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The Mixed Reality Toolkit's specific implementation of the Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem More...
Public Member Functions | |
| MixedRealityInputSystem (IMixedRealityServiceRegistrar registrar, MixedRealityInputSystemProfile profile) | |
| Constructor. More... | |
| MixedRealityInputSystem (MixedRealityInputSystemProfile profile) | |
| Constructor. More... | |
| bool | CheckCapability (MixedRealityCapability capability) |
| Checks to see if one or more registered data providers supports the requested capability on the current platform. More... | |
| override void | Initialize () |
| The initialize function is used to setup the service once created.This method is called once all services have been registered in the Mixed Reality Toolkit. More... | |
| override void | Enable () |
| Optional Enable function to enable / re-enable the service. More... | |
| override void | Reset () |
| Optional Reset function to perform that will Reset the service, for example, whenever there is a profile change. More... | |
| override void | Disable () |
| Optional Disable function to pause the service. More... | |
| override void | Destroy () |
| Optional Destroy function to perform cleanup of the service before the Mixed Reality Toolkit is destroyed. More... | |
| override IReadOnlyList< T > | GetDataProviders< T > () |
| Get the collection of registered observers of the specified type. More... | |
| override T | GetDataProvider< T > (string name=null) |
| Get the data provider that is registered under the specified name (optional) and matching the specified type. More... | |
| override void | HandleEvent< T > (BaseEventData eventData, ExecuteEvents.EventFunction< T > eventHandler) |
| The main function for handling and forwarding all events to their intended recipients. More... | |
| override void | Register (GameObject listener) |
| Register a GameObjectto listen to events that will receive all input events, regardless of which other GameObjects might have handled the event beforehand. More... | |
| override void | Unregister (GameObject listener) |
| Unregister a GameObjectfrom listening to input events. More... | |
| void | PushInputDisable () |
| Push a disabled input state onto the input manager. More... | |
| void | PopInputDisable () |
| Pop disabled input state. More... | |
| void | ClearInputDisableStack () |
| Clear the input disable stack, which will immediately re-enable input. More... | |
| void | PushModalInputHandler (GameObject inputHandler) |
| Push a game object into the modal input stack. More... | |
| void | PopModalInputHandler () |
| Remove the last game object from the modal input stack. More... | |
| void | ClearModalInputStack () |
| Clear all modal input handlers off the stack. More... | |
| void | PushFallbackInputHandler (GameObject inputHandler) |
| Push a game object into the fallback input stack. More... | |
| void | PopFallbackInputHandler () |
| Remove the last game object from the fallback input stack. More... | |
| void | ClearFallbackInputStack () |
| Clear all fallback input handlers off the stack. More... | |
| uint | GenerateNewSourceId () |
| Generates a new unique input source id. More... | |
| IMixedRealityInputSource | RequestNewGenericInputSource (string name, IMixedRealityPointer[] pointers=null, InputSourceType sourceType=InputSourceType.Other) |
| void | RaiseSourceDetected (IMixedRealityInputSource source, IMixedRealityController controller=null) |
| Raise the event that the Input Source was detected. More... | |
| void | RaiseSourceLost (IMixedRealityInputSource source, IMixedRealityController controller=null) |
| Raise the event that the Input Source was lost. More... | |
| void | RaiseSourceTrackingStateChanged (IMixedRealityInputSource source, IMixedRealityController controller, TrackingState state) |
| Raise the event that the Input Source's tracking state has changed. More... | |
| void | RaiseSourcePositionChanged (IMixedRealityInputSource source, IMixedRealityController controller, Vector2 position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourcePositionChanged (IMixedRealityInputSource source, IMixedRealityController controller, Vector3 position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourceRotationChanged (IMixedRealityInputSource source, IMixedRealityController controller, Quaternion rotation) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourcePoseChanged (IMixedRealityInputSource source, IMixedRealityController controller, MixedRealityPose position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaisePreFocusChanged (IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject) |
| Raise the pre-focus changed event. More... | |
| void | RaiseFocusChanged (IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject) |
| Raise the focus changed event. More... | |
| void | RaiseFocusEnter (IMixedRealityPointer pointer, GameObject focusedObject) |
| Raise the focus enter event. More... | |
| void | RaiseFocusExit (IMixedRealityPointer pointer, GameObject unfocusedObject) |
| Raise the focus exit event. More... | |
| void | RaisePointerDown (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer down event. More... | |
| void | RaisePointerDragged (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer dragged event. More... | |
| void | RaisePointerClicked (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, int count, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer clicked event. More... | |
| void | RaisePointerUp (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer up event. More... | |
| void | RaiseOnInputDown (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction) |
| Raise the input down event. More... | |
| void | RaiseOnInputUp (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction) |
| Raise the input up event. More... | |
| void | RaiseFloatInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, float inputValue) |
| Raise Float Input Changed. More... | |
| void | RaisePositionInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector2 inputPosition) |
| Raise the 2 degrees of freedom input event. More... | |
| void | RaisePositionInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector3 position) |
| Raise the 3 degrees of freedom input event. More... | |
| void | RaiseRotationInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Quaternion rotation) |
| Raise the 3 degrees of freedom input event. More... | |
| void | RaisePoseInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, MixedRealityPose inputData) |
| Raise the 6 degrees of freedom input event. More... | |
| void | RaiseGestureStarted (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Started Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCanceled (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Canceled Event. More... | |
| void | RaiseSpeechCommandRecognized (IMixedRealityInputSource source, RecognitionConfidenceLevel confidence, TimeSpan phraseDuration, DateTime phraseStartTime, SpeechCommands command) |
| void | RaiseDictationHypothesis (IMixedRealityInputSource source, string dictationHypothesis, AudioClip dictationAudioClip=null) |
| void | RaiseDictationResult (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip=null) |
| void | RaiseDictationComplete (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip) |
| void | RaiseDictationError (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip=null) |
| void | RaiseHandJointsUpdated (IMixedRealityInputSource source, Handedness handedness, IDictionary< TrackedHandJoint, MixedRealityPose > jointPoses) |
| Notify system that articulated hand joint info has been updated More... | |
| void | RaiseHandMeshUpdated (IMixedRealityInputSource source, Handedness handedness, HandMeshInfo handMeshInfo) |
| Notify system that articulated hand mesh has been updated More... | |
| void | RaiseOnTouchStarted (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| void | RaiseOnTouchCompleted (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| void | RaiseOnTouchUpdated (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| Public Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem | |
| override void | Update () |
| Optional Update function to perform per-frame updates of the service. More... | |
| override void | LateUpdate () |
| Optional LateUpdate function to that is called after Update has been called on all services. More... | |
| virtual IReadOnlyList< IMixedRealityDataProvider > | GetDataProviders () |
| Gets the collection of registered data providers. More... | |
| virtual IMixedRealityDataProvider | GetDataProvider (string name) |
| Get the data provider that is registered under the specified name. More... | |
| Public Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseEventSystem | |
| virtual void | RegisterHandler< T > (IEventSystemHandler handler) |
| Registers the given handler as a global listener for all events handled via the T interface.T must be an interface type, not a class type, derived from IEventSystemHandler. More... | |
| virtual void | UnregisterHandler< T > (IEventSystemHandler handler) |
| Unregisters the given handler as a global listener for all events handled via the T interface.T must be an interface type, not a class type, derived from IEventSystemHandler. More... | |
| Public Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseService | |
| void | Dispose () |
| Cleanup resources used by this object. More... | |
Properties | |
| override string | Name = "Mixed Reality Input System" [get, protected set] |
| HashSet< IMixedRealityInputSource > | DetectedInputSources = new HashSet<IMixedRealityInputSource>() [get] |
| HashSet< IMixedRealityController > | DetectedControllers = new HashSet<IMixedRealityController>() [get] |
| MixedRealityInputSystemProfile | InputSystemProfile [get] |
| IMixedRealityFocusProvider | FocusProvider [get] |
| IMixedRealityRaycastProvider | RaycastProvider [get] |
| IMixedRealityGazeProvider | GazeProvider [get] |
| IMixedRealityEyeGazeProvider | EyeGazeProvider [get] |
| bool | IsInputEnabled [get] |
| override uint | Priority [get] |
| Properties inherited from Microsoft.MixedReality.Toolkit.BaseCoreSystem | |
| IMixedRealityServiceRegistrar | Registrar = null [get, set] |
| The service registrar instance that registered this service. More... | |
| Properties inherited from Microsoft.MixedReality.Toolkit.BaseEventSystem | |
| Dictionary< Type, List< EventHandlerEntry > > | EventHandlersByType = new Dictionary<Type, List<EventHandlerEntry>>() [get] |
| List of all event handlers grouped by type that are registered to this Event System. More... | |
| List< GameObject > | EventListeners = new List<GameObject>() [get] |
| Properties inherited from Microsoft.MixedReality.Toolkit.BaseService | |
| virtual string | Name [get, protected set] |
| virtual uint | Priority = DefaultPriority [get, protected set] |
| virtual BaseMixedRealityProfile | ConfigurationProfile = null [get, protected set] |
| Properties inherited from Microsoft.MixedReality.Toolkit.IMixedRealityService | |
| string | Name [get] |
| Optional Priority attribute if multiple services of the same type are required, enables targeting a service for action. More... | |
| uint | Priority [get] |
| Optional Priority to reorder registered managers based on their respective priority, reduces the risk of race conditions by prioritizing the order in which managers are evaluated. More... | |
| BaseMixedRealityProfile | ConfigurationProfile [get] |
| The configuration profile for the service. More... | |
| Properties inherited from Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem | |
| List< GameObject > | EventListeners [get] |
| List of event listeners that are registered to this Event System. More... | |
| Properties inherited from Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem | |
| HashSet< IMixedRealityInputSource > | DetectedInputSources [get] |
| List of the Interaction Input Sources as detected by the input manager like hands or motion controllers. More... | |
| HashSet< IMixedRealityController > | DetectedControllers [get] |
| List of Microsoft.MixedReality.Toolkit.Input.IMixedRealityControllers currently detected by the input manager. More... | |
| MixedRealityInputSystemProfile | InputSystemProfile [get] |
| Typed representation of the ConfigurationProfile property. More... | |
| IMixedRealityFocusProvider | FocusProvider [get] |
| The current Focus Provider that's been implemented by this Input System. More... | |
| IMixedRealityRaycastProvider | RaycastProvider [get] |
| The current Raycast Provider that's been implemented by this Input System. More... | |
| IMixedRealityGazeProvider | GazeProvider [get] |
| The current Gaze Provider that's been implemented by this Input System. More... | |
| IMixedRealityEyeGazeProvider | EyeGazeProvider [get] |
| The current Eye Gaze Provider that's been implemented by this Input System. More... | |
| bool | IsInputEnabled [get] |
| Indicates if input is currently enabled or not. More... | |
Events | |
| Action | InputEnabled |
| Action | InputDisabled |
| Events inherited from Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem | |
| Action | InputEnabled |
| Event that's raised when the Input is enabled. More... | |
| Action | InputDisabled |
| Event that's raised when the Input is disabled. More... | |
Additional Inherited Members | |
| Static Public Attributes inherited from Microsoft.MixedReality.Toolkit.BaseEventSystem | |
| static bool | enableDanglingHandlerDiagnostics = false |
| Static Public Attributes inherited from Microsoft.MixedReality.Toolkit.BaseService | |
| const uint | DefaultPriority = 10 |
| Protected Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem | |
| BaseDataProviderAccessCoreSystem (IMixedRealityServiceRegistrar registrar, BaseMixedRealityProfile profile=null) | |
| Constructor. More... | |
| BaseDataProviderAccessCoreSystem (BaseMixedRealityProfile profile=null) | |
| Constructor. More... | |
| bool | RegisterDataProvider< T > (Type concreteType, string providerName, SupportedPlatforms supportedPlatforms=(SupportedPlatforms)(-1), params object[] args) |
| Registers a data provider of the specified type. More... | |
| bool | RegisterDataProvider< T > (Type concreteType, SupportedPlatforms supportedPlatforms=(SupportedPlatforms)(-1), params object[] args) |
| Registers a data provider of the specified type. More... | |
| bool | RegisterDataProvider< T > (T dataProviderInstance) |
| Registers a service of the specified type. More... | |
| bool | UnregisterDataProvider< T > (string name=null) |
| Unregisters a data provider of the specified type. More... | |
| bool | UnregisterDataProvider< T > (T dataProviderInstance) |
| Unregisters a data provider. More... | |
| Protected Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseCoreSystem | |
| BaseCoreSystem (IMixedRealityServiceRegistrar registrar, BaseMixedRealityProfile profile=null) | |
| Constructor. More... | |
| BaseCoreSystem (BaseMixedRealityProfile profile=null) | |
| Constructor. More... | |
| Protected Member Functions inherited from Microsoft.MixedReality.Toolkit.BaseService | |
| virtual void | Dispose (bool disposing) |
| Cleanup resources used by the object More... | |
| Protected Attributes inherited from Microsoft.MixedReality.Toolkit.BaseService | |
| bool | disposed = false |
| Value indicating if the object has completed disposal. More... | |
The Mixed Reality Toolkit's specific implementation of the Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem
| Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.MixedRealityInputSystem | ( | IMixedRealityServiceRegistrar | registrar, |
| MixedRealityInputSystemProfile | profile | ||
| ) |
Constructor.
| registrar | The IMixedRealityServiceRegistrar instance that loaded the service. |
| profile | The configuration profile for the service. |
| Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.MixedRealityInputSystem | ( | MixedRealityInputSystemProfile | profile | ) |
Constructor.
| profile | The configuration profile for the service. |
| bool Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.CheckCapability | ( | MixedRealityCapability | capability | ) |
Checks to see if one or more registered data providers supports the requested capability on the current platform.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityCapabilityCheck.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.ClearFallbackInputStack | ( | ) |
Clear all fallback input handlers off the stack.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.ClearInputDisableStack | ( | ) |
Clear the input disable stack, which will immediately re-enable input.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.ClearModalInputStack | ( | ) |
Clear all modal input handlers off the stack.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.Destroy | ( | ) |
Optional Destroy function to perform cleanup of the service before the Mixed Reality Toolkit is destroyed.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityService.
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.Disable | ( | ) |
Optional Disable function to pause the service.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityService.
|
virtual |
Optional Enable function to enable / re-enable the service.
Reimplemented from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem.
| uint Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.GenerateNewSourceId | ( | ) |
Generates a new unique input source id.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
|
virtual |
Get the data provider that is registered under the specified name (optional) and matching the specified type.
Reimplemented from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem.
|
virtual |
Get the collection of registered observers of the specified type.
Reimplemented from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem.
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.HandleEvent< T > | ( | BaseEventData | eventData, |
| ExecuteEvents.EventFunction< T > | eventHandler | ||
| ) |
The main function for handling and forwarding all events to their intended recipients.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem.
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.Initialize | ( | ) |
The initialize function is used to setup the service once created.This method is called once all services have been registered in the Mixed Reality Toolkit.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityService.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PopFallbackInputHandler | ( | ) |
Remove the last game object from the fallback input stack.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PopInputDisable | ( | ) |
Pop disabled input state.
When the last disabled state is popped off the stack input will be re-enabled.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PopModalInputHandler | ( | ) |
Remove the last game object from the modal input stack.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PushFallbackInputHandler | ( | GameObject | inputHandler | ) |
Push a game object into the fallback input stack.
Any input handlers on the game object are given input events when no modal or focused objects consume the event.
| inputHandler | The input handler to push |
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PushInputDisable | ( | ) |
Push a disabled input state onto the input manager.
While input is disabled no events will be sent out and the cursor displays a waiting animation.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.PushModalInputHandler | ( | GameObject | inputHandler | ) |
Push a game object into the modal input stack.
Any input handlers on the game object are given priority to input events before any focused objects.
| inputHandler | The input handler to push |
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseDictationComplete | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip | ||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseDictationError | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseDictationHypothesis | ( | IMixedRealityInputSource | source, |
| string | dictationHypothesis, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseDictationResult | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseFloatInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| float | inputValue | ||
| ) |
Raise Float Input Changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseFocusChanged | ( | IMixedRealityPointer | pointer, |
| GameObject | oldFocusedObject, | ||
| GameObject | newFocusedObject | ||
| ) |
Raise the focus changed event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseFocusEnter | ( | IMixedRealityPointer | pointer, |
| GameObject | focusedObject | ||
| ) |
Raise the focus enter event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseFocusExit | ( | IMixedRealityPointer | pointer, |
| GameObject | unfocusedObject | ||
| ) |
Raise the focus exit event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCanceled | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Canceled Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Completed Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Quaternion | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector2 | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector3 | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureStarted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Started Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Updated Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Quaternion | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector2 | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector3 | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseHandJointsUpdated | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| IDictionary< TrackedHandJoint, MixedRealityPose > | jointPoses | ||
| ) |
Notify system that articulated hand joint info has been updated
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseHandMeshUpdated | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| HandMeshInfo | handMeshInfo | ||
| ) |
Notify system that articulated hand mesh has been updated
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseOnInputDown | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction | ||
| ) |
Raise the input down event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseOnInputUp | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction | ||
| ) |
Raise the input up event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseOnTouchCompleted | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseOnTouchStarted | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseOnTouchUpdated | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePointerClicked | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| int | count, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer clicked event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePointerDown | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer down event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePointerDragged | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer dragged event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePointerUp | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer up event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePoseInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the 6 degrees of freedom input event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePositionInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Vector2 | inputPosition | ||
| ) |
Raise the 2 degrees of freedom input event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePositionInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Vector3 | position | ||
| ) |
Raise the 3 degrees of freedom input event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaisePreFocusChanged | ( | IMixedRealityPointer | pointer, |
| GameObject | oldFocusedObject, | ||
| GameObject | newFocusedObject | ||
| ) |
Raise the pre-focus changed event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseRotationInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Quaternion | rotation | ||
| ) |
Raise the 3 degrees of freedom input event.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourceDetected | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller = null |
||
| ) |
Raise the event that the Input Source was detected.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourceLost | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller = null |
||
| ) |
Raise the event that the Input Source was lost.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourcePoseChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| MixedRealityPose | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourcePositionChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Vector2 | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourcePositionChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Vector3 | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourceRotationChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Quaternion | rotation | ||
| ) |
Raise the event that the Input Source position was changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSourceTrackingStateChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| TrackingState | state | ||
| ) |
Raise the event that the Input Source's tracking state has changed.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RaiseSpeechCommandRecognized | ( | IMixedRealityInputSource | source, |
| RecognitionConfidenceLevel | confidence, | ||
| TimeSpan | phraseDuration, | ||
| DateTime | phraseStartTime, | ||
| SpeechCommands | command | ||
| ) |
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.Register | ( | GameObject | listener | ) |
Register a GameObjectto listen to events that will receive all input events, regardless of which other GameObjects might have handled the event beforehand.
Useful for listening to events when the GameObject
is currently not being raycasted against by the FocusProvider.
| listener | Listener to add. |
Implements Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem.
| IMixedRealityInputSource Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.RequestNewGenericInputSource | ( | string | name, |
| IMixedRealityPointer[] | pointers = null , |
||
| InputSourceType | sourceType = InputSourceType.Other |
||
| ) |
|
virtual |
Optional Reset function to perform that will Reset the service, for example, whenever there is a profile change.
Reimplemented from Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem.
| override void Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.Unregister | ( | GameObject | listener | ) |
Unregister a GameObjectfrom listening to input events.
Implements Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem.
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
getprotected set |
|
get |
Input system is critical, so should be processed before all other managers
|
get |
| Action Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.InputDisabled |
| Action Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.InputEnabled |


