”
Asking exploratory questions such as these is the key to running character creation well. While every session of character creation will be different, and thus different questions should be posed to the players, there is a small set of exploratory question ‘tracks’ which can form a somewhat universal basis. These are listed below:
- Why is your character named the way they are named? What is the meaning of their name?
- Who are your character’s parents? Are they around? Does your character have any siblings or relatives?
- What is your character like, in conversation? Why are they the way they are?
- What has your character been doing up until the Episode begins? How do they feel about their past?
- How did your character meet the others (or have they yet)? Have they met before then?
- What are your character’s goals and ambitions? What are they willing to do to accomplish them?
- What emotion is your character primarily motivated by? What do they ask themselves first in every situation?
- What does your character fear? Is there anything they are sensitive about or ashamed of?
- What is your character proud of themselves for? What do they like about themselves?
- What would your character change, if they could change one thing about the world?
Getting Started
In each episode of My Little Pony: Friendship is Magic, there is a ‘pre-opening credits scene,’ which serves to introduce (or re-introduce) the show to the viewer, as well as establish a few baselines for the episode itself, creating a frame of reference for the viewer to know what is coming. For example, from an episode’s opening, the viewer might come to understand that an episode is going to be a Fluttershy-focused episode, and that it will deal with her timidity (in the case of “Putting Your Hoof Down”).
It is a good idea to mirror this kind of approach to the beginning of running an Episode of My Little Pony: Roleplaying is Magic. The opening of an Episode should serve not as a sudden jump into the story, but rather a lighthearted easing-in for the players. The point is to ‘break the ice’ for the group.
Establishing Tone
The opening scene should first set the tone of the Episode; almost certainly the game will begin with the GM establishing the basics of the setting and world, and the tone of the Episode should be made clear from the very first line. It is as simple as any old storybook opening to do; for a scary Episode, you might go with the good old-fashioned, “It is a dark and stormy night…” whereas for something more lighthearted you might use, “It’s a beautiful day; the perfect day for the annual Running of the Leaves…”
Getting to Know You
Right from the start, the players should understand where their characters are and what they are doing—and more importantly, why they are doing what they are doing. It is important that players have the chance to begin defining their characters’ roles within the group. For example, a character might be pulling a wagon-load of wooden planks to a friend’s farm to help rebuild the barn—but are they bringing the materials because they are affluent enough to donate the wood, or are they pulling the wagon because they’re the strongest one in the group?
A Scheduled Sprinkle
It is a good idea to present some kind of small but personally important task for the group to complete, during the opening scene. This provides a low-stress situation in which the players can get their first taste of how their characters will work together to solve problems and overcome challenges. This preview of the group dynamic is important, because it is better for the group to know each other somewhat, instead of discovering how they work together during a critical event—unless that is the point of the story or scene.
Once this ‘scheduled sprinkle’ is complete, and the group is going to proceed from the opening scene into the main plot of the Episode itself, it is a good idea to take a short break. Have everyone get a snack, or lounge for a few minutes, and see how they react to each other. If they have started to talk about how their characters work together, or about the group in general, things are going well and you’ve accomplished the goal of the opening scene: breaking the ice.
Picking Up Steam
Now that the ice has been broken and the group is starting to come together, the next step is to set up the central conflict of the Episode, and build momentum into action toward confronting and solving it. The point of this section of gameplay is—now that the players have taken their first steps toward coming together as a group—to give the group direction, and a goal to work toward.
The Hook
A good central conflict hooks the players into not only needing to solve it, but also wanting to solve it. To this end, it is important to design the ‘hook’ for the conflict in such a way as to make it personal or personally impact the group of characters; a distant or disconnected conflict will quickly fade in importance for players. For example, instead of a burglar stealing valuables from some of the residents of the characters’ town, the burglar should steal from the characters’ house directly. This makes the conflict—the existence of a burglar—personally important, and hooks the characters in.
To Do List
You should have a list of the objectives of the Episode, both in terms of plot and narrative, and incorporate some of them into the initial conflict to establish them in the minds of the players. For example, if one of the objectives is to unmask the burglar, you might have the characters get a glimpse of the burglar before they vanish, but they can’t recognize them because of a mask or disguise they are wearing. As another example, if one of the objectives is to recover the stolen items, make it clear what the burglar has stolen so far, so the players know what to have their characters look for.
By the End of the Day
Part of establishing the objectives of the Episode, however, is identifying and presenting any limitations which affect the accomplishment of those objectives. That is, completing an objective may be more involved than simply going out and doing it. For example, to find and unmask the burglar, the characters can’t simply go around and barge into every home until they find the stolen items—there is a social restriction in that that is not how pony society functions. The characters will have to devise a different way to accomplish their goal.
All Over Equestria
The final part of setting up the central conflict is framing it within the scope of the world. Is this a global conflict, or specific to one character or town? For example, is the burglar the characters are trying to find and unmask a lone thief, or part of a larger network of larceny? Having a pre-decided knowledge of the scope of the conflict allows you to convey a sense of importance to the players, and potentially even surprise them; the scope of a conflict could be much greater than it seems.
