Classes | |
| struct | axutil_env |
| Axis2 Environment struct. More... | |
Defines | |
| #define | AXIS_ENV_FREE_LOG 0x1 |
| #define | AXIS_ENV_FREE_ERROR 0x2 |
| #define | AXIS_ENV_FREE_THREADPOOL 0x4 |
| #define | AXIS2_ENV_CHECK(env, error_return) |
Typedefs | |
| typedef struct axutil_env | axutil_env_t |
| Axis2 Environment struct. | |
Functions | |
| AXIS2_EXTERN axutil_env_t * | axutil_env_create (axutil_allocator_t *allocator) |
| AXIS2_EXTERN axutil_env_t * | axutil_env_create_all (const axis2_char_t *log_file, const axutil_log_levels_t log_level) |
| AXIS2_EXTERN axutil_env_t * | axutil_env_create_with_error (axutil_allocator_t *allocator, axutil_error_t *error) |
| AXIS2_EXTERN axutil_env_t * | axutil_env_create_with_error_log (axutil_allocator_t *allocator, axutil_error_t *error, axutil_log_t *log) |
| AXIS2_EXTERN axutil_env_t * | axutil_env_create_with_error_log_thread_pool (axutil_allocator_t *allocator, axutil_error_t *error, axutil_log_t *log, axutil_thread_pool_t *pool) |
| AXIS2_EXTERN axis2_status_t | axutil_env_enable_log (axutil_env_t *env, axis2_bool_t enable) |
| AXIS2_EXTERN axis2_status_t | axutil_env_check_status (const axutil_env_t *env) |
| AXIS2_EXTERN void | axutil_env_free (axutil_env_t *env) |
| AXIS2_EXTERN void | axutil_env_free_masked (axutil_env_t *env, char mask) |
| AXIS2_EXTERN axis2_status_t | axutil_env_increment_ref (axutil_env_t *env) |
| typedef struct axutil_env axutil_env_t |
Axis2 Environment struct.
Environment acts as a container for error, log, memory allocator and threading routines
| AXIS2_EXTERN axis2_status_t axutil_env_check_status | ( | const axutil_env_t * | env | ) |
Checks the status code of environment stored within error struct.
| env | pointer to environment struct |
| AXIS2_EXTERN axutil_env_t* axutil_env_create | ( | axutil_allocator_t * | allocator | ) |
Creates an environment struct. Would include a default log and error structs within the created environment. By default, logging would be enabled and the default log level would be debug.
| allocator | pointer to an instance of allocator struct. Must not be NULL |
| AXIS2_EXTERN axutil_env_t* axutil_env_create_all | ( | const axis2_char_t * | log_file, | |
| const axutil_log_levels_t | log_level | |||
| ) |
Creates an environment struct with all of its default parts, that is an allocator, error, log and a thread pool.
| log_file | name of the log file. If NULL, a default log would be created. | |
| log_level | log level to be used. If not valid, debug would be used as the default log level |
| AXIS2_EXTERN axutil_env_t* axutil_env_create_with_error | ( | axutil_allocator_t * | allocator, | |
| axutil_error_t * | error | |||
| ) |
Creates an environment struct with given error struct.
| allocator | pointer to an instance of allocator struct. Must not be NULL | |
| error | pointer to an instance of error struct. Must not be NULL |
| AXIS2_EXTERN axutil_env_t* axutil_env_create_with_error_log | ( | axutil_allocator_t * | allocator, | |
| axutil_error_t * | error, | |||
| axutil_log_t * | log | |||
| ) |
Creates an environment struct with given error and log structs.
| allocator | pointer to an instance of allocator struct. Must not be NULL | |
| error | pointer to an instance of error struct. Must not be NULL | |
| log | pointer to an instance of log struct. If NULL it would be assumed that logging is disabled. |
| AXIS2_EXTERN axutil_env_t* axutil_env_create_with_error_log_thread_pool | ( | axutil_allocator_t * | allocator, | |
| axutil_error_t * | error, | |||
| axutil_log_t * | log, | |||
| axutil_thread_pool_t * | pool | |||
| ) |
Creates an environment struct with given error, log and thread pool structs.
| allocator | pointer to an instance of allocator struct. Must not be NULL | |
| error | pointer to an instance of error struct. Must not be NULL | |
| log | pointer to an instance of log struct. If NULL it would be assumed that logging is disabled. | |
| pool | pointer to an instance of thread_pool. Must not be NULL |
| AXIS2_EXTERN axis2_status_t axutil_env_enable_log | ( | axutil_env_t * | env, | |
| axis2_bool_t | enable | |||
| ) |
Enable or disable logging.
| env | pointer to environment struct | |
| enable | AXIS2_TRUE to enable logging and AXIS2_FALSE to disable logging |
| AXIS2_EXTERN void axutil_env_free | ( | axutil_env_t * | env | ) |
Frees an environment struct instance.
| env | pointer to environment struct instance to be freed. |
| AXIS2_EXTERN void axutil_env_free_masked | ( | axutil_env_t * | env, | |
| char | mask | |||
| ) |
Frees the environment components based on the mask.
| env | pointer to environment struct to be freed | |
| mask | bit pattern indicating which components of the env struct are to be freed AXIS_ENV_FREE_LOG - Frees the log AXIS_ENV_FREE_ERROR - Frees the error AXIS_ENV_FREE_THREADPOOL - Frees the thread pool You can use combinations to free multiple components as well E.g : AXIS_ENV_FREE_LOG | AXIS_ENV_FREE_ERROR frees both log and error, but not the thread pool |
| AXIS2_EXTERN axis2_status_t axutil_env_increment_ref | ( | axutil_env_t * | env | ) |
Incrent the reference count.This is used when objects are created using this env and keeping this for future use.
| env | pointer to environment struct instance to be freed. |


This is a region that supports animated views. It's backwards compatible with normal regions, so you should be able to swap this in for Marionette.Region in all situations.
This is possible because the region delegates the animation to the views. Enjoy the demo below!