Import 3D mesh files into FreeFEM - Part 1
31 Jul 2021Although FreeFEM has quite some rich features for 2D mesh generation and manipulation, there are not so great things available for 3D meshes natively. So, importing 3D mesh files for complex geometries becomes a challenging task in finite element computation using FreeFEM. Some cool 3D mesh file formats are supported out-of-box in FreeFEM (using readmesh3
for MEDIT files and gmshload
for GMSH files). But, the problem will be labeling the entities in complex geometries in a way that can be read easily inside FreeFEM programs to be used for defining regions and boundary conditions.
To do this, to the best of my knowledge, there are a couple of different techniques using various CAD programs. The goal of this series of blog posts is to demonstrate the techniques I have found while playing with these tools. To begin with, I use SALOME software to create a mesh and directly import it to FreeFEM. In next posts, I will use mesh conversion tools and other CAD programs for alternative solutions.
SALOME has a bunch of various modules for geometry construction. For complex parametric geometries, the Shaper module provides a SolidWorks-like interface, but for simpler ones, the Geometry module suffices. In this post, we use the Geometry module to create a simple cylinder and then the Mesh module to generate a mesh out of it. We create a set of groups during the geometry construction and import them into the mesh generation process to label the surfaces. That’s actually as simple as that. Let’s go for it.
Let’s say we are going to create a mesh for a fluid simulation inside a pipe. The pipe is a simple cylinder with inlet and outlet on the sides and wall on the outer surface. So, first, create a simple cylinder (New Entities -> Primitives -> Cylinder). The size doesn’t matter at this point but you should remember it to define mesh size later.
As I said before, the next step is to create some groups on the constructed geometry. We will use these groups later to create labels in the mesh generation process. Creating groups is easy but requires attention to select correct entities (like surfaces and volumes). Right click on the cylinder in the Object Browser and select Create Group.
Then select the 2D plane type as the Shape Type (because we are going to mark the surfaces), and then select the cylinder outer surface. Click Add, and you should have the surface added to the list. You may change the name of the group to easily identify it in the mesh generation.
Click Apply and do the same for top and bottom surfaces separately. Name them as “inlet” and “outlet”. You should end up with 3 groups in the Object Browser, for which you can turn on/off the visibility (the eye icon) to check their correctness.
After doing this we are ready to go to the mesh generation step. Switch to Mesh module, select the geometry, and select Create Mesh (Mesh -> Create Mesh). FreeFEM supports tetrahedral elements only, so select “Tetrahedral” for the Mesh type and “NETGEN 1D-2D-3D” for the Algorithm. Then click on the gear button next to Hypothesis and select “NETGEN 3D Parameters”. Here is where you need to take into account the size of the original cylinder and specify the mesh settings according to it. After entering your desired values for the mesh size settings, click Ok and Apply. Then, right click on the created “Mesh_1” (in the Object Browser) and select Compute. This is an example of the output for the shown parameters.
Now, it’s time to do the magic. Right click on the mesh again and select Create Groups from Geometry.
With the Geometry box selected (in the Elements group), expand the geometry tree in Object Browser and select the 3 groups we already created. After doing this, you should have the groups added to the Geometry box.
After clicking Apply, similar to the check we did for the geometry groups, you can hide/show the individual groups to be sure that they are created correctly.
Okay, so, we are done. That’s all we needed to do. Right click on the mesh, select Export and then GMF file. This creates a .mesh file, a format that is natively supported by FreeFEM. Yes, that’s right, SALOME can output a mesh that can be directly imported to FreeFEM. What can be better than that?
The last challenge is to find the label numbers. This can be easily done using GMSH. Open the mesh in GMSH and open Visibility (Tools -> Visibility). You can see the corresponding labels there.
You may use this technique to create multi-volume mesh files as well. The principle is exactly the same, but you create groups for 3D entities instead of the 2D ones you saw in this post.