Keep on Trottin’
Following the establishment of the central conflict (or the “inciting incident”) is the Rising Action, where most of the group’s gameplay will take place. Because it is the portion of the story in which they will spend the most time, players primarily run the risk of becoming idle or losing focus or energy while approaching the Episode’s Climax. There are a number of ways to combat this as the GM, explained in this section.
The Carrot
Positive reinforcement is the first tool in the GM’s toolbox for keeping things moving. Incentives and rewards can be a powerful motivating force for those who have some ambition or whose goals involve advancement. The most basic incentive is experience points; by accomplishing the goal of the Episode, the characters may gain experience. However, there are other, more creative ways to give positive reinforcement. For example, the prospect of seeing the Wonderbolts’ live show in the town the characters are headed to; or the possibility of meeting a big-wig fashion mogul while taking care of business in Canterlot.
The Stick
Danger, and negative consequences, is another major tool in the GM’s toolbox for motivation. Consequences can motivate those who seek to avoid misfortune, for themselves or for others. For example, if the characters can’t figure out how to stop the seemingly unending winter, the town will be buried and everyone will have to leave. Or, if the characters can’t stop the crops from being stolen, they and others will be forced to go hungry.
The Right Thing to do
Appealing to a character’s morality and desire to do the right thing can be a strong motivator, but only if the character’s desire to do good is strong enough. Be wary of making this kind of moral appeal for important things such as the goal of an Episode itself; it is best used for smaller, individual scenes and challenges, as the moral conviction is most motivating when its outcome is right in front of the character.
Just Over This Hill
Perhaps the most powerful motivating force to keep players interested, however, is the consistent affirmation that they are getting steadily closer to accomplishing their goal and confronting the central conflict of the Episode. Perhaps you can give them glimpses of their goal ‘on the horizon’ so to speak, when the group overcomes a challenge or completes an objective. Maybe the goal is to accumulate a set number of things, giving reinforcement of the goal with each step of progress. However it is done, motivation through showing progress is extremely important.
Tasks and Challenges
Motivation is the key to keeping the characters moving and keeping the players interested, but motivation must be matched with challenge and fulfilment to be meaningful and memorable to players. In simple terms, the forward momentum and enjoyment of a game or story is based on “setup and payoff.” Players must feel that there is a good reason to do something, they must encounter some kind of challenge accomplishing it, and they must derive satisfaction from its completion. As the GM, this is primarily your job; players will provide much of their own direction, but it is up to the GM to think about the “setup and payoff” of a story and/or situation.
Challenges and tasks are the most common and most reliable way to do this. Tasks and challenges provide a hurdle to overcome, which serves to build up satisfaction upon ‘earning’ the completion of a goal. Players can look back and say, “Look what we did to get here; look what we overcame.” Ask any veteran gamer, and more often than not, they remember the challenges they overcame to get to a goal, more than the goal itself. It is important to remember, however, that while presenting the challenge is the GM’s responsibility, it is not the GM’s job to dictate how the challenge is to be solved. Hints are okay, but if the characters are presented with a river they need to cross, how to get across it is up to them. The GM sets up the situation and reacts to how the characters act within it.
The Difficulty Scale
Anything a character does can be classified according to its difficulty with regard to the situation they are in. This difficulty can be translated into a number which the character must meet or exceed with a check. This does not mean, however, that characters must make checks for everything they do; in fact, most things a character does will not require a check; a check is only needed when the task the character is attempting is risky or otherwise has a reasonable chance of failure. In this case, it is important for the GM to be able to quickly and relatively accurately decide upon the difficulty of the check, and thus what number the character must meet or exceed with their check. Unlike many pen and paper roleplaying games, which use calculations of various factors to decide on the difficulty of a check, this system uses context and interpretation to let the GM decide quickly and keep the game moving.
This is reflected by the Difficulty Scale. On the scale below, choose the statement which best fits how difficult the task is. Which statement is chosen corresponds to a difficulty number (or the lack of need for one), which can reasonably serve as the difficulty for the check a character is attempting. With each statement are examples of what tasks might fall under the statement. The Difficulty Scale, at lower levels, is uniform. However, at higher levels, it is further broken up into three categories in how it gives difficulty numbers, based on the kind of game being played and/or the kind of situation the characters are in.
These categories should be kept in mind as gameplay progresses, to make the decision of difficulty easier. First is
If using the statements on the Difficulty Scale is not natural or comfortable, you may find it easier to read through the statements and familiarize yourself with them, then during gameplay, simply rate tasks on a scale of 1 to 10 in terms of their difficulty and select the corresponding statement. The Difficulty Scale is designed to accommodate either method of on-the-fly decision making when it comes to task difficulty.