--- layout: landing title: CRMint ---
Learn about what CRMint is, key features and concepts, and how it could be used in your business
Dive straight in with this Quickstart guide, have CRMint up and running, and start creating your first pipelines!.
Learn about how CRMint solutions for Remarketing, Offline-to-online and Universal App Campaign scenarios.
Read case studies from a range of industries and scenarios, demonstrating the versatility of CRMint.


sim.portrayal
Interfaces
Constrained
Fixed2D
Orientable2D
Oriented2D
Portrayal
Portrayal2D
Scalable2D
Scaled2D
Classes
DrawInfo2D
FieldPortrayal
FieldPortrayal2D
Inspector
LocationWrapper
SimpleInspector
SimplePortrayal2D


Geometry
-
Tag:
- Notes
- Lie Groups for 2d and 3d Transformation
- Quaternion
- Essential & Fundamental Matrix
- PnP
- Homography
- “The camera is the measurement of angle.”
- Matrices in CV
- Reference
Lie Groups for 2d and 3d Transformation
A Manifold is an n-Dimensional Topological Space that is locally Euclidean.
A Lie group is a topological group that is also a smooth manifold. Each of them is associated with a Lie algebra which is a vector space. Transformations are required to be composed, inverted, differentiated and interpolated. Lie groups and their associated machinery address all these operations in a pricipled way.
Definition. A nonempty subset is called a Lie group if and .
Mathetical notations
- associative (结合律)- (ab)c=a(bc)
- Abelian (交换律)- abc = cba
SO(3) & so(3)
Elements of the 3D rotation group, SO(3), are represented by 3D rotation matrices. They are all orthogonal matrices with determinant . The Lie algebra so(3), associated with SO(3), is the set of skew-symmetric or anti-symmetric matrices (i.e., ).
Infinitestimal generators
The key idea introudced by Lie is that any finite transformation can be constructed by the repeated application or integration of infinitestimal (极微小的) transformation. The infinitestimal generators of so(3) correspond to the derivatives of rotation around the each of the standard axes, evaluated at the identity. We take the the rotation by an angle around x-axes as an example:
Its derivative w.r.t evaluated at zero is written into
The three infinitestimal generators are derived as:
An element of so(3) is then represented as the linear combination of the three generators:
Since , and are derivatives of rotations around three standard axises, can be considered as the difference of a rotation from the identity.
Properties
-
If , then . (See proof in [2])
-
As a symmetric matrix, . Here, . It means the cubic of a skew-symmetric matrix is also a skew-symmetric matrix.
-
The eigenvalues of are (rank 2).
-
The eigenvalues of are .
-
is a rotation by angle around an axis. The axis is the engenvector of corresponding to eigenvalue , i.e., .
-
The addition of corresponds to the multiplication of . means the addition of a rotation by around x-axis, a rotation by around y-axis and a rotation by around z-axis.
SE(3) & se(3)
The group of rigid transformation in 3D space is SE(3). It is represented by a matrix:
There are six infinitestimal generators of Lie algebra se(3), which correspond to differential translations and rotations:
An element of se(3) is then represented by linear combination of these generators:
Quaternion
http://people.csail.mit.edu/bkph/papers/Absolute_Orientation.pdf
Essential & Fundamental Matrix
Derivation of Essential Matrix
As shown in Figure above, we have two left and right cameras with camera centers and . is a 3D point co-visible in two cameras. We have notations as follows: is the 3D coordinate of in local space of camera and is the 3D coordinate of in local space of camera . is the 3D coordinate of in local space of camera . The rotation and translation from camera to camera are and respectively. Apparently we have
Thus, we obtain and .
Then, the equation can be derived
because and ( is the skew-symmetric matrix) equals to the cross product of vector and . Therefore, the two terms are orthogonal to each other. is exactly the essential matrix and . and are essentially two viewing rays in local space of two cameras.
The and have six degrees of freedom. The essential matrix has five degree of freedom by eliminating the common scaling.
Derivation of Fundamental Matrix
Rather than using the camera coordinates, the equation above can be extended to image coordinates, because
where and use homogeneous coordinates and and are intrinsics of left and right cameras. Then the equation can be written into
is called the fundamental matrix.
The fundamental matrix has rank 2. Since all the epipolar lines go through the epipole, e.g. in the left image , we have . Hence has a null space which is not just the zero vector. So is rank 2.
The homogeneous fundamental matrix has seven degrees of freedom. The common scaling removes one degree and the constraint (rank=2) removes another one.
PnP
Homography
For any choice of intrinsic parameters, any homography can be realized between two views by some positioning of the two views and a plane.
“The camera is the measurement of angle.”
Matrices in CV
| DoF | |
|---|---|
| Projection matrix | 11 |
| Fundamental matrix | 7 |
| Essential matrix | 5 |
| Homograpy matrix | 8 |
| Affine transform (2d) | 6 |
| Affine transform (Nd) | (N+1)*N |
| Similarity transform (2d) | 4 |
| Similarity transform (3d) | 7 |
Reference
[1] http://ethaneade.com/lie.pdf
[2] Mathetical elucidation of SO(3) and so(3)
[3] http://www.cmth.ph.ic.ac.uk/people/d.vvedensky/groups/Chapter7.pdf


--- layout: book title: "Service Meshes Patterns and Best Practices" date: 2018-10-31 21:15:05 +0000 image: /assets/images/ORM_logo_box_rgb.png #author: Lee Calcote status: upcoming brief: "Patterns, recipes and best practices for deploying and operating service meshes." ---
Patterns and best practices for getting most out of Istio, Linkerd, App Mesh, Envoy, Consul, or any service mesh. Anticipated Fall 2020.
Subscribe below for updates on this book.
{% include newsletter-signup-form.html form-only="yes" %}


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Enable the Use righthand type checkbox below to prevent weakening the left side of assignments when the right side is not a type cast or new expression. When storing the result of a method call in a variable, it is useful to retain the type of the method call result instead of unnecessarily weakening it.
Enable the Use parameterized type checkbox below to use the parameterized type of the collection as weakest type when the object evaluated is used as an argument to a collection method with a parameter type of java.lang.Object. Use this option to prevent weakening to Object when passing an object to the collection methods get(), remove(), contains(), indexOf(), lastIndexOf(), containsKey() and containsValue().
Enable the Do not weaken to Object checkbox below to specify whether a type should be weakened to java.lang.Object. Weakening to java.lang.Object is often not very useful.
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Enable the Do not weaken return type checkbox below to prevent reporting when return type may be weakened. Only variables will be analyzed.
Stop classes are intended to prevent weakening to classes lower than stop classes, even if it would be possible. In some cases this may improve readability.