Reinforcement Learning applied to Control at a glance
Introduction
This document summarizes what I have learnt about the intersection of Control Theory and Reinforcement Learning (RL) topic. The topic was greatly introduced by Ben Recht, which he proposed this new exciting field the name Actionable Intelligence. To begin, this is the introductory headline of the field:
Actionable Intelligence is the study of how to use past data to enhance the future manipulation of a dynamical system
I know some Computer Science guys at my Uni said that Deep RL is the key to achieve The Singularity (lol), and yes there are strong supports that RL has defeated human in Go, Atari game, etc. To be honest, I doubted about that audacious blame. At that time, I thought that Deep RL achieved these performances in perfect environment without measurement error and no hidden game states, but how can we so sure that it will achieve the same in dynamic and imperfect environment of industrial systems?
The tour of Ben Recht indeed clears my doubts, there is a whole pool of problems to solve. Why is it so hard to optimal control a system given unknown dynamic states? RL has to be the one that could easily solve this kind of problem. The answer is simple, the stakes could not be higher if we would like to guarantee safety executions and valuable gains (both are defined by reward function) by a series of action in uncertainty. Afterall, RL is to find (randomly or heuristic) a series of action u to maximize reward function r.
A test-bed for everyone to test: Linear Quadratic Regulator (LQR)
As Prof. Recht stated his point:
If a machine learning does crazy things when restricted to linear models, it's going to do crazy things on complex nonlinear models too.
And reversely, if your ML algorithm has good results on non-linear models, it has to be get acceptable results on linear models too. Otherwise, it is unreasonable to trust your model. Therefore, LQR has come to save the day as a test-bed for everything new popped out of your head. LQR is a special case of optimal control problem when we know the state transitions function and we design the cost function to represent our task:
$$ minE_e[\sum_{t=1}^{T}C_t(x_t,u_t)] $$ $$ x_{t+1}=f_t(x_t,u_t,e_t) $$ $$ u_t=\pi_t(\tau_t) $$ With LQR (continuous version), the state transition function is linear and the cost becomes quadratic: $$ E[\frac{1}{T}\sum_{t=1}^{T}x_t^TQx_t+u_t^TRu_t+x_T^TP_Tx_T] $$ $$ x_{t+1}=Ax_t+Bu_t+e_t $$Intuitively, you must find a series of action $ u_t $ in order to minimize the quadratic cost expected over error (to get mean error). Next section will introduce some approaches to find the optimal (or not) policy and how fast they converge to minimum cost with a fixed amount of samples. The raising question is how we can balance between optimal cost and computation to process as least as possible many samples. I have not implemented any approaches in RL to try to solve LQR yet, but it seems pretty straightforward to implement. However, Prof. Recht mentioned LQR is not easy, "magic tends to happen in LQR". I do not know if this is true until I get my hand dirty on evaluating these approaches.
Approaches to solve LQR with RL
In the above LQR problem, we design the cost function based on our demands and if we fully know the state transitions functions, we can solve LQR directly using Batch Optimization or Dynamic Programming. And the solution is described as below. For finite-time horizon, discrete-time LQR:
$$ u_t=-K_tx_t $$ where $$ K_t=-(B^TP_{t+1}B+R)^{-1}B^TP_{t+1}A $$ and $$ P_t=Q+A^TP_{t+1}A-A^TP_{t+1}B(R+B^TP_{t+1}B)^{-1}B^TP_{t+1}A $$When we know the state transition, we know A and B in linear equation. The optimal solution is founded by recursively find $ P_{t+1} $ from terminal condition $ P_t $. Then we can find series $ u_t $. When the time T approaches infinity, the optimal solution of u becomes static. Solving Riccati equation of P, we get:
$$ P=Q+A^TPA-A^TPB(R+B^TPB)^{-1}B^TPA $$ $$ K=-(B^TPB+R)^{-1}B^TPA$$As we can see, the optimal solution u is independence of error variance, which means more noise do not affect system control. In infinite-time scheme, solution u is time-invariant. The questions is, when we do not know state transition function, we do not know A, B in advanced, how can we solve LQR for optimal control? This is the place that RL shined. We have these roads to follow:
- Identify everything (the most masochistic way lol) about system dynamic using physics and finite element methods.
- Identify a coarse model for the system dynamic
- We will be blunt :) and map directly data from sensor models to output control (e.g neural network)
Model-based approaches
I am personally like the first approach, because that's what Control Theory guys usually do anyway :). They called this approach System Identification. However, in ML manner, we do not use the glory of Physics to model the system. What we are going to do is trying to learn the state-transition function, which means we will fit the matrix A and B with some cost function by choices. For example, we use L2 loss to fit A, B:
$$ \hat{A},\hat{B}=\underset{A,B}{min}\sum_{t=1}^{T-1}||x_{t+1}-Ax_t-Bu_t||^2$$Then we plug these matrices to state transition function with an error $v_t$:
$$ x_{t+1}=\hat{A}x_t+\hat{B}u_t+v_t $$Actually, if we treat $ \hat{A}, \hat{B} $ as true dynamic matrices, it does not feel right. So far, this approach finds solution u based on what we just estimated $ \hat{A}, \hat{B} $. Here is the burning question: How can we model the uncertainty (errors) of our estimation and then use that to design solution u to robust control the system?
To answer that question, there are recent works of (again) Prof.Recht's group about Coarsed-ID control addressing this problem. These works will be discussed in next posts.
Model-free approaches
This section is huge! I cannot write the section down with few lines, it is even fit to have many intensive courses in RL. And yes, this is the realm of RL, everyone like it :). This section serves as introductory point for the next few posts. Basically, as the name stated, we do not care about the system dynamic, what we do is to mitigate cost function by:
- Iteratively refining cost function based on measured system state and estimating policy $ u_t $ from the cost function each time step: Approximate Dynamic Programming.
- Defining a parametrized distribution $ p(u;\vartheta) $ over $ u_t $ and use gradient ascent for some average reward function of $ u_t $ to refine iteratively the parametrized distribution $ p(u;\vartheta) $. The purpose is to minimize cost function expected over that distribution: Direct Policy Search.
For now, we do not go to detail of these methods. PID is also a model-free method that find u based on just the error, but PID can learn to compensate for poor models, changing conditions? This leads us to a burning topic from PID to RL:
How well must we understand the system in order to optimal control it?
The next few posts we will discuss how we balance between optimal policy solution versus computation cost to process the system state samples and how fast these methods find solution that leads system to stability.