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10. Beyond Even Legendary Ponies; Discord Only. No Check Required; Impossible (Or 20 Only) Complete control over the environment, global manipulation, random day/night changes
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9. Even Legendary Ponies Would Have Difficulty. Difficulty: Casual 40 / Standard 70 / Hardcore 85 Turning Discord to stone, banishing Nightmare Moon to the moon for a thousand years
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8. Probably Only Legendary Ponies Could Do This. Difficulty: Casual 35 / Standard 50 / Hardcore 65 Raising and lowering the sun and moon, teleporting across a continent, instantly healing a plague
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7. Normal For Legendary Ponies, Hard For Anypony Else. Difficulty: Casual 30 / Standard 40 / Hardcore 45 Dispelling a mass enchantment, conjuring an unbreakable ward, creating a sonic rainboom
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6. Even Special Ponies Would Have Difficulty. Difficulty: Casual 25 / Standard 30 / Hardcore 35 Talking down a dragon, complex aerial acrobatics, casting a difficult spell, hatching a dragon egg
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5. Probably Only Special Ponies Could Do This. Difficulty: Casual 20 / Standard 20 / Hardcore 25 Inspiring a crowd with a speech, casting a new spell, out-flying a bird, painting a good portrait
-
4. Normal For Special Ponies, Hard For Everyday Ponies. Difficulty: 15 Making a pretty dress, casting an easy spell, bucking a tree, doing a complex dance move
-
3. This Is A Pretty Basic Challenge For An Everyday Pony. Difficulty: 10 Moving a cloud, caring for a pet, baking a cake, building a barn, drawing a horse-drawn carriage
-
2. This Might Challenge A Young Foal, But Nopony Else. Difficulty: 5 (Or No Check Required; Too Easy) Painting a wall, gathering flowers, making a sandwich, walking a pet, ironing clothes correctly
-
1. Anypony, Anywhere, Could Do This With Ease. No Check Required; Too Easy Walking, eating, looking at something, getting a book from a bookshelf, putting on clothes
That’s Impossible!
The Difficulty Scale includes options for making some tasks simply ‘Impossible.’ This gives you as the GM the option to call a halt to a particular course of action; however, it should be done sparingly. Using Impossible tasks is a narrative decision which imposes GM control over the actions of characters. If using an Impossible task, never declare it as such; simply inform the player that their character failed in their task attempt. Excessive use of Impossible tasks can erode player trust in their GM, which is the foundation of roleplaying.
Consider, when using an Impossible task, instead making it “20 Only.” This means that the character will fail the task unless they roll a 20 on the d20 roll when making their check. This allows for characters to succeed on ‘impossible’ tasks through sheer luck on occasion.
Life Lessons and Dragons’ Hoards
Once you have a handle on motivating and challenging players, it is important to understand how to reward them for accomplishing their goals; how to give them “payoff” for doing something important. There is no set formula for rewarding players, and each GM will find their own methods and style. Some GM’s use material rewards, such as gold and gems, or powerful artifacts. Some use narrative rewards, such as a grateful family being reunited, or a friend’s farm being saved. Still others use experience rewards, giving a bonus experience point or two for characters who went out of their way to do something truly extraordinary.
In time, you will find your own style of rewarding players. However, a good thing to keep in mind as a guideline is that a reward is most valuable when it is connected to the events which earned it. For example, a grateful family’s thanks is meaningful when their child is returned to them; if suddenly the characters were given a sack of gold and gems, it would feel disjointed and disconnected from the story, and would be less meaningful. Try to ensure that the reward is in line with the events which earned it in the first place.
Consequences
New GM’s, and some experienced ones, have trouble imposing negative consequences for failure. It is natural, especially in a game such as My Little Pony: Roleplaying is Magic, to forgive mistakes and failure. However, as a GM, it is your job to ensure that failure has consequences; this ensures that players take challenges seriously, and that danger has its proper narrative impact. If players stop fearing that the scary dragon will actually destroy Ponyville, for example, then the ‘scary dragon’ ceases to be scary. Don’t go overboard; give players and their characters a break when they truly need and deserve them, but don’t be too lenient either. After all, Equestria is not simply a land of peace and tranquility where nothing goes wrong; it has its share of very real dangers.
The Climax
At the end of all of the challenges of the Rising Action is the Climax, where the characters confront the core conflict of the story. Ultimately, the story hinges on its Climax; it is the best example of the “setup and payoff” model for storytelling. The players have guided their characters on an enjoyable journey, and the Climax is what will make it all memorable--that is, the Climax is the “payoff” for all of the plot leading up to it. For this reason, it is important to spend time and effort making the Climax the best it can be, while matching it to the Rising Action. If it is too different, it will feel disjointed; if it is too subdued, it will feel anticlimactic. This section will explain a few key concepts for constructing and running a successful Climax.
Conflict as an Adversary
Returning home after finding the ancient scroll with the secret to defeating them, the characters prepare to stop the swarm of parasprites ransacking Ponyville. Everypony has a job to do, and they have to get it just right; the fate of the town is in their hooves.
This is an example of “Conflict as an Adversary,” wherein the Climax of the story hinges on the defeat or otherwise overcoming of a personified central conflict. In general terms, this ‘adversary’ does not need to be a singular ‘boss’ or ‘nemesis,’ but can be a group, whether defined well or poorly. The ‘adversary’ can even be something as amorphous as “the gathered crowd of high-society ponies.”