India stamp authority on Day 2 in Kolkata, Bangladesh produce late fightback
Bangladesh survived a major scare owing to Mushfiqur Rahim’s valiant 59-run knock against India on Day 2 of the second Test at Eden Gardens in Kolkata, as the visitors were in threat of being bundled up on the second day itself. The Tigers finished the day on 152/6, still training the hosts by 89 runs.
23 Nov 2019, 17:08
Virat Kohli and Ajinkya Rahane began proceedings for India on Day 2. The pair added 62 runs before Bangladesh had their first joy of the day in Rahane's wicket. (AP Photo)
Virat Kohli became the first Indian batsman to score a Test century in pink ball cricket soon after. His 136 was the highest score from the Indian side. Kohli also drew alongside Ricky Ponting for the most Test tons as captain - remarkably, in a little more than half the matches Ponting brought them up in. (AP Photo)
Kohli's demise, with the India score at 308/6, gave Bangladesh their first glimpse of hope in the match. Taijul Islam, the catcher in the deep, was celebrated as a hero. (AP Photo)
After India declared their innings at 347/9, it was time again for the Indian pace trio to take centrestage. For the second time in the match, Bangladesh did not know what hit them as they were reduced to 13/4 very early on in their 2nd innings. (AP Photo)
The helmet crashers were also on display at the Eden on Day 2, as a crowd of almost 50,000 oohd and aahd. Mohammad Mithun was hit flush on the helmet by Ishant Sharma. Later, Mushfiqur Rahim also copped a blow.  (AP Photo)
Ishant Sharma was again the star of the show for India. he took 4 of the 6 Bangladeshi wickets to fall on Day 2, taking his match haul to 9 wickets. Bangladesh trail by 89 runs with 4 wickets in hand at the end of Day 2. (PTI Photo)


I AM AN ATTORNEY & CONSULTANT TO AN INFLUENTIAL POLITICIAN, CURRENTLY A FEDERAL MINISTER IN THE FEDERAL REPUBLIC OF NIGERIA WHO HAS BEEN ABLE TO USE HIS DIPLOMATIC STATUS TO MOVE THE SUM OF US$60MILLION OVERSEAS (NAME OF COUNTRY WITH HELD UNTIL YOU ARE READY TO DO BUSINESS) AND PRESENTLY DEPOSITED IN A PRIVATE SECURITY COMPANY FOR SAFE KEEPING. THESE BOXES OF MONEY WERE AIRFEIGHTED AS ARTIFACTS AND PHOTOGRAPHIC MATERIALS. MY CLIENT, BECAUSE OF HIS PRESENT STATUS IN GOVERNMENT CANNOT BE PHYSICALLY INVOLVE IN THE MANAGEMENT OF THE MONEY, HENCE HE DO THIS BY WAY OF PROXY AND FIDUCIARY AGENT IN ORDER TO AVOID ANY PROBE BY THE PRESENT DEMOCRATIC GOVERNMENT OF NIGERIA.  MANAGE THE COMPLETE PROCESS & ESCORT OUR FIDUCIARY AGENT THROUGH THE VARIOUS PROCEDURES.   TO ENSURE THE SUCCESS OF THIS TRANSACTION AND GUARANTEE THIS UNIQUE RELATIONSHIP, KINDLY TREAT AS CONFIDENTIALITY.  E-MAIL ADDRESS<EMAIL_ADDRESS>BEST REGARDS. BARR. BASSEY OWO.


Class: Mail::Message
| Relationships & Source Files | |
| Inherits: | Object |
| Defined in: | actionmailbox/lib/action_mailbox/mail_ext/addresses.rb, actionmailbox/lib/action_mailbox/mail_ext/recipients.rb |
Instance Method Summary
Instance Method Details
#address_list(obj) (private)
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 30
def address_list(obj) if obj&.respond_to?(:element) # Mail 2.8+ obj.element else # Mail <= 2.7.x obj&.address_list end end
#bcc_addresses
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 21
def bcc_addresses Array(address_list(header[:bcc])&.addresses) end
#cc_addresses
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 17
def cc_addresses Array(address_list(header[:cc])&.addresses) end
#from_address
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 5
def from_address address_list(header[:from])&.addresses&.first end
#recipients
[ GitHub ]#recipients_addresses
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 9
def recipients_addresses to_addresses + cc_addresses + bcc_addresses + x_original_to_addresses end
#to_addresses
[ GitHub ]# File 'actionmailbox/lib/action_mailbox/mail_ext/addresses.rb', line 13
def to_addresses Array(address_list(header[:to])&.addresses) end