Man dead after late-night pub fight near Ballarat
by Ashleigh McMillanA man is in police custody following the death of another man at a hotel in Creswick, 15 kilometres north of Ballarat, overnight.
Homicide Squad detectives believe an altercation between two men took place at the Farmers Arms Hotel on Albert Street just before 2am.
A 39-year-old Creswick man died at the scene.
A man presented at a local police station about 6.30am and is expected to be interviewed by police later this morning.
The investigation remains ongoing and anyone with information is urged to contact Crime Stoppers on 1800 333 000 or submit a confidential report at www.crimestoppersvic.com.au


X-Wing Fight is a simple scrolling shooter in Star Wars universe. You are the pilot of X-Wing, fighting with TIE-Fighters and Destroyer ships.Enjoy it!


Average Time Saved: {{averagediff}} Seconds
Average Order Packing Time (Un-Sorted): {{averagefirstpack}} Seconds
Average Order Packing Time (Sorted): {{averagesecondpack}} Seconds
| Run Number | Unsorted Time | Sorted Time | Difference |
|---|---|---|---|
| {{asin.category}} | {{asin.category}} | {{asin.asin}} | |
| {{diff.id}} | {{diff.first}} | {{diff.second}} | {{diff.diff}} |
| UnSorted Map | Sorted Map |
|---|---|


{% extends "bootstrap/base.html" %} {% import "bootstrap/utils.html" as utils %} {% block title %} {% if title %} {{ title }} - Hashcat WPA {% else %} Hashcat WPA {% endif %} {% endblock %} {% block styles %} {{super()}} {% endblock %} {% block navbar %}
Hashcat WPA/WPA2 server is an open source Flask-based web server for wrapping hashcat commands to restore the "forgotten" passwords from a WPA2 handshake file capture. It supports all known WPA capture file formats: Airodump, EAPOL, PMKID, and .pcapng
. A capture file can have multiple handshakes of different types.
Developed by Danylo Ulianych


You are 0 % Happy.
1. I feel that life is very rewarding.
2. I am able to find the goodness in myself and others.
3. I take pleasure in everyday activities.
4. I have a sense of meaning and purpose in my life.


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Below are examples for the financial charts only.
Source code for these examples is available here : chartjs-chart-financial/docs/.
The official Chart.js website is here : www.chartjs.org


Basic
Services Provided
- Unlimited Incoming calls
- Unlimited Call Recording
- Up to 3 numbers Call routing
- Up to 4 Users
- 10GB Storage
- Inbound caller charged
Premium
Services Provided
- Unlimited Incoming Calls
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- Audio Transcription Coming Soon


Doxygen is a tool for generating documentation from source code and it currently handles many languages either natively or through add-on filters. This script is one such filter that transforms T-SQL into C-like code so that Doxygen can then parse it natively.
While this means that you can benefit from the automated generation of documentation it does mean that you have to mentally translate a 'struct' back into a 'table' and reverse the type and member/variable names in declarations.
There is a separate project underway that is designed to allow Doxygen to natively handle SQL and format it in a fashion more suitable for SQL databases.
The only file you need from the package is sql2doxygen.ps1
. Copy
it to somewhere suitable such as your Doxygen installation or the SQL project.
In the Doxygen configuration file for your project you'll find a section about
options for input files. Near the bottom of that section you'll find an entry
called INPUT_FILTER
, set this to where the sql2doxygen.ps1
script lives.
#--------------------------------------------------------------------------- # configuration options related to the input files #--------------------------------------------------------------------------- INPUT = . . . . INPUT_FILTER = "PowerShell.exe -File C:\Path\To\sql2doxygen.ps1" . . .
The surrounding quotes are required or you'll get a cryptic error from Doxygen about not being able to find it.
In the package you'll find a subfolder called Example
that contains
a Doxygen project file and a few .sql files. Assuming the Doxygen .exe is on your
path and the location is writable you can generate the example output like so:-
C:\sql2doxygen\Example> doxygen.exe Doxygen.cfg
You should see a new folder appear called Dox
. Open index.html
to see the results:-
C:\sql2doxygen\Example> start Dox\index.html
The example Doxygen.cfg file uses a relative path to reference the sql2doxygen
filter script and so you must ensure the current working directory (CWD) is set
to the Example
folder.
The filter is implemented as a very simple line-based parser and that means there are restrictions on how freely the SQL can be formatted. Basically each part of the declaration (table name, column, parameter, etc.) should be on a separate line. If you document your columns and parameters using the single-line comment style on the right hand side this will be natural anyway.
T-SQL supports the C-style multi-line comment style /* comment */
and its own single-line style -- comment
. This means that the
first style is already supported directly by Doxygen, whereas the second is
easily translated into the C++ style // comment
. Below are a few
examples of Doxygen enabled SQL comments:-
/** * This is a multi-line comment. */ /** This is a comment on one line. */ /*! This is an alternate C-style comment. */ --! The is the SQL equivalent of a C++ single-line comment --- This is the alternate style of single-line comment definition_1 /*!< This comment is to the right */ definition_2 --!< This comment is also to the right definition_3 ---< Another comment to the right
Non-Doxygen enabled comments (/* */ and --) are still supported and will be passed through the filter but ignored by Doxygen.
The filter recognises identifiers surrounded by []'s and also detects the schema name if present. The schema will be translated into a namespace and any characters in the name unsupported by C will be stripped or replaced with an '_'.
CREATE TABLE [staging].[Customer]
Will be translated to:-
struct staging::Customer
Tables are translated into C 'structs' with the columns being represented as fields (or members). The only aspects of the column definition that are passed through are the type and name; additional attributes and constraints are ignored. The following example uses comments that precede the columns:-
/*! * This table is an example. */ CREATE TABLE schema.MyTable ( /*! My first column */ Column_1 int not null primary key clustered, --! My second column Column_2 udt.MyType );
This example shows the use of comments to the right of the columns:-
--! --! This table is also an example. --! CREATE TABLE schema.MyTable ( Column_1 int, /*!< My first column */ Column_2 udt.MyType --!< My second column );
The body must be enclosed in parenthesis on separate lines but the trailing semi-colon is optional.
Stored procedures are transformed into C functions with the type and variable names switched around. Once again you can place the comment before or to the right of the argument, but they must be on separate lines. The body is denoted by the AS/GO pair which is transformed into a pair of curly braces.
/*! * A stored procedure that does stuff. */ CREATE PROCEDURE MyStoredProcedure ( @value1 tinyint, --!< The 1st argument. @value2 varchar(10) /*!< The 2nd argument. */ ) AS . . . GO
The arguments must be enclosed in parenthesis and both the parenthesis and AS/GO body delimiters must be on separate lines.
Functions are handled in much the same way as stored procedures, but with the addition of the return type. Due to the return type being specified after the argument list there are a few styles of function that can be used depending on whether the function takes zero or more arguments:-
CREATE FUNCTION MyFunction() RETURNS tinyint AS . . . GO CREATE FUNCTION MyFunction() RETURNS tinyint AS . . . GO CREATE FUNCTION MyFunction ( ) RETURNS tinyint AS . . . GO CREATE FUNCTION MyFunction ( @value1 tinyint, --!< The 1st argument. @value2 varchar(10) /*!< The 2nd argument. */ ) RETURNS tinyint AS . . . GO
As with stored procedures the arguments must be enclosed in parenthesis and both the parenthesis and AS/GO body delimiters must be on separate lines.
This script is freeware - you get what you pay for, nothing more, nothing less.
Please check the web site for updates.
Email<EMAIL_ADDRESS>Web: www.cix.co.uk/~gort
Chris Oldwood
8th February 2012


{# Copyright (c) 2015 The Pycroft Authors. See the AUTHORS file. This file is part of the Pycroft project and licensed under the terms of the Apache License, Version 2.0. See the LICENSE file for details. #} {% extends "layout.html" %} {% import "macros/misc.html" as misc %} {% block content %}


TO_NCHAR(character)
converts a character string to the national character set.
NVARCHAR2
TO_NCHAR(exp)
exp
is a text expression. If it contains characters that are not represented in the national character set, then the conversion results in a loss of data.
TO_NCHAR('David Ortiz')
returns the value David Ortiz
in the national character set.