In dealing with Conflict as an Adversary, it is important to know a few key tactics which will work to further the overcoming of the adversary. Often, it may take a few of these tactics to fully overcome them, but it is best to have a short list--and to be prepared to judge whether or not character actions match up, or could be reasonably added to this list. ‘Defeating’ an adversary often has a few stages to it, and a progression in one way or another which leads to victory.
Facing Off
After a long and arduous search, the characters finally brave the scary cave and find the den of the panthers who kidnapped Ponyville’s missing cows. Before them, the leader of the den steps forward and refuses to give the cows back; he bares his claws and sharp teeth and prepares to fight.
This is an example of a specific subset of Conflict as an Adversary called “Facing Off.” In this variant, the ‘adversary’ is a single, well-defined character or small group of characters. While the standard Conflict as an Adversary scenario can lend itself to being impersonal with the adversary it- or themselves, Facing Off is very specific. The adversary must be established well and developed well, and must carry an air of uniqueness.
The guidelines for succeeding in a Facing Off scenario are typically similar to the standard Conflict as an Adversary situation, though the adversary is more specific and well-developed, with intelligent motives and believable reactions. More so than overcoming a herd or a swarm, overcoming a personified adversary gives players a memorable focus.
Conflict as a Situation
Upon finding the source of the earthquakes under Ponyville, the characters discover that their small town sits atop an active volcano preparing to erupt! With only minutes before it blows, the characters must find a way to save the town and everypony in it.
This is an example of “Conflict as a Situation,” wherein the Climax of the story hinges on the overcoming of a non-personified situation such as a natural disaster or an impending difficulty. The situation typically has no controlling entity to defeat, but rather is a ‘force of nature’ the characters must decide how to handle.
In dealing with Conflict as a Situation, it is important to emphasize character choice and consequence; in this type of Climax, what players do and how they handle the situation at hand will have very real repercussions. Indeed, while the situation is often (but not always) presented with a condition to prevent, the outcome is ultimately determined by the characters’ actions and how they deal with it.
Cue Theme Song, Roll Credits
Once the Climax has been resolved one way or another, it is time for the Falling Action/Resolution. The Resolution is mostly the ‘bow on top’ or the ‘icing on the cake’ of the story; it is the part of the Episode when consequences are described, and the result of the Episode’s action comes to light. Often, the Resolution becomes a sort of question-and-answer phase, where players and their characters can find out information that they may not have had time to discover during the action of the Episode.
Typically, the Resolution is the shortest sequence of the story, as the Episode has already peaked and player attention and interest will soon be waning; once they have completed the ‘quest’ (so to speak), it is best to let the players enjoy it. This section will explain some key elements and options for the Resolution which can help to make sure it is both brief and enjoyable for everyone at the table.
Everything Worked Out Just Fine
Commonly, stories will end ‘all wrapped up.’ Essentially, this means that all of the important plot threads have been resolved at the conclusion of the Episode. This is the type of Resolution which the cartoon episodes typically employ, as it brings a sense of closure to the Resolution and allows players to relax and enjoy their victory. Generally, this type of Resolution is short and sweet; without many plot threads to resolve, it means that the Episode can come to a swift and satisfying conclusion. However, it also presents the opportunity for reflection. What were the morals of the Episode? What challenges were overcome? What did the characters learn? All of these are typical questions players may ask themselves as part of an ‘all wrapped up’ Resolution.
Too Early for a Group Hug
Sometimes, stories will end ‘to be continued.’ This is when there are a few important plot threads left unresolved at the conclusion of the Episode, and is typically employed when the overarching story being told is meant to take up more time than a single Episode. Ongoing stories which require a firm continuity benefit from this kind of Resolution, but it takes more finesse to handle than an ‘all wrapped up’ Resolution; it must feel like the end of an Episode, without feeling like the end of a story. Rather than reflective questions, a ‘to be continued’ Resolution tends to inspire players to ask speculative questions. What’s coming up next? What is going to happen? What should we do now? Because of this, a ‘to be continued’ Resolution is always left on a kind of cliffhanger.
The Aesop
It is important to remember to somehow bring up the moral(s) your Episode seeks to get across during the Resolution, especially if it seems as though those morals were lost along the way over the course of the Episode itself. However, rather than stating the morals outright, it is better to present them through situations and to ask the players questions about what impact (if any) the Episode had on their characters. Characters gain experience points for lessons learned and challenges overcome, and ultimately the accumulation of experience points will make the game more fun for everyone in the group, but it is important not to overstep; it is primarily the players’ responsibility to discern what lessons their characters learned, if they learned any.
Spike, take a Letter
The final phase of running an Episode with your players is the ‘letter to the princess’ phase. In many episodes of the cartoon, one or more of the characters writes a letter to Princess Celestia, explaining what lessons they learned and what challenges they overcame over the course of the episode. To mirror this, My Little Pony: Roleplaying is Magic uses a ‘letter to the princess’ type discussion phase to decide how many experience points are awarded to the characters for completing an Episode.