 I, even I, am the LORD, And there is no savior besides Me. In the beginning God created everything
Genesis 1:1
In the beginning God created the heavens and the earth. God’s ultimate motivation is always to show His Glory
Isaiah 48:9,11
For the sake of My name I delay My wrath, And for My praise I restrain it for you, In order not to cut you off. For My own sake, for My own sake, I will act; for how can My name be profaned? And My glory I will not give to another. Another way of explaining God’s glory is showing His greatness. God chose to communicate to His creation in two ways. First He showed His power, order and beauty through nature
Romans 1:19-20
Because that which is known about God is evident within them; for God made it evident to them. For since the creation of the world His invisible attributes, His eternal power and divine nature, have been clearly seen, being understood through what has been made, so that they are without excuse. But He chose to communicate His mercy, values and plan by giving the Scriptures to the world as His authoritative and final Word.
2 Peter 1:20-21
But know this first of all, that no prophecy of Scripture is a matter of one’s own interpretation, for no prophecy was ever made by an act of human will, but men moved by the Holy Spirit spoke from God.
Man
Every person was created for God’s Glory… to be “God-Centered”
Isaiah 43:7
Everyone who is called by My name, And whom I have created for My glory, Whom I have formed, even whom I have made.”  Mankind is unique from the rest of creation because he was created with the ability to have relationship with God Genesis 1:27 God created man in His own image, in the image of God He created him; male and female He created them. Fall Every person has rejected God and is not “God- Centered” Romans 3:23 For all have sinned and fall short of the glory of God. In doing this, every person has sinned. Sin is rebellion against God’s glory. It is being “self-centered” instead of being “God-centered”. Because this is true, people do sinful actions. Mark 7:21-22 “For from within, out of the heart of men, proceed the evil thoughts, fornications, thefts, murders, adulteries, deeds of coveting and wickedness, as well as deceit, sensuality, envy, slander, pride and foolishness. Everyone is spiritually dead, unable to help themselves Ephesians 2:4-5 But God, being rich in mercy, because of His great love with which He loved us, even when we were dead in our transgressions, made us alive together with Christ (by grace you have been saved). All people are described as having become enemies of God, therefore the wrath of God is on them and all are facing the just punishment of eternal death. Colossians 1:21 And although you were formerly alienated and hostile in mind, engaged in evil deeds,… Romans 6:23 For the wages of sin is death, but the free gift of God is eternal life in Christ Jesus our Lord. John 3:36 […] But he who does not obey the Son will not see life, but the wrath of God abides on him. Offer Yet God offers the opportunity to walk away from the self-centered and godless life. This is called repentance. Acts 26:20 …but kept declaring both to those of Damascus first, and also at Jerusalem and then throughout all the region of Judea, and even to the Gentiles, that they should repent and turn to God, performing deeds appropriate to repentance. Romans 5:1 Therefore, having been justified by faith, we have peace with God through our Lord Jesus Christ, God’s kind offer is the chance to be restored in relationship with Him, to be made “God- centered”. John 17:3 This is eternal life, that they may know You, the only true God, and Jesus Christ whom You have sent. It is a chance to be owned and ruled by God as the King, completely used for His glory. 1 Corinthians 6:19b-20 …and that you are not your own? For you have been bought with a price: therefore glorify God in your body. A “God –centered” person not only finds God to be King, but also their greatest treasure.  Psalm 73:25 Whom have I in heaven but You? And besides You, I desire nothing on earth. This restored relationship lasts forever, even after death, in heaven. John 10:28 …and I give eternal life to them, and they will never perish; and no one will snatch them out of My hand. The offer of salvation that God extends is a change of authority: Self will no longer get to be the god. Now, God will be the person’s God. He gets to call the shots and His desires are the most important. Mark 8:34 And He summoned the crowd with His disciples, and said to them, “If anyone wishes to come after Me, he must deny himself, and take up his cross and follow Me.” Jesus God determined that there is only one way in which He would give this offer to save people John 14:6 Jesus said to him, “I am the way, and the truth, and the life; no one comes to the Father but through Me. Jesus always was God, and then became a man as well when He came to the earth. John 1:1 In the beginning was the Word, and the Word was with God, and the Word was God. He came to earth because each person’s sin must be justly punished. As the perfectly just Judge, He cannot ignore sin. Romans 2:16 On the day when, according to my gospel, God will judge the secrets of men through Christ Jesus. By Jesus’ sinless life, death on the cross and resurrection, He took the punishment for sin for all who would trust in Him. In doing this God earned the right to restore people to a relationship with Him Colossians 1:22 …yet He has now reconciled you in His fleshly body through death, in order to present you before Him holy and blameless and beyond reproach. By doing this he solves two problems. First, He completely forgives the sins of all who ask Him. 1 John 1:9 If we confess our sins, He is faithful and righteous to forgive us our sins and to cleanse us from all unrighteousness. Second, He also gives them the complete righteousness that God expects of them. 2 Corinthians 5:21 He made Him who knew no sin to be sin on our behalf, so that we might become the righteousness of God in Him.  Hebrews 10:14 For by one offering He has perfected for all time those who are sanctified. Only His work and worth can be the hope of a person. Salvation is completely accomplished by Christ alone, without any assistance from the person. Response God will only restore relationship with a person and make them “God-centered” if they turn- away (repent) from their rebellious “self- centeredness” and place their belief on the promise of God to save them through Christ’s work. Mark 1:15 “The time is fulfilled, and the kingdom of God is at hand; repent and believe in the gospel.” Romans 10:9 …that if you confess with your mouth Jesus as Lord, and believe in your heart that God raised Him from the dead, you will be saved. Personally placing trust in God’s promise to save those who ask Him is called … faith Ephesians 2:8-9 For by grace you have been saved through faith; and that not of yourselves, it is the gift of God; not as a result of works, so that no one may boast. God will not save a person who is attempting to gain His favor by doing good things or attempting to be “God-centered” Titus 3:5 He saved us, not on the basis of deeds which we have done in righteousness, but according to His mercy, by the washing of regeneration and renewing by the Holy Spirit, Romans 10:3 For not knowing about God’s righteousness and seeking to establish their own, they did not subject themselves to the righteousness of God. If a person has true faith in the promise of God to save them, then they will find that they act in a way of increasing obedience to God… since He has truly made them “God-centered”. I John 2:3 By this we know that we have come to know Him, if we keep His commandments. James 2:26 For just as the body without the spirit is dead, so also faith without works is dead. Not only are we brought to spiritual life, but the Spirit of God himself comes into us—dwelling with us to provide help and power to live life for Christ and love supernaturally. The Spirit works within us, confirming in our hearts that we are the Children of God. All who have the Spirit in them are a part of God’s deeply loved family, which He calls the “Church”.  I Timothy 3:15 but in case I am delayed, I write so that you will know how one ought to conduct himself in the household of God, which is the church of the living God, the pillar and support of the truth. God loves His Church. Each of His Children are to be deeply connected and functioning in God’s grand family by being a part of a local church. Within God’s family, Christ commissions us to mutually care, serve and share with supernatural love that only He can supply through the Spirit. Through this supernatural love between the members of His family, God is showing the world His presence and the truth of the Gospel of Christ. Finally, as part of the Church, He then calls of His children into His mission to spread this wonderful news about Himself, which He calls “The gospel” (Matthew 28:18-20). The heart and mission of God become the heart and mission of those who are truly made God’s children by the Cross of Jesus.