You can select the operation mode of all players. Either they act sequentially or in parallel each round.


More about this visualization
Legend:
Search:
Pick a variable to search by:
Choose name of variable
Group Selector:
Select Group
Return to the full network
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Connections:


I have been playing the guitar since I was eight years old
I was taught by the same teacher for the entirety of this time
I also completed grades and managed to complete grade 8


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The winning team M’SNAP with their prize money
• Team M’SNAP with Idea Title “WILD Intel” which participated at Nodal Centre Krishna College of Engineering and Technology, Coimbatore under the Ministry of Environment, Forests and Climate Change bagged “2nd Runner Up Award” with a cash prize of INR 50,000.00.
• The team was led by Nihal Reddy [VI Sem CSE Shift II] with Aayush Yadav, Abhijeet Gosai, Pranav Gollapudi, Yash Ghatole and Ms. Sidrah Khan [IV Sem CSE Shift II] as team members.
• The team was mentored by Prof. Dilipkumar Borikar and Dr. Shailendra Aote from the department.
• In the second phase, this team will be eligible for the Ministry Grant of Rs. 3.00 lakhs if their revised proposal is accepted for incubation.
• The CSE Department won the Literary Cup, Placement Cup, and Photography Cup and also bagged the third position in Dance and Music at Pratishruti 2018.
• 30 teams from Department of Computer Science and Engineering participated in the initial round of Smart India Hackathon 2018 out of which 6 were selected for participation in the Grand Finale.
• One team bagged the 2nd runner up award and one was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
• The team was led by Nihal Reddy [VI Sem CSE Shift II] with Aayush Yadav, Abhijeet Gosai, Pranav Gollapudi, Yash Ghatole and Ms. Sidrah Khan [IV Sem CSE Shift II] as team members.
• The team was mentored by Prof. Dilipkumar Borikar and Dr. Shailendra Aote from the department.
• In the second phase, this team will be eligible for the Ministry Grant of Rs. 3.00 lakhs if their revised proposal is accepted for incubation.
• The CSE Department won the Literary Cup, Placement Cup, and Photography Cup and also bagged the third position in Dance and Music at Pratishruti 2018.
• 30 teams from Department of Computer Science and Engineering participated in the initial round of Smart India Hackathon 2018 out of which 6 were selected for participation in the Grand Finale.
• One team bagged the 2nd runner up award and one was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
Installing TBI and CSI cell correct it
• Team M’SNAP with Idea Title “WILD Correct it Gollapudi, Yash Ghatole and Ms. Sidrah Khan [IV Sem CSE Shift II] as team members.
• The team was mentored by Prof. Dilipkumar Borikar and Dr. Shailendra Aote from the department.
• In the second phase, this team will be eligible for the Ministry Grant of Rs. 3.00 lakhs if their revised proposal is accepted for incubation.
• The CSE Department won the Literary Cup, Placement Cup, and Photography Cup and also bagged the third position in Dance and Music at Pratishruti 2018.
• 30 teams from Department of Computer Science and Engineering participated in the initial round of Smart India Hackathon 2018 out of which 6 were selected for participation in the Grand Finale.
• One team bagged the 2nd runner up award and one was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
• The team was mentored by Prof. Dilipkumar Borikar and Dr. Shailendra Aote from the department.
• In the second phase, this team will be eligible for the Ministry Grant of Rs. 3.00 lakhs if their revised proposal is accepted for incubation.
• The CSE Department won the Literary Cup, Placement Cup, and Photography Cup and also bagged the third position in Dance and Music at Pratishruti 2018.
• 30 teams from Department of Computer Science and Engineering participated in the initial round of Smart India Hackathon 2018 out of which 6 were selected for participation in the Grand Finale.
• One team bagged the 2nd runner up award and one was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
Team JUSSS was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
• Team JUSSS which participated at Nodal Centre Techno India NJR Institute of Technology, Udaipur under the Ministry of Railways.
• Topic “Management of railway rest houses and holiday homes” was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
• The all women team was led by Urwashi Kodwani with Sakshi S Agrawal, Sonal Rajurkar, Samiksha Thakur, Jui Diwale, Ankita Singh, all from VI Semester Shift-I. The team was mentored by Dr. M. B. Chandak, HOD, CSE and Mr. Bhushan Kasturiwale of GlobalLogic Pvt. Ltd., Nagpur.
• Team JUSSS at NJR Institute of Technology, Udaipur
• Topic “Management of railway rest houses and holiday homes” was shortlisted for Power Judgment Round and attracted an internship offer from Railways and a startup Firm.
• The all women team was led by Urwashi Kodwani with Sakshi S Agrawal, Sonal Rajurkar, Samiksha Thakur, Jui Diwale, Ankita Singh, all from VI Semester Shift-I. The team was mentored by Dr. M. B. Chandak, HOD, CSE and Mr. Bhushan Kasturiwale of GlobalLogic Pvt. Ltd., Nagpur.
• Team JUSSS at NJR Institute of Technology, Udaipur
Unveiling of CASOPES
• Unveiling of CASOPES (departmental magazine) during the Inaugural Function
• CASOPES, the departmental magazine was unveiled by the dignitaries. Final year student, Final year student, Mr. Dipesh Gupta, President, Compusys, gave details about Compusys society. The event was sponsored by HR Mentors, Studio Hair Habits and Guitar Lessons.
• POLARIS-2K18, a national level inter-college technical fest for aspirants from various engineering colleges with very high competitive spirit and with the strong determination to add to their achievements & accomplishments.
• L to R: Prof. D. Naidu (Professor in-charge of Polaris ), Dr. M. B. Chandak (Head, CSE Department), Shashank Garg (Founder and Director of Infocepts, Nagpur), Dr. S. D. Mohgaonkar (Dean, Second Shift, RCOEM) , Mr. Dipesh Gupta (President, Compusys)
• The event was inaugurated on 24th January, 2017. Mr. Shashank Garg, Founder and Director of Infocepts, Nagpur, was the chief guest for the occasion.
• CASOPES, the departmental magazine was unveiled by the dignitaries. Final year student, Final year student, Mr. Dipesh Gupta, President, Compusys, gave details about Compusys society. The event was sponsored by HR Mentors, Studio Hair Habits and Guitar Lessons.
• POLARIS-2K18, a national level inter-college technical fest for aspirants from various engineering colleges with very high competitive spirit and with the strong determination to add to their achievements & accomplishments.
• L to R: Prof. D. Naidu (Professor in-charge of Polaris ), Dr. M. B. Chandak (Head, CSE Department), Shashank Garg (Founder and Director of Infocepts, Nagpur), Dr. S. D. Mohgaonkar (Dean, Second Shift, RCOEM) , Mr. Dipesh Gupta (President, Compusys)
• The event was inaugurated on 24th January, 2017. Mr. Shashank Garg, Founder and Director of Infocepts, Nagpur, was the chief guest for the occasion.