The players come up with the lessons their characters learned and the challenges they overcame, and discuss them; afterward, you decide how many experience points to award to the characters because of this discussion. This is a reversal on the standard experience point system found in most pen and paper roleplaying games, and may take some getting used to. While the mechanics of this phase are explained earlier in this book, this section will explore the GM side of things to help you run it.
What We Learned this Week
It is important to remember that the players drive the phase forward; while you are encouraged to help them develop their ideas and lessons, it is best not to suggest them. You are there to assist them, but not to help them maximize their experience point gain; ultimately, the maximum number of experience points the characters have the potential to gain is up to the players. A guideline to keep in mind is the phrase “Be Spike.” Take notes on the lessons the players present, and help them if they are having trouble explaining themselves, but let them ‘write the letter,’ so to speak.
An Important Lesson
Something to keep in mind is that players have a natural tendency to want to gain power for their characters as quickly as possible; every player has a vision in mind for what they want their character to become, and naturally they will want to get there as quickly as possible. To this end, it is not uncommon for players to sometimes try to ‘push’ the letter system to gain extra experience points.
This can take many forms, such as splitting one lesson into several, and trying to gain points off of each; most commonly, however, it is in the form of making ‘mountains out of molehills.’ There are a few ways to watch for this, the best being to trust your instincts. If it seems like a lesson isn’t genuine, don’t accept it--unless every player (or most of them) has it listed; it may simply be that the situation had more of an impact on the players than it did on you.
Keeping notes and having a list of challenges the characters overcame in a meaningful way, serves to make the ‘letter to the princess’ phase into a fun experience for you as well as the players. Remember that it’s not a debate; if you aren’t convinced of a character’s growth through a lesson learned, you have the final say. However, also remember that because of the structure of the My Little Pony: Roleplaying is Magic system, experience points aren’t exceedingly powerful; it’s not much of an issue if extras are awarded from time to time.
Awarding Experience
Having made your own notes, as well as having your players’ list of lessons learned, deciding on an amount of experience points may seem like a difficult task. However, it is easy to do once you understand the basic guidelines for how to come up with the experience award for the Episode. With practice, or even simply a solid understanding of the process, you will be able to decide on an experience award quickly and easily.
First, total the number of challenges overcome from your own notes, total the number of unique (not repeated) lessons submitted by the players, and total the number of play sessions it has taken to complete the Episode. These three totals will form the basis for your decision.
Second, order the totals from highest to lowest. If some of them are identical, stop, and award that many experience points as the award for the Episode. This represents consistency. If you come up with three different totals, however, add them all together and divide the total by three (round up). This ‘average’ is the total you will award for the Episode. Remember that experience points awarded this way are given to each character; if the experience award is four points, for example, then each character gets four points.
Third and finally, award bonus experience to characters who are entitled to it, such as Earth Ponies, and those characters with a flaw which had a meaningful impact on the story of the Episode.


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--- layout: post class: post-template title: "Automatically update your publication list using R scholar" author: thackl cover: img/google-scholar-books.png categories: [R] ---
I really dislike tedious tasks like updating my publication list on my website. So here is a very short script that does the job for me. It uses the R library scholar to pull my publications from my google scholar profile. I then use some quick & dirty string parsing to convert that data into a html table. I'm sure there are a tons of more elegant ways out there, but this worked, and only took me minutes to set up.
library(scholar) library(tidyverse) library(glue) # escape some special chars, german umlauts, ... char2html <- function(x){ dictionary <- data.frame( symbol = c("ä","ö","ü","Ä", "Ö", "Ü", "ß"), html = c("ä","ö", "ü","Ä", "Ö", "Ü","ß")) for(i in 1:dim(dictionary)[1]){ x <- gsub(dictionary$symbol[i],dictionary$html[i],x) } x } # my google scholar user id from my profile url # https://scholar.google.com/citations?user=b8bWNkUAAAAJ&hl=en thackl <- "b8bWNkUAAAAJ" # pull from google html_1 <- get_publications(thackl) # convert to htlm table - the ugly way ;) html_2 <- html_1 %>% as_tibble %>% arrange(desc(year)) %>% mutate( # author=str_replace_all(author, " (\\S) ", "\\1 "), author=str_replace_all(author, "([A-Z]) ([A-Z]) ", "\\1\\2 "), author=str_replace_all(author, ", \\.\\.\\.", " et al."), author=str_replace_all(author, "T Hackl", "T Hackl") # make my name fat ) %>% split(.$year) %>% map(function(x){ x <- x %>% glue_data('
{author} ({year}) {title}, {journal}, {number}
') %>% str_replace_all("(, )+
", "
") %>% char2html() x <- c('

', x, '

') return(x); }) %>% rev html_3 <- map2(names(html_2) %>% paste0("
", ., "
"), html_2, c) %>% unlist html_4 <- c( paste0('
Last updated ', format(Sys.Date(), format="%B %d, %Y"), '– Pulled automatically from my Google Scholar profile. See this post for how it works.