'KEEL' is a popular Java software for a large number of different knowledge data discovery tasks. This package takes the advantages of 'KEEL' and R, allowing to use 'KEEL' algorithms in simple R code. The implemented R code layer between R and 'KEEL' makes easy both using 'KEEL' algorithms in R as implementing new algorithms for 'RKEEL' in a very simple way. It includes more than 100 algorithms for classification, regression, preprocess, association rules and imbalance learning, which allows a more complete experimentation process. For more information about KEEL, see <http://www.keel.es/>.
| Version: | 1.2.3 |
| Depends: | R (≥ 3.4.0) |
| Imports: | R6, XML, doParallel, foreach, gdata, RKEELjars (≥ 1.0.18), RKEELdata (≥ 1.0.5), pmml, arules, Matrix, rJava |
| Published: | 2018-09-25 |
| Author: | Jose M. Moyano [aut, cre], Luciano Sanchez Ramos [aut], Oliver Sanchez Marin [ctb] |
| Maintainer: | Jose M. Moyano <jmoyano at uco.es> |
| License: | GPL-2 | GPL-3 [expanded from: GPL] |
| NeedsCompilation: | no |
| SystemRequirements: | Java (>= 8) |
| Citation: | RKEEL citation info |
| CRAN checks: | RKEEL results |
| Reference manual: | RKEEL.pdf |
| Package source: | RKEEL_1.2.3.tar.gz |
| Windows binaries: | r-devel: RKEEL_1.2.3.zip, r-release: RKEEL_1.2.3.zip, r-oldrel: RKEEL_1.2.3.zip |
| OS X binaries: | r-release: RKEEL_1.2.3.tgz, r-oldrel: RKEEL_1.2.3.tgz |
| Old sources: | RKEEL archive |
Please use the canonical form https://CRAN.R-project.org/package=RKEEL to link to this page.


The kitchen sink briefly shows how Cradle can be used as full stack solution. It's purpose is to provide some context and examples on the usage of the micro framework. The sink has the following features and uses the following technologies.
The sink is designed to be feature rich, as close to an actual project template as possible. The following were taken into consideration.
The following technologies were also chosen for the possibility of the sink to represent full stack level logic and implementation.
The sink has a simple architecture matching elements found in a common MVC system. The following describes this system and purposes for each.
app
- Main application packages
admin
- Contains controllers and templates for super admin rightsapi
- Contains controllers and templates for REST callswww
- Contains controllers and templates for the front endbootstrap
- Contains pre-processors to do before routingconfig
- Arbitrary configuration filesmodule
- Contains reusable models, services and eventspublic
- DMZ and static assetsschema
- Contains data maps for generating code, building databases and indexesFor documentation on the packages being used, the following links have been provided.


If you wish to pay by AMEX please select the Pay Later option and contact<EMAIL_ADDRESS>regarding payment.


Drop a PCX file here - 24 bit / 8 bit / 4 bit files are supported
Example:
thimbleweed.pcx (24bit)
clown.pcx (256 colors)


From a private dataset of images of blood samples with their accompanying cholesterol (in mg/dL), I developed several machine learning models that predicted one’s cholesterol from a picture of the blood sample. The best model ended up being a convolutional neural network using Google’s Inception 2 architecture.
The selected trained model was deployed to a server where it ran on a standalone Python process, fronted by an Apache API endpoint. I also developed an Android and iOS application that allows the user to use the phone’s camera to photograph their blood sample, use the API described, and get an accurate prediction within 1 second.
Details
Technologies
This was my first Kaggle competition, which I was surprised to place 222nd of 1315 participants (top 17%). The competition was sponsored by Google Brain, and consisted of having to train a machine learning model using a dataset of 64 thoursand 1 second audio files, each containing one of several commands (such as “up”, “down”, “yes”, “no”, etc.).
Once trained, the model would be given thousands of new 1 second voice commands, and it would need to predict which, if any, of the commands the sound contained.
Details
Technologies
A personal project that applies machine learning proficiency. The app allows users to draw a number on the phone, and using the raw pixels of this drawing as input, the model predicts with high accuracy what the number is.
Details
Technologies
A very minimalist JavaScript framework/abstraction to simplify creating DOM structures in a declarative way. The purpose of this was to simplify my own creation of JavaScript demos and prototypes without having to write a lot of code, and without having to setup React.js, Webpack, Babel, and all sorts of additional tooling just to render simple DOM elements on the page.
Details
Technologies
A minimalist and loose port of node-config, which is a simple way to create environment specific configuration files. At run time, the configuration files from the various environemnts (local, development, stage, production, etc.) get merged in such a way that you can reuse configurations across environemnts, rather than copying and duplicating them.
The reason for this project was to simplify configuration management in PHP projects, and to bring to PHP a very elegant solution that the Node package that this project mimics solved.
Technologies
Another competition I entered for fun. DevArt was a Google sponsored initiative where developers and artists were to develop art with code. The winner(s) would be given some cash grant to develop their idea more fully, and the final project would be featured in some museum somewhere in the world. Again, my intent was mostly to take place in this, learn, and have fun.
My project was artsy rendition of Conway’s game of life, where the board was rendered by an image input by the user. Each generation of the game was rendered atop the previous one, but with some level of blending. The final output was intended to give the appearance of bacteria growing on a petri dish.
Details
Technologies
I wrote this as a prototype to allow analyst to record a user’s interaction with a page, then play it back to watch their behavior, or programmatically aggregate data across multiple users and multiple sessions.
Technologies
A thin abstraction over PHP’s native arrays to help you easily chain array transformation functions. The motivation for writing this library was because PHP’s array functions are ridiculous - APIs are not consistent, and you cannot chain or compose the functions. Performing back to back transformation opperations on arrays can be very verbose.
Technologies
A Lorem Ipsum generator for the web designer that keeps it real. This was a fun toy project that I wrote during lunch one day to generate real-looking text to fill up designs or UI prototypes. The text content comes from the lyrics of various songs by Tupac Shakur.
Technologies
This was probably my first project using Google Web Toolkit, which was once a great and promising way to write performant JavaScript applications using Java. As the name implies, the application was an implementation of Conway’s game of life, rendered on an HTML5 canvas.
Technologies
During a phone interview with a developer from Disney, I was asked if I had ever written a jQuery plugin. Since I had not yet done so, I decided to go home and write something so that I could answer positively the next time I was asked about jQuery.
This plugin looks for DOM elements containing a configurable className, then replaces that element’s contents (assuming it is source code) with extra DOM elements wrapping certain tokens parsed from the element, styling it such that it would render as highlighted source code.
Technologies
An HTML5-based stock market simulation in PHP using WebSockets (implementing WebSocket Draft 75 and Draft 76), as well as a client app that interacts with the WebSockets server. An unbounded amount of users are allowed to connect to the app and buy/sell stocks.
Technologies
A few weeks ago I was invited to present at Salt Lake City Google Cloud Platform Meetup to talk about Data Pipelines with Apache Airflow on Cloud Composer. At that point, I'd been using Airflow long enough to feel a certain level of expertise. Later I realized I wanted to try to make a contribution to the project. There are a couple of reported issues that I've definitely put on my radar to try to tackle, but in the mean time, I got my first pull requested merged that adds to the documentation.
While experimenting with convolutional neural networks and ImageNet, I found the documentation for tf.image.draw_bounding_boxes to be wrong. So like any good citizen, I posted a pull request correcting the math in the documented example.
https://github.com/tensorflow/tensorflow/releases/tag/v1.11.0
After discussing with the good folks at TensorFlow’s official forum, I found a way to make the batch normalization component easier to use correctly. The result of my research was my first contribution to a major open-source project.
https://github.com/tensorflow/tensorflow/releases/tag/v1.8.0-rc1
My first contribution to an open source project. Minor, short, and sweet.