| Package | com.yahoo.astra.layout.modes |
| Class | public class BaseLayoutMode |
| Inheritance | BaseLayoutMode flash.events.EventDispatcher |
| Implements | IAdvancedLayoutMode |
| Subclasses | BorderLayout, BoxLayout, FlowLayout, TileLayout |
See also
| Property | Defined by | ||
|---|---|---|---|
| paddingBottom : Number
The number of pixels displayed at the bottom of the target's children.
| BaseLayoutMode | ||
| paddingLeft : Number
The number of pixels displayed at the left of the target's children.
| BaseLayoutMode | ||
| paddingRight : Number
The number of pixels displayed at the right of the target's children.
| BaseLayoutMode | ||
| paddingTop : Number
The number of pixels displayed at the top of the target's children.
| BaseLayoutMode |
| Method | Defined by | ||
|---|---|---|---|
|
Constructor.
| BaseLayoutMode | ||
|
addClient(target:DisplayObject, configuration:Object = null):void
Registers a specific display object with the layout algorithm.
| BaseLayoutMode | ||
|
hasClient(target:DisplayObject):Boolean
Returns true if a display object has been registered as a client.
| BaseLayoutMode | ||
|
layoutObjects(displayObjects:Array, bounds:Rectangle):Rectangle
The DisplayObjects in the input parameter will be positioned and sized
based on a specified rectangle.
| BaseLayoutMode | ||
|
removeClient(target:DisplayObject):void
Unregisters a specific display object from the layout algorithm.
| BaseLayoutMode |
| paddingBottom | property |
paddingBottom:Number
[read-write]The number of pixels displayed at the bottom of the target's children.
Implementation public function get paddingBottom():Number
public function set paddingBottom(value:Number):void
| paddingLeft | property |
paddingLeft:Number
[read-write]The number of pixels displayed at the left of the target's children.
Implementation public function get paddingLeft():Number
public function set paddingLeft(value:Number):void
| paddingRight | property |
paddingRight:Number
[read-write]The number of pixels displayed at the right of the target's children.
Implementation public function get paddingRight():Number
public function set paddingRight(value:Number):void
| paddingTop | property |
paddingTop:Number
[read-write]The number of pixels displayed at the top of the target's children.
Implementation public function get paddingTop():Number
public function set paddingTop(value:Number):void
| BaseLayoutMode | () | constructor |
public function BaseLayoutMode()
Constructor.
| addClient | () | method |
public function addClient(target:DisplayObject, configuration:Object = null):void
Registers a specific display object with the layout algorithm. If certain settings need to be specified for individual display objects, they should be passed to the layout algorithm here.
Parameterstarget:DisplayObject — The client to add
|
|
configuration:Object (default = null ) — An optional set of name-value pairs for the client's configuration.
|
| hasClient | () | method |
public function hasClient(target:DisplayObject):Boolean
Returns true if a display object has been registered as a client.
Parameterstarget:DisplayObject — The display object that may be registered
|
Boolean |
| layoutObjects | () | method |
public function layoutObjects(displayObjects:Array, bounds:Rectangle):Rectangle
The DisplayObjects in the input parameter will be positioned and sized based on a specified rectangle. There is no requirement that the display objects remain entirely within the rectangle.
Returns the actual rectangular region in which the laid out children will appear. This may be larger or smaller than the suggested rectangle. This returned value is expected to be used by container components to determine if scrollbars or other navigation controls are needed.
ParametersdisplayObjects:Array — An Array of DisplayObjects to be laid out.
|
|
bounds:Rectangle — The rectangular region in which the display objects should be placed.
|
Rectangle — The actual region in which the display objects are contained.
|
| removeClient | () | method |
public function removeClient(target:DisplayObject):void
Unregisters a specific display object from the layout algorithm.
Parameterstarget:DisplayObject — The client to remove
|


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Elite Dangerous is getting a big update in January and a beta next week
by Stephany NunneleyThe next large update for Elite Dangerous will arrive in late-January, and you can test some of the upcoming changes in a beta.
Frontier Developments will release the Elite Dangerous update around the end of January, and testing will begin next week on November 27.
The big update will almost “exclusively focus” on addressing “recent and longstanding issues and bugs.”
For the January update, the development will work to resolve game-breaking bugs and stability issues that have been causing disconnects, softlocks and crashes which have been identified.
Future updates to the game will be coming with a public beta, the first of which will run on PC November 27 to December 2. For console players, Frontier is looking into extending the beta on consoles.
Below you will find what the team will be addressing in the January Update and the beta. As the developer notes, this is not an exhaustive list.
If you would like to get involved in the beta, just load up the launcher and select Elite Dangerous: January Update (Beta). The team encourages players to report any bugs or issues encountered during testing.
Elite Dangerous January Update and beta
- Repairing Thargoid-attacked stations: not all delivery numbers counted We will implement a fix that will correctly account for all deliveries for starports that have been attacked by Thargoids.
- High-resolution screenshots create tiling artifacts in bright objects We will implement a fix that should prevent tiling artifacts in bright objects when taking a high-resolution screenshot.
- Galaxy Map won’t select systems I search forG We will implement a fix that should allow you to select a searched system on the Galaxy Map.
- Keyboard stops working within game We will implement a fix for this issue to ensure keyboards work in-game as intended.
- SLF female npc crew member has no audio and no text in the comms We will implement a fix for this issue.
The following issues will need additional information and testing in the beta to ensure the fixes are working as intended:
FSS: Long delay when scanning planets with geological sites
- As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible). This can take tens of seconds.
- As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we’re able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
- It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet’s worth a visit.
- As this is an alternative way to display information, we would love to hear your feedback on it to determine whether or not it is better than the current process.
- Please note: this will not affect Thargoid or Guardian sites, which will show up instantaneously.
Conflict Zones have no contents
- We have identified that the LUA script responsible for populating Conflict Zones can stop running at times, which causes this kind of issue. We will implement a fix, but we’ll need your feedback on whether or not the issue persists.
The Invincible Heart
- The team have been investigating this issue for some time, however, it has proven difficult to reliably reproduce in-house. As part of the beta, we’ll be adding additional logging information and will need our community beta testers to try to reproduce the issue so we can collect more data to help us resolve it.
Instance splitting when fighting Thargoid Interceptor
- We’ll be introducing a fix for this, but as it is a network-related issue, we’ll need this to be extensively tested in the beta.
Thargoid Interceptor – Heart cycle reset
- We will implement a fix to ensure that the Thargoid Interceptor’s combat state does not reset. As with the issue above, we’ll also require commanders to identify if this is still occurring in the beta.
Exiting the Game just hangs, need to force terminate
- We will need additional feedback in checking if this issue is still occurring in the beta.
We’ll be investigating the following issues for future updates and will detail any fixes for these when available:
- Two major issues with light from the local star (so-called “tinting”)
- Thargoid Interceptor – Shutdown pulses without warning
- Core mining fragments glitch inside the asteroid
- Wing Mining – Seismic Charges malfunction
- Chat icon displays “1” while no message is there
- Black screen after respawn in CQC / Game crashing
- Massive rubber banding of npcs and player around stations and sometimes in other instances.
- Crystalline Clusters Disintegrate Without Producing Materials
VR: Double Vision and Incorrect Rendering on HMDs with Non-Parallel Displays (ex. Pimax).
- At the current time, there are no plans to provide support for new HMDs outside the officially supported systems and platforms. The officially supported platforms are Valve Index, HTC Vive and Oculus.