'), html_3) # write the html list to a file writeLines(html_4, "../_includes/publications.html")


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I have worked for a large insurance company for the past 10 years in various roles throughout the organization. I have a passion for building things and helping others. I strive to continually learn and have recently completed my Masters in Software Development at Maryville University, as well as the Full Stack Web Development bootcamp at the University of Arizona.
As a newborn parent, tracking your baby's eating and sleeping is critical. This app makes it simple. It was built with NodeJS, Express, Sequelize, ChartJS and PassportJS.
Play a fun memory game built using ReactJS. See if you can pick each baseball card without clicking one twice!
This app allows a user to create, delete and update a database of Burgers. This application utilizes JavaScript, JQuery, NodeJS, Express and MySQL.
This app allows a user to view and update a train schedule using JavaScript, JQuery, Bootstrap and Firebase.
This app connects to the Giphy API and allows user to enter a search term to find Gifs related to that term. The app uses HTML, CSS, JavaScript, JQuery and APIs.
Play a quick 1 minute St. Louis Cardinals JavaScript trivia game.


sym_print [-h] <region_name>
The command prints the given region. The region is specified by a name assigned to it previously by mocha. Command Options:


Hello,
I'm Lekam Charity,I've always been overwhelmed by
technology,and always wanted to do something with
computers since back then.
Lucky enough, Moringa School gave me the chance to
pursue my dream course and
thats why know l can proudly say that am
a Full Stack Software Developer,
l write code and develop apps
While not hacking
I also do Theatrical acting.
I'm good at,
Projects I've worked on
You can also reach me through the contact from below


Clears the default graph stack and resets the global default graph.
tf.compat.v1.reset_default_graph()
NOTE: The default graph is a property of the current thread. This
function applies only to the current thread. Calling this function while
a tf.compat.v1.Session
or tf.compat.v1.InteractiveSession
is active will
result in undefined
behavior. Using any previously created tf.Operation
or tf.Tensor
objects
after calling this function will result in undefined behavior.
Raises:
AssertionError: If this function is called within a nested graph.


When this method is used within jqGrid and jqGridEdit classes they should be called separatley in order to perform the export.
When used in jqGridRender class everthing is done automatically when the export to csv is enabled.
Also when used separatley and you want to display diffrent header and hide some fields a colmodel array should be configured and passed as parameter to the method. If none is set in this case only column names are used
The array has the following structure and properties
Array(
[0]=>Array("label"=>"Some label", "hidden"=>true, "name"=>"colname"),
[1]=>Array(...),
...
);
Where
Mainly the method should be used when export to excel is not applicable or there is a need to exchange data in standart CSV way.
Related Methods
exportToCsv
renderGrid
Related variable(s)
gSQLMaxRows
ExportCommand
Hint - If you want to export to a tab delimited file set the separator variable to \t - i.e.
$grid->exportToCsv( null, null, null, true, 'exportdata.csv', '\t' );
Example:
This example is the same as export to excelexample, but this time we will export to CSV data
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">   <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>PHP jqGrid Class Example</title> <link rel="stylesheet" type="text/css" media="screen" href="themes/redmond/jquery-ui-1.7.1.custom.css" /> <link rel="stylesheet" type="text/css" media="screen" href="themes/ui.jqgrid.css" />       ......

 .......
In PHP code we will use ExportCommand to perform the export.
<?php require_once 'jq-config.php'; // include the jqGrid Class require_once "php/jqGrid.php"; // include the PDO driver class require_once "php/jqGridPdo.php"; // Connection to the server $conn = new PDO(DB_DSN,DB_USER,DB_PASSWORD); // Create the jqGrid instance $grid = new jqGrid($conn); // Write the SQL Query $grid->SelectCommand = 'SELECT OrderID, OrderDate, CustomerID, Freight, ShipName FROM orders'; // we want to export additinal data when excel $grid->ExportCommand = 'SELECT OrderID, OrderDate, CustomerID, Freight, ShipName, ShipAddress, ShipCity FROM orders'; $grid->dataType = "json"; // now we should check whenever a export is lunched $export = $_POST['oper']; if($export == 'csv') // let set summary field $grid->exportToCsv(array('Freight'=>'Freight')); else $grid->queryGrid(); ?>


--------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------
4
Human Resources Policies
S#
Activities performed
Completed
(Yes/ No/
NA)
Date
Section A: Commencement of employment
1
Introductions to key people
2
Application form completed
3
Any unresolved query related to salary /pension
4
Core Induction day attended, if applicable
5
Familiarization with the HR policies
Section B: Job Role
1
Explanation of the work of the Department
2
Key duties and responsibilities
3
Performance standards expected at work
4
Awareness about the Supervision and line management
Section C: Departmental & Company wide services
1
HR New Joiner’s f
ormalities completed
2
Notice boards/ Intranet (if applicable)
2
Awareness about organization structure and locations
Comments:
Date Completed
…………………………………….