- image_path: “https://raphaellederman.github.io/images/night.jpg”
alt: “Generating Music Sequences using Deep Recurrent Neural Networks”
title: “Generating Music Sequences using Deep Recurrent Neural Networks”
url: “https://raphaellederman.github.io/articles/hackathon_1/”
btn_label: “Read More”
btn_class: “btn–primary”
- image_path: “https://raphaellederman.github.io/images/night.jpg”
alt: “Recurrent Neural Networks and LSTM”
title: “Recurrent Neural Networks and LSTM”
url: “https://raphaellederman.github.io/articles/rnn/”
btn_label: “Read More”
btn_class: “btn–primary”


Class SelectableImpl
- java.lang.Object
-
- org.apache.qpid.proton.reactor.impl.SelectableImpl
-
- All Implemented Interfaces:
Extendable
,ReactorChild
,Selectable
public class SelectableImpl extends java.lang.Object implements Selectable
-
-
Nested Class Summary
-
Nested classes/interfaces inherited from interface org.apache.qpid.proton.reactor.Selectable
Selectable.Callback
-
-
Constructor Summary
Constructors Constructor Description SelectableImpl()
-
Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description Record
attachments()
void
error()
Notify the selectable that an error has occurred.void
expired()
Notify the selectable that it has expired.void
free()
Notify the selectable that it has been free'd.java.nio.channels.SelectableChannel
getChannel()
long
getDeadline()
Reactor
getReactor()
protected Transport
getTransport()
boolean
isReading()
boolean
isRegistered()
Check if a selectable is registered.boolean
isTerminal()
boolean
isTerminated()
boolean
isWriting()
void
onError(Selectable.Callback runnable)
Registers a callback that will be run when the selectable is notified of an error.void
onExpired(Selectable.Callback runnable)
Registers a callback that will be run when the selectable expires.void
onFree(Selectable.Callback runnable)
Registers a callback that will be run when the selectable is notified that it has been free'd.void
onReadable(Selectable.Callback runnable)
Registers a callback that will be run when the selectable becomes ready for reading.void
onRelease(Selectable.Callback runnable)
Registers a callback that will be run when the selectable is notified that it has been released.void
onWritable(Selectable.Callback runnable)
Registers a callback that will be run when the selectable becomes ready for writing.void
readable()
Notify the selectable that the underlyingSelectableChannel
is ready for a read operation.void
release()
Notify the selectable that it has been released.void
setChannel(java.nio.channels.SelectableChannel channel)
Associates aSelectableChannel
with this selector.void
setCollector(Collector collector)
Configure a selectable with a set of callbacks that emit readable, writable, and expired events into the supplied collector.void
setDeadline(long deadline)
Sets the value that will be returned bySelectable.getDeadline()
.protected void
setReactor(Reactor reactor)
void
setReading(boolean reading)
Sets the value that will be returned bySelectable.isReading()
.void
setRegistered(boolean registered)
Set the registered flag for a selectable.protected void
setTransport(Transport transport)
void
setWriting(boolean writing)
Sets the value that will be returned bySelectable.isWriting()
.void
terminate()
Terminates the selectable.void
terminated()
void
writeable()
Notify the selectable that the underlyingSelectableChannel
is ready for a write operation.
-
-
-
Method Detail
-
isReading
public boolean isReading()
- Specified by:
isReading
in interfaceSelectable
- Returns:
true
if the selectable is interested in receiving notification (via theSelectable.readable()
method that indicate that the associatedSelectableChannel
has data ready to be read from it.
-
isWriting
public boolean isWriting()
- Specified by:
isWriting
in interfaceSelectable
- Returns:
true
if the selectable is interested in receiving notifications (via theSelectable.writeable()
method that indicate that the associatedSelectableChannel
is ready to be written to.
-
getDeadline
public long getDeadline()
- Specified by:
getDeadline
in interfaceSelectable
- Returns:
- a deadline after which this selectable can expect to receive
a notification (via the
Selectable.expired()
method that indicates that the deadline has past. The deadline is expressed in the same format asSystem.currentTimeMillis()
. Returning a deadline of zero (or a negative number) indicates that the selectable does not wish to be notified of expiry.
-
setReading
public void setReading(boolean reading)
Description copied from interface:Selectable
Sets the value that will be returned bySelectable.isReading()
.- Specified by:
setReading
in interfaceSelectable
-
setWriting
public void setWriting(boolean writing)
Description copied from interface:Selectable
Sets the value that will be returned bySelectable.isWriting()
.- Specified by:
setWriting
in interfaceSelectable
-
setDeadline
public void setDeadline(long deadline)
Description copied from interface:Selectable
Sets the value that will be returned bySelectable.getDeadline()
.- Specified by:
setDeadline
in interfaceSelectable
-
onReadable
public void onReadable(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable becomes ready for reading.- Specified by:
onReadable
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
onWritable
public void onWritable(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable becomes ready for writing.- Specified by:
onWritable
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
onExpired
public void onExpired(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable expires.- Specified by:
onExpired
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
onError
public void onError(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable is notified of an error.- Specified by:
onError
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
onRelease
public void onRelease(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable is notified that it has been released.- Specified by:
onRelease
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
onFree