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utils/clone
|
- |
should return copy of all nested objects
|
- |
utils/defaultTo
|
- |
test defaultTo
|
- |
isTrue
|
- |
works correctly with boolean
|
- |
works correctly with string
|
- |
utils/negate
|
- |
should negate number
|
- |
utils/not
|
- |
returns the logical inverse of passed arg
|
- |
utils/sanitize
|
- |
test
|
- |
utils/type
|
- |
should return type
|
- |
utils/uniqueId
|
- |
should return different ids
|
- |
utils/array/adjust
|
- |
applies the given function to the value at the given index of the supplied array
|
- |
offsets negative indexes from the end of the array
|
- |
returns the original array if the supplied index is out of bounds
|
- |
does not mutate the original array
|
- |
curries the arguments
|
- |
utils/array/all
|
- |
test
|
- |
utils/array/any
|
- |
test
|
- |
utils/array/append
|
- |
should add element to head
|
- |
adds the element to the end of the list
|
- |
works on empty list
|
- |
is curried
|
- |
utils/array/concat
|
- |
should concatenate two arrays
|
- |
should concatenate two strings
|
- |
utils/array/difference
|
- |
test
|
- |
utils/array/drop
|
- |
should drop
|
- |
skips the first n elements from a list, returning the remainder
|
- |
returns an empty array if n is too large
|
- |
returns an equivalent list if n is <= 0
|
- |
never returns the input array
|
- |
utils/array/dropLast
|
- |
should dropLast
|
- |
skips the last n elements from a list, returning the remainder
|
- |
returns an empty array if n is too large
|
- |
returns an equivalent list if n is <= 0
|
- |
never returns the input array
|
- |
can operate on strings
|
- |
is curried
|
- |
utils/array/dropWhile
|
- |
test
|
- |
utils/array/each
|
- |
should traverse all elements
|
- |
utils/array/filter
|
- |
should filter arrays
|
- |
utils/array/find
|
- |
should return founded value or undefined otherwise
|
- |
utils/array/findIndex
|
- |
should return founded value or undefined otherwise
|
- |
utils/array/findLast
|
- |
should find last
|
- |
utils/array/flatten
|
- |
should return flatten array
|
- |
utils/array/head
|
- |
should return head element in array
|
- |
utils/array/includes
|
- |
test includes for array
|
- |
test includes for strings
|
- |
utils/array/indexBy
|
- |
should return object
|
- |
utils/array/indexOf
|
- |
returns a number indicating an object's position in a list
|
- |
returns -1 if the object is not in the list
|
- |
returns the index of the first item
|
- |
returns the index of the last item
|
- |
finds 1
|
- |
finds 1 and is result strictly it
|
- |
does not find 4
|
- |
does not consider "1" equal to 1
|
- |
returns -1 for an empty array
|
- |
finds function, compared by identity
|
- |
finds object, compared by identity
|
- |
does not find function, compared by identity
|
- |
utils/array/init
|
- |
should return all but last element in array
|
- |
utils/array/intersection
|
- |
test
|
- |
utils/array/join
|
- |
should return string with separated elements
|
- |
utils/array/last
|
- |
should return last element in array
|
- |
utils/array/length
|
- |
should return length of array
|
- |
utils/array/map
|
- |
should return new mapped array
|
- |
utils/array/maxBy
|
- |
test
|
- |
utils/array/nth
|
- |
should return value at given index
|
- |
utils/array/partition
|
- |
should return two arrays
|
- |
pluck
|
- |
returns a new list by plucking the same named property off all objects in the list supplied
|
- |
utils/array/range
|
- |
should return array
|
- |
utils/array/reduce
|
- |
should reduce array
|
- |
utils/array/reduceWhile
|
- |
should reduce normally while predicate returns truthy values
|
- |
should stop reducing and return current accumulated value when predicate returns false
|
- |
utils/array/reject
|
- |
should reject arrays
|
- |
utils/array/remove
|
- |
should remove third and fourth element
|
- |
splices out a sub-list of the given list
|
- |
returns the appropriate sublist when start == 0
|
- |
removes the end of the list if the count is too large
|
- |
retains the entire list if the start is too large
|
- |
is curried
|
- |
utils/array/repeat
|
- |
should return array
|
- |
utils/array/reverse
|
- |
should reverse arrays
|
- |
utils/array/shuffle
|
- |
should return new array with rearranged elements
|
- |
utils/array/slice
|
- |
should return sliced array
|
- |
retrieves the proper sublist of a list
|
- |
can operate on strings
|
- |
utils/array/sort
|
- |
should return new sorted array
|
- |
utils/array/sortBy
|
- |
should return new sorted array
|
- |
utils/array/splitEvery
|
- |
splitting arrays
|
- |
empty array
|
- |
part length greater than array length
|
- |
exact split
|
- |
with rest
|
- |
splitting strings
|
- |
empty strings
|
- |
part length greater than string length
|
- |
exact split
|
- |
with rest
|
- |
stableSortBy
|
- |
sorts the array according to the supplied function and keeping the order of elements
|
- |
utils/array/sum
|
- |
should return sum of array
|
- |
utils/array/tail
|
- |
should return all but first element in array
|
- |
utils/array/take
|
- |
should return n elements
|
- |
utils/array/takeRightWhile
|
- |
array case
|
- |
string case
|
- |
utils/array/toArray
|
- |
should return array
|
- |
utils/array/uniq
|
- |
should return unchanged
|
- |
should return unique items
|
- |
utils/array/uniqBy
|
- |
should return unchanged
|
- |
should return unique items
|
- |
utils/array/adjust
|
- |
should update second element
|
- |
updates the value at the given index of the supplied array
|
- |
offsets negative indexes from the end of the array
|
- |
returns the original array if the supplied index is out of bounds
|
- |
does not mutate the original array
|
- |
curries the arguments
|
- |
utils/array/without
|
- |
should return array without 1 and 2
|
- |
returns an array not containing values in the first argument
|
- |
is curried
|
- |
utils/array/zip
|
- |
zip two arrays
|
- |
utils/array/zipWith
|
- |
test zipWith
|
- |
utils/function/F
|
- |
should return false
|
- |
utils/function/T
|
- |
should return true
|
- |
utils/function/allPass
|
- |
should return true
|
- |
should return false
|
- |
utils/function/always
|
- |
should return new function
|
- |
utils/function/allPass
|
- |
should return false
|
- |
should return true
|
- |
utils/function/applyOrReturn
|
- |
test
|
- |
utils/function/both
|
- |
should return result of first function
|
- |
should return result of second function
|
- |
should pass several params to functions
|
- |
should be true
|
- |
utils/function/comparator
|
- |
should return -1
|
- |
should return 1
|
- |
should sort asc
|
- |
utils/function/complement
|
- |
should return function opposite to passed
|
- |
utils/function/compose
|
- |
should return combination of passed functions
|
- |
utils/function/composeP
|
- |
should compose promise-returning functions
|
- |
should be composable
|
- |
utils/function/cond
|
- |
should call fn if predicate satisfies
|
- |
utils/function/curry
|
- |
should call curried function if enough parameters
|
- |
should return function if number of parameters is not enough
|
- |
utils/function/curryN
|
- |
should return curried function with specified arity
|
- |
utils/function/debounce
|
- |
should call function one time after "wait" ms
|
- |
debounced function should be cancellable
|
- |
utils/function/either
|
- |
should return result of first function
|
- |
should return result of second function
|
- |
should pass several params to functions
|
- |
utils/function/flip
|
- |
should return new function with reversed two first arguments
|
- |
utils/function/identity
|
- |
should return passed argument
|
- |
utils/function/ifElse
|
- |
should call first function base on condition
|
- |
should call second function base on condition
|
- |
utils/function/noop
|
- |
should return empty function
|
- |
utils/function/nothing
|
- |
should return undefined
|
- |
utils/function/once
|
- |
tes
|
- |
utils/function/optional
|
- |
test
|
- |
utils/function/tap
|
- |
should call function and return passed argument
|
- |
utils/function/throttle
|
- |
should call function at most once at "wait" ms period
|
- |
utils/function/throttleEnd
|
- |
should call function at most once after "wait" ms at "wait" ms period
|
- |
tryCatch
|
- |
invokes tryer and returns its result
|
- |
invokes catcher if tryer throws
|
- |
throws if catcher throws
|
- |
utils/function/updatePropertyValue
|
- |
should change name in function
|
- |
should change other property in function
|
- |
should change other property in object
|
- |
utils/function/when
|
- |
should call onTrue if pred is truthy
|
- |
utils/is/array
|
- |
test
|
- |
utils/is/arrayLike
|
- |
test
|
- |
utils/is/boolean
|
- |
test
|
- |
contains
|
- |
true
|
- |
false
|
- |
utils/is/element
|
- |
should return true for dom elements
|
- |
should return false otherwise
|
- |
utils/is/empty
|
- |
test
|
- |
utils/is/equal
|
- |
equal primitives
|
- |
equal arrays
|
- |
equal internal types
|
- |
equal objects
|
- |
different types
|
- |
utils/is/finite
|
- |
check is finite
|
- |
utils/is/function
|
- |
true for functions
|
- |
false otherwise
|
- |
utils/is/nil
|
- |
test
|
- |
utils/is/not
|
- |
returns the logical inverse of passed arg
|
- |
utils/is/number
|
- |
check is number
|
- |
utils/is/object
|
- |
test
|
- |
utils/is/plainObject
|
- |
test
|
- |
utils/is/promise
|
- |
test
|
- |
utils/is/reactElement
|
- |
test
|
- |
utils/is/string
|
- |
test
|
- |
utils/is/undefined
|
- |
test
|
- |
utils/object/all
|
- |
test
|
- |
utils/object/any
|
- |
test
|
- |
utils/object/assoc
|
- |
test
|
- |
utils/object/each
|
- |
should call function for each property
|
- |
utils/object/eqProps
|
- |
should return true
|
- |
should return false
|
- |
reports whether two objects have the same value for a given property
|
- |
is curried
|
- |
utils/object/filter
|
- |
should return new object with filtered values
|
- |
utils/object/findKey
|
- |
test
|
- |
utils/object/fromPairs
|
- |
should return object
|
- |
utils/object/groupBy
|
- |
group object values by function
|
- |
utils/object/has
|
- |
test
|
- |
utils/object/keyBy
|
- |
group object values by function
|
- |
utils/object/keys
|
- |
test
|
- |
utils/object/map
|
- |
should return mapped object
|
- |
utils/object/merge
|
- |
should return merged object
|
- |
utils/object/mergeDeep
|
- |
should deeply merge objects
|
- |
should not attempt to merge non-plain objects
|
- |
utils/object/mergeWith
|
- |
should merge calling function when names are identical
|
- |
utils/object/objOf
|
- |
should create object
|
- |
utils/object/omit
|
- |
should omit props
|
- |
utils/object/path
|
- |
should return nested property
|
- |
utils/object/pathApply
|
- |
should call fn with value at path
|
- |
utils/object/pathEq
|
- |
check is nested property is equal to value
|
- |
utils/object/pathOr
|
- |
test
|
- |
undefined
|
- |
utils/object/pathSet
|
- |
should return new object with setted value
|
- |
utils/object/pick
|
- |
return new object with picked properties
|
- |
utils/object/pickBy
|
- |
should return new object with properties accorindg predicate
|
- |
utils/object/prop
|
- |
should return undefined if prop is not set
|
- |
should return prop
|
- |
utils/object/propApply
|
- |
should apply func to prop value
|
- |
utils/object/propEq
|
- |
should return true if prop is equal to value
|
- |
should return false otherwise
|
- |
utils/object/propOr
|
- |
should return prop
|
- |
should return default value
|
- |
utils/object/reduce
|
- |
reduce for objects
|
- |
utils/object/size
|
- |
test
|
- |
utils/object/toPairs
|
- |
should return array
|
- |
utils/object/values
|
- |
test
|
- |
utils/object/where
|
- |
should return true/false by spec object
|
- |
utils/promise/rejectWith
|
- |
should reject with transformed value
|
- |
should accept more than one parameter
|
- |
utils/promise/resolveWith
|
- |
should resolve with transformed value
|
- |
should accept more than one parameter
|
- |
promiseTap
|
- |
should run promise and return passed argument
|
- |
utils/string/capitalize
|
- |
should capitalize string
|
- |
utils/string/endsWith
|
- |
test
|
- |
utils/string/escape
|
- |
escape characters <>&'"
|
- |
utils/string/escapeRegExp
|
- |
escape characters \ ^ $ . * + ? ( ) [ ] { } |
|
- |
utils/string/repeat
|
- |
should return repeted symbol
|
- |
utils/string/replace
|
- |
should replace by replacement
|
- |
utils/string/split
|
- |
should split string by delimeter
|
- |
utils/string/startsWith
|
- |
test
|
- |
template
|
- |
returns a string with replaced keywords
|
- |
utils/string/test
|
- |
should test string by regexp
|
- |
utils/string/toLower
|
- |
should return lower-case string
|
- |
utils/string/toString
|
- |
test
|
- |
utils/string/toUpper
|
- |
should return upper-case string
|
- |
utils/string/trim
|
- |
test
|
- |
utils/string/trimLeft
|
- |
test
|
- |
utils/string/unescape
|
- |
should unescape & < > " '
|
- |


I received an invitation to attend a swish sophisticated cocktail party, and decided to wear for the occasion my second-best bib and tucker.
On the evening itself, with the party in full swing, I was leaning insouciantly against a mantelpiece when I was approached by a fellow guest.