Employee
…………………………………….
Signed………………………
HR Manager
……………………………………
Signed ……………………..
This form must be completed within 45 days of commencement of employment and sent to the HR
Department for inclusion on the employee’s personal file.


pepper.framework.util module¶
-
class
pepper.framework.util.
Bounds
(x0, y0, x1, y1)[source]¶ Bases:
object
Rectangle Bounds Object
Parameters: - x0 (float) –
- y0 (float) –
- x1 (float) –
- y1 (float) –
-
area
¶ Bounds Area
Returns: area Return type: float
-
center
¶ Bounds Center
Returns: center Return type: tuple
-
contains
(point)[source]¶ Whether Point lies in Bounds
Parameters: point (Tuple[float, float]) – Returns: is_in – Whether Point lies in Bounds Return type: bool
-
equals
(other)[source]¶ Whether ‘other’ bounds equals ‘this’ bounds
Parameters: other (Bounds) – Returns: equals – Whether ‘other’ bounds equals ‘this’ bounds Return type: bool
-
classmethod
from_json
(data)[source]¶ Create Bounds Object from Dictionary
Parameters: data (dict) – Dictionary containing x0, y0, x1, y1 keys Returns: bounds Return type: Bounds
-
height
¶ Bounds Height
Returns: height Return type: float
-
intersection
(bounds)[source]¶ Bounds Intersection with another Bounds
Parameters: bounds (Bounds) – Returns: intersection Return type: Bounds or None
-
is_subset_of
(other)[source]¶ Whether ‘other’ Bounds is subset of ‘this’ Bounds
Parameters: other (Bounds) – Returns: is_subset_of – Whether ‘other’ Bounds is subset of ‘this’ Bounds Return type: bool
-
is_superset_of
(other)[source]¶ Whether ‘other’ Bounds is superset of ‘this’ Bounds
Parameters: other (Bounds) – Returns: is_superset_of – Whether ‘other’ Bounds is superset of ‘this’ Bounds Return type: bool
-
json
¶ Export Bounds as JSON
Returns: json Return type: str
-
overlap
(other)[source]¶ Bounds Overlap Ratio
Parameters: other (Bounds) – Returns: overlap Return type: float
-
scaled
(x_scale, y_scale)[source]¶ Return Scaled Bounds Object
Parameters: - x_scale (float) –
- y_scale (float) –
Returns: bounds – Scaled Bounds object
Return type:
-
width
¶ Bounds Width
Returns: width Return type: float
-
x0
¶ X0
Returns: x0 Return type: float
-
x1
¶ X1
Returns: x1 Return type: float
-
y0
¶ Y0
Returns: y0 Return type: float
-
y1
¶ Y1
Returns: y1 Return type: float
-
class
pepper.framework.util.
Mailbox
[source]¶ Bases:
object
Mailbox Object: Single-Item Queue with Override on ‘put’
-
EPSILON
= 0.1¶
-
-
class
pepper.framework.util.
Scheduler
(target, interval=0.1, name=None, args=(), kwargs={})[source]¶ Bases:
threading.Thread
Runs Threaded Task Continuously with certain interval
- This is useful for long running Real-Time tasks:
- When there are many of these tasks, they start to conflict with each other. By specifying an interval in which the CPU on this thread is told to sleep, breathing room is realized for the other threads to execute their commands.
Parameters: - target (Callable) – Function to Run
- interval (float) – Interval between function calls
- name (str or None) – Name of Thread (for identification in debug mode)
- args (tuple) – Target Arguments
- kwargs (dict) – Target Keyword Arguments
-
join
(timeout=None)[source]¶ Wait until the thread terminates.
This blocks the calling thread until the thread whose join() method is called terminates – either normally or through an unhandled exception or until the optional timeout occurs.
When the timeout argument is present and not None, it should be a floating point number specifying a timeout for the operation in seconds (or fractions thereof). As join() always returns None, you must call isAlive() after join() to decide whether a timeout happened – if the thread is still alive, the join() call timed out.
When the timeout argument is not present or None, the operation will block until the thread terminates.
A thread can be join()ed many times.
join() raises a RuntimeError if an attempt is made to join the current thread as that would cause a deadlock. It is also an error to join() a thread before it has been started and attempts to do so raises the same exception.
-
run
()[source]¶ Method representing the thread’s activity.
You may override this method in a subclass. The standard run() method invokes the callable object passed to the object’s constructor as the target argument, if any, with sequential and keyword arguments taken from the args and kwargs arguments, respectively.
-
pepper.framework.util.
spherical2cartesian
(phi, theta, depth)[source]¶ Spherical Coordinates to Cartesian Coordinates
Phi: Left to Right, Theta: Down to Up, Depth: Distance x: Left to Right, y: down to up, z: close to far
Parameters: - phi (float) –
- theta (float) –
- depth (float) –
Returns: x,y,z
Return type: float, float, float


WITNESS LIST Health & Human Services Committee March 27, 2003 - 9:00A SB 401 FOR: Sanders, Stephen Retired Police Officer (Texas Fraternal Order of Police), Conroe, TX Williams, Steve Firefighter (Houston and State Fire Fighters), Houston, TX Registering, but not testifying: For: Higgins, Mike Chief of Staff (Texas State Association of Fire Fighters), Austin, TX SB 490 FOR: Gionfriddo, Pam Research and Policy Analyst (Mental Health Assocation in Texas), Austin, TX Parker, Mark D. Manager (Self), Round Rock, TX Registering, but not testifying: For: Kern, Diana Public Policy Coordinator (National Alliance for the Mentally Ill), Austin, TX Providing written testimony: For: Thyssen, Monica Children's Mental Health Policy Spec. (Advocacy Inc.), Austin, TX SB 492 FOR: Gionfriddo, Pam Research and Policy Analyst (Mental Health Association in Texas), Austin, TX Parker, Mark D. Manager (Self), Round Rock, TX Registering, but not testifying: For: Kern, Diana Public Policy Coordinator (National Alliance for the Mentally Ill), Austin, TX Marrero, Elizabeth Government Relations Coordinator (National Association of Social Workers), Austin, TX Morales, Becky Intern (National Association of Social Workers / Texas Chapter), Austin, TX Spinger, Debra K. (Special Nees Children and Adults), Madisonville, TX Thyssen, Monica Children's Mental Health Policy Spec. (Advocacy Inc.), Austin, TX SB 493 FOR: Gionfriddo, Pam Research and Policy Analyst (Mental Health Association in Texas), Austin, TX Parker, Mark D. Manager (Self), Round Rock, TX Registering, but not testifying: For: Kern, Diana Public Policy Coordinator (National Alliance for the Mentally Ill), Austin, TX Springer, Debra K. (Special Needs Children and Adults), Madisonville, TX Wall, Matt Associate General Counsel (Texas Hospital Association), Austin, TX SB 594 FOR: Morris, Elaine CEO Methodist OP Surgical Services (Methodist Healthcare System - San Antonio), San Antonio, TX Vandewalle, Lynne Registered Nurse (Methodist Healthcare System), San Antonio, TX ON: West, Starr (Texas Hospital Association), Austin, TX Registering, but not testifying: On: Stearman, Nance Acting Bureau Chief (Texas Department of Health), Austin, TX SB 602 FOR: Davis, Debbie Executive Director (Children's Advocacy Centers of Texas), Austin, TX Registering, but not testifying: On: Benham, Rose Director, Child Protective Services (Department of Protective and Regulatory Services), Austin, TX SB 810 FOR: Hansen, Vicki Social Worker (National Association of Social Workers, Texas), Austin, TX Registering, but not testifying: For: Marrero, Elizabeth Social Worker (Self), Austin, TX Morales, Becky Social Work Student (Self), Austin, TX Rider, Kathy Clinical Social Worker (Texas Society for Clinical Social Work), Austin, TX Springer, Debra K. (Self), Madisonville, TX On: Marks, Andrew Executive Director (Texas State Board of Social Worker Examiners), Austin, TX SB 1065 FOR: Crenshaw, Susan Chair, Tarrant Co. Child Protective Srv. (Child Protective Services) McClure, Madeline Volunteer Child Advocate (Dallas Child Welfare Board and Prevent Child Abuse Texas), Dallas, TX Springer, Debra (Self), Madisonville, TX Zelasko, Terri (Self), Southlake, TX Registering, but not testifying: For: Johnson, Karen R. President & CEO (United Way of Texas), Austin, TX Marrero, Elizabeth Government Relations Coordinator (National Association of Social Workers), Austin, TX Pardue, Craig Governmental Affairs (Dallas County), Dallas, TX On: Benham, Rose Director, Child Protective Services (Protective and Regulatory Services), Austin, TX


 Unsure if a trip to Tatooine would be worth the hyperspace jump it would take to get here,
or if we would be safe once we arrived. Once we got here, our only thought was, why didn’t we come sooner.
My husband was an engineer on a top secret, planet-sized Imperial boondoggle and was on track for a huge promotion,
but we never saw each other and were both miserable. On a whim, we arranged a trip to Tatooine to do some droid shopping
and to see the Jazz Festival, which happens on the 3rd klekket of every progression, and ended up falling in love with
the place. After staying two weeks, we flew back to Coruscant, but only to pack what we needed and to sell the rest.
We were back here in half a klekket, bought the land that we would eventually build the inn on, and have never been
happier.
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| OPD No. | Name | Location | Age | |
|---|---|---|---|---|
| [opd number] | [name] | [location] | [age] | Open patient details |
| 053452 | Jvalitri Mandhatri, d/o Ravindra Kodanda | Vrindavan | 44 | Open patient details |
| 053453 | Mathur Tanuja, s/o Akrodhana Kalirai | Rahon | 26 | Open patient details |
| 053454 | Kancanabha Nithin, d/o Javeed Sarath | Academy | 12 | Open patient details |
There are no registered OPD patients.