public void onFree(Selectable.Callback runnable)
Description copied from interface:Selectable
Registers a callback that will be run when the selectable is notified that it has been free'd.- Specified by:
onFree
in interfaceSelectable
- Parameters:
runnable
- the callback to register. Any previously registered callback will be replaced.
-
readable
public void readable()
Description copied from interface:Selectable
Notify the selectable that the underlyingSelectableChannel
is ready for a read operation.- Specified by:
readable
in interfaceSelectable
-
writeable
public void writeable()
Description copied from interface:Selectable
Notify the selectable that the underlyingSelectableChannel
is ready for a write operation.- Specified by:
writeable
in interfaceSelectable
-
expired
public void expired()
Description copied from interface:Selectable
Notify the selectable that it has expired.- Specified by:
expired
in interfaceSelectable
-
error
public void error()
Description copied from interface:Selectable
Notify the selectable that an error has occurred.- Specified by:
error
in interfaceSelectable
-
release
public void release()
Description copied from interface:Selectable
Notify the selectable that it has been released.- Specified by:
release
in interfaceSelectable
-
free
public void free()
Description copied from interface:Selectable
Notify the selectable that it has been free'd.- Specified by:
free
in interfaceReactorChild
- Specified by:
free
in interfaceSelectable
-
setChannel
public void setChannel(java.nio.channels.SelectableChannel channel)
Description copied from interface:Selectable
Associates aSelectableChannel
with this selector.- Specified by:
setChannel
in interfaceSelectable
-
getChannel
public java.nio.channels.SelectableChannel getChannel()
- Specified by:
getChannel
in interfaceSelectable
- Returns:
- the
SelectableChannel
associated with this selector.
-
isRegistered
public boolean isRegistered()
Description copied from interface:Selectable
Check if a selectable is registered. This can be used for tracking whether a given selectable has been registerd with an external event loop.Note: the reactor code, currently, does not use this flag.
- Specified by:
isRegistered
in interfaceSelectable
- Returns:
true
if the selectable is registered.
-
setRegistered
public void setRegistered(boolean registered)
Description copied from interface:Selectable
Set the registered flag for a selectable.Note: the reactor code, currently, does not use this flag.
- Specified by:
setRegistered
in interfaceSelectable
- Parameters:
registered
- the value returned bySelectable.isRegistered()
-
setCollector
public void setCollector(Collector collector)
Description copied from interface:Selectable
Configure a selectable with a set of callbacks that emit readable, writable, and expired events into the supplied collector.- Specified by:
setCollector
in interfaceSelectable
-
getReactor
public Reactor getReactor()
- Specified by:
getReactor
in interfaceSelectable
- Returns:
- the reactor to which this selectable is a child.
-
terminate
public void terminate()
Description copied from interface:Selectable
Terminates the selectable. Once a selectable reaches a terminal state it will never be interested in events of any kind.- Specified by:
terminate
in interfaceSelectable
-
isTerminal
public boolean isTerminal()
- Specified by:
isTerminal
in interfaceSelectable
- Returns:
true
if the selectable has reached a terminal state.
-
getTransport
protected Transport getTransport()
-
setTransport
protected void setTransport(Transport transport)
-
setReactor
protected void setReactor(Reactor reactor)
-
attachments
public Record attachments()
- Specified by:
attachments
in interfaceExtendable
-
isTerminated
public boolean isTerminated()
-
terminated
public void terminated()
-
-


Links to resources | |||||||||||||||||||||||||||||||||||||||
|
Despite its inflexional complexities, German has quite a simple suffix structure, so that, if one ignores the almost intractable problems of compound words, separable verb prefixes, and prefixed and infixed ge, an algorithmic stemmer can be made quite short. (Infixed zu can be removed algorithmically, but this minor feature is not shown here.) The umlaut in German is a regular feature of plural formation, so its removal is a natural feature of stemming, but this leads to certain false conflations (for example, schön, beautiful; schon, already). By contrast, Dutch is inflexionally simple, but even so, this does not make for any great difference between the stemmers. A feature of Dutch that makes it markedly different from German is that the grammar of the written language has changed, and continues to change, relatively rapidly, and that it has assimilated a large and mixed foreign vocabulary with some of the accompanying foreign suffixes. Foreign words may, or may not, be transliterated into a Dutch style. Naturally these create problems in stemming. The stemmer here is intended for native words of contemporary Dutch. In a Dutch noun, a vowel may double in the singular form (manen = moons, maan = moon). We attempt to solve this by undoubling the double vowel (Kraaij Pohlman by contrast attempt to double the single vowel). The endings je, tje, pje etc., although extremely common, are not stemmed. They are diminutives and can significantly alter word meaning. A note on compound wordsFamously, German allows for the formation of long compound words, written without spaces. For retrieval purposes, it is useful to be able to search on the parts of such words, as well as the on the complete words themselves. This is not just peculiar to German: Dutch, Danish, Norwegian, Swedish, Icelandic and Finnish have the same property. To split up compound words cannot be done without a dictionary, and the purely algorithmic stemmers presented here do not attempt it.We would suggest, however, that the need for compound word splitting in these languages has been somewhat overstated. In the case of German: 1) There are many English compounds one would see no advantage in splitting,
|


|
Crystal SDK 2.1 for iOS Version 2.1 build 0221
|
The interface to all of the Crystal SDK functionality. More...
Public Types | |
| enum | ActivateUiType { StandardUi, ProfileUi, ChallengesUi, LeaderboardsUi, AchievementsUi, AddFriends, Settings, Gifting, VirtualGoods, VirtualCurrencies, FindFriends, InviteFriends, GiftsAndMarket } |
The section (tab) of the Crystal UI to display to the user by default. More... | |
| enum | ActivatePullTabUiType { Profile, Challenges, Leaderboards, Achievements, Friends, Settings, Gifting, VirtualGoods, VirtualCurrencies, FindFriends, GiftsAndMarket, News } |
| enum | CrystalLeaderboardType { CLTGlobal, CLTNational, CLTLocal, CLTThisMonth, CLTLastMonth, CLTThisWeek, CLTLastWeek, CLTToday, CLTYesterday } |
The leaderboard types available for request in CrystalLeaderboards By default the CLTGlobal leaderboard type is assumed, and this is the leaderboard type requested before this API was introduced. The Crystal back-end will only generate leaderboards that are configured through the developer dashboard, so attempting to request a leaderboard type for a leaderboard ID that does not have the type configured will return no data. More... | |
| enum | CrystalSetting { CrystalSettingCocosAchievementWorkaround = 1, CrystalSettingAvoidBackgroundActivity = 2, CrystalSettingShouldAutorotateWorkaround = 3, CrystalSettingSingleiPadPopover = 4, CrystalSettingEnableGameCenterSupport = 5 } |
Crystal settings that enable workaround functionality within the system. You should only enable these settings if you're seeing a specific problem that you think may be resolved by one of these options. In general you will be instructed to use one of these settings by an FAQ article or directly by the Crystal SDK support team. More... | |
Public Member Functions | |
| void | Start () |
| void | Update () |
| bool | AppWasStartedFromPendingChallenge () |
| Ask the session whether the application was started from an incoming challenge (push) notification. | |
| bool | HaveIncomingChallengeFromCrystal () |
| Ask the session whether there is an incoming challenge from the Crystal UI. This will occur when the user initiates a challenge from the Crystal UI and reactivates the game. | |
| void | ActivateUi () |
| void | ActivateUi (CrystalUnityBasic.ActivateUiType type) |
| void | ActivateUiAtLeadboardWithId (string leaderboardId) |
| Activate the Crystal UI at a specific leaderboard. | |
| void | DeactivateUi () |
| void | ActivatePullTabUi (CrystalUnityBasic.ActivatePullTabUiType type, string edge) |
| void | ActivatePullTabUi (CrystalUnityBasic.ActivatePullTabUiType type, string edge, bool closedState) |
| void | ActivatePullTabUiAtLeadboardWithId (string leaderboardId, string edge) |
| Activate the Crystal pull tab UI at a specific leaderboard. | |
| void | ActivatePullTabUiAtLeadboardWithId (string leaderboardId, string edge, bool closedState) |
| Activate the Crystal pull tab UI at a specific leaderboard. | |
| void | ActivateCrystalPullTabOn (IList< string > tabs, string edge) |
| Activates the Crystal pull tab user interface on a custom set of multiple tabs. | |
| void | ActivateCrystalPullTabOn (IList< string > tabs, string edge, bool closedState) |
| Activates the Crystal pull tab user interface on a custom set of multiple tabs. | |
| void | DeactivatePullTabUi () |
| Deactivates the Crystal pull tab user interface. This will animate the pull tab off screen. | |
| void | ResetCrystalPullTabState () |
| This will animate the Crystal pull tab to the default closed position. | |
| void | PostChallengeResultForLastChallenge (double result, bool doDialog) |
| Post the result of the last challenge that the game was notified for The game will be notified of the challenge via the challengeStartedWithGameConfig: method of CrystalSessionDelegate. | |
| void | PostAchievement (string achievementId, bool wasObtained, string description, bool alwaysPopup) |
| Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostLeaderboardResult (string leaderboardId, float result, bool lowestValFirst, bool isTimeBased) |
| Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostAchievement (string achievementId, bool wasObtained, string description, bool alwaysPopup, string gcAchievementId) |
| Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostLeaderboardResult (string leaderboardId, float result, bool lowestValFirst, string gcLeaderboardId, bool isTimeBased) |
| Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostAchievementProgressWithId (string crystalId, string gameCenterId, double percentageComplete, string achievementDescription) |
| Report progress made towards an achievement both to Crystal and Game Center This method updates the Crystal UI to show the progress that the player has made towards an achievement in plain text. This method also updates Game Center to report the percentage complete for the achievement. Achievement popups are not shown if this method is called. | |
| void | LockToOrientation (iPhoneScreenOrientation orientation) |
| Lock the crystal interface to the specified interface orientation This method will override any call to lockToOrientation: in AppController+Crystal.mm Supported orientations are Portrait, LandscapeLeft and LandscapeRight. | |
| void | DisplaySplashScreen () |
| Displays the Crystal splash screen This method displays the Crystal splash screen to the user above the current game UI. It is the responsibility of the developer to ensure that this dialog is displayed at an appropriate time, generally just after the game is started. When the splash screen has been dismissed splashScreenFinishedWithActivateCrystal: will be called in the delegate. Normally the game would only display this splash screen once to the user. | |
| void | ActivateCrystalSetting (CrystalSetting setting, string settingValue) |
| Sets values for various internal Crystal settings. This method is provided for developers to activate workarounds for bugs on the iPhone and the graphics libraries used by developers. | |
| void | AuthenticateLocalPlayer () |
| Call this after your game has loaded to initiate login to Game Center Calling this method can initiate the Game Center login dialog, so ensure that you call this at a suitable moment. After the user has signed up to Game Center this method will display a 'welcome back' overlay. At the time of writing (iOS 4.1 beta 3) the iOS APIs used by this method must be called before scores and achievements can be posted. As a result of this you must be careful of the timing of this call. | |
| void | CloseCrystalSession () |
| Closes the Crystal session. This should only be called when absolutely necessary