I embarked upon a lengthy explanation of the phenomenon known as involuntary slobbering, citing certain vivid examples both from my own experience and from the historical records.
“Spiro Agnew?” she cried, so loudly that she caught the attention of guests on the far side of the room.
“Indeed so,” I said, “And I will not qualify my assertion with that weasel-word allegedly.”
 I told her they only alarmed me when they went pop! up and down the City Road. More than once, I added, such weasel-popping had caused me to slobber involuntarily. I was pleased, momentarily, to have brought the conversation back to my chosen topic, but my new companion was now fixated upon weasels, and insisted I join her in a search-and-destroy mission in case any weasels had infiltrated the cocktail party.
“With what,” I asked, “Shall we destroy any weasels we might hunt down?”
“Well,” she said, “What is that?” and she pointed to my tucker.
“That is my second-best tucker,” I said, “It goes with the bib.”
“We can use it to smother any weasels we find!” she cried, and she took me by the hand, and led me away from the drawing room towards another part of the house where, she hinted, there might be weasels.
I never did get the chance to finish my exemplary slobbering vignette featuring the thirty-ninth vice president of the United States of America. But the weasel-frightened lady gave me her telephone number, so one evening soon I will call her, and tell her the rest of that tale, and several others, until the cows come home.


Music composition is a challenging task. Musicians occasionally have a hard time generating new music. Most musicians need inspiration before composing music.
Goal:
The goal of this app is to help artists to create new music on a specific genre.
Check out a track that Phuc, One of our good friend, composed and performed by gaining inspiration from our model. Original track produced by model can be found here
Music sheet: [PDF]


Class: Xhwlay_Runner
Source Location: /Runner.php
Abstract Runner class of Xhwlay.
Author(s):
-<EMAIL_ADDRESS>|
|
|
Class Details
Class Variables
Class Methods
method filterPageName [line 768]
string filterPageName(
string
$page)
|
|
Page name trapper. This method provides a chanse for developers to customize page name.
Tags:
Parameters:
method filterViewName [line 787]
string filterViewName(
string
$view)
|
|
View name trapper. This method provides a chanse for developers to customize view name.
Tags:
Parameters:
method getConfig [line 272]
Return config reference
Tags:
method getRenderer [line 304]
Reference &getRenderer(
)
|
|
Return renderer reference
Tags:
method invokeBarrier [line 601]
Execute barrier action, return barrier result. Barrier interface is shown in following code: function barrier_func(&$runner, $current, $next, &$bookmark, $params)
{
...
// transition is OK from $current to $next
return true;
// transition is NG from $current to $next
return false;
}
Each argument is same of this method. And this method invokes PRE and POST hooks which name are: - "xhwlay_runner_pre_invokeBarrier"
- "xhwlay_runner_post_invokeBarrier"
1st, "xhwlay_runner_pre_invokeBarrier" invokes. 2nd, Actuall barrier callback is called. 3rd, "xhwlay_runner_post_invokeBarrier" invokes. Argument of these hooks is also same of this method.
Tags:
Parameters:
method invokeEvent [line 476]
Execute event, return transit name. Event interface is shown in following code: function event_func(&$runner, $event ,&$bookmark, $params)
{
...
// return new page name
return "pageName";
// If you return null, current page name is holded up.
return null;
}
Each argument is same of this method. And this method invokes PRE and POST hooks which name are: - "xhwlay_runner_pre_invokeEvent"
- "xhwlay_runner_post_invokeEvent"
1st, "xhwlay_runner_pre_invokeEvent" invokes. 2nd, Actuall page callback is called. 3rd, "xhwlay_runner_post_invokeEvent" invokes. Argument of these hooks is also same of this method.
Tags:
Parameters:
method invokeGuard [line 538]
Execute Guard action, return guard result. Guard interface is shown in following code: function guard_func(&$runner, $eventName, &$bookmark, $params)
{
...
// allow $event Event invocation
return true;
// disallow $event Event invocation
return false;
}
Each argument is same of this method. And this method invokes PRE and POST hooks which name are: - "xhwlay_runner_pre_invokeGuard"
- "xhwlay_runner_post_invokeGuard"
1st, "xhwlay_runner_pre_invokeGuard" invokes. 2nd, Actuall barrier callback is called. 3rd, "xhwlay_runner_post_invokeGuard" invokes. Argument of these hooks is also same of this method.
Tags:
Parameters:
method invokePage [line 414]
Execute page action, return view name. Page interface is shown in following code: function page_func(&$runner, $pageName,&$bookmark, $params)
{
...
// return View name
return "viewName";
// If you want to skip rendering process, return null.
return null;
}
Each argument is same of this method. And this method invokes PRE and POST hooks which name are: - "xhwlay_runner_pre_invokePage"
- "xhwlay_runner_post_invokePage"
1st, "xhwlay_runner_pre_invokePage" invokes. 2nd, Actuall page callback is called. 3rd, "xhwlay_runner_post_invokePage" invokes. Argument of these hooks is also same of this method.
Tags:
Parameters:
method run [line 804]
Xhwlay Runner's entry point. Call xhwlay runner's core page flow processor.
Tags:
method setBookmarkContainerClassName [line 321]
void setBookmarkContainerClassName(
string
$class)
|
|
Set Bookmark Container Class Name
Tags:
Parameters:
method setBookmarkContainerParams [line 337]
void setBookmarkContainerParams(
array
$params)
|
|
Set Bookmark Container constructor args parameters
Tags:
Parameters:
method setConfig [line 256]
Set config instance
Tags:
Parameters:
method setRenderer [line 288]
Set renderer instance
Tags:
Parameters:
method setup [line 721]
Set up Xhwlay_Runner. By default, invoke "xhwlay_runner_setup" hook. Developers SHOULD setup aci, pageName, bookmarkContainerId at this hook point. (or, before calling run() method) Interface of hook is shown like below: function setup_hook($hook_name, &$runner)
$hook_name is set to "xhwlay_runner_setup". $runner is set to reference of Xhwlay_Runner instance.
Tags:
method skipPage [line 351]
Skip page invocation.
Tags:
method terminate [line 746]
terminate event of Xhwlay_Runner. By default, invoke "xhwlay_runner_terminate" hook. Interface of hook is shown like below: function terminate_hook($hook_name, &$runner)
$hook_name is set to "xhwlay_runner_terminate". $runner is set to reference of Xhwlay_Runner instance.
Tags:
method wipeout [line 372]
Skip page flow processor(_run() method). (Why calls 'wipeout'? : This method makes all-Xhwlay's features disalbed. [state-full page flow, page/event oriented] It seems that a runner(Xhwlay page flow) gets off to a bad start, and falls over at start time whistle. So, I decide this name.)
Tags:
method _cleanup_outparam [line 1133]
string _cleanup_outparam(
string
$v, [integer
$len = XHWLAY_RUNNER_OUTPARAM_MAX_LEN])
|
|
Clean up ACI, pageName, BookmarkContainerId strings.
Tags:
Parameters:
method _getCallback [line 657]
callback _getCallback(
mixed
$params)
|
|
Get callback value for call_user_func_array() from $params. $params should be one of following two patterns. // pt1. invoke user function
$params = array(
'user_function' => (your function name),
...);
// pt2. invoke class method statically
$params = array(
'class'= > (your class name),
'method' => (method name of your class),
...);
 If both of pt1 and pt2 is defined, "user_function" is used. If valid callback value is not found in $params, some WARN level message is thrown.
Tags:
Parameters:
method _run [line 839]
Xhwlay Runner's core. Core page flow processor.
Tags:
method _triggerEvent [line 968]
string _triggerEvent(
string
$story)
|
|
Check requested page name is valid and decide page name.
Tags:
Parameters:
method _turnPage [line 1049]
string _turnPage(
string
$story)
|
|
Check requested page name is valid and decide page name.
Tags:
Parameters:
|
|


{{ student.address }}
{{ student.phone }}
{{ note.author }} wrote: {{ note.note }}
Test Completed: {{ courseResult.dateTaken | date: "fullDate" }}
Number Correct: {{ courseResult.numberCorrect }} out of 60.
Course proctored by: {{ courseResult.admin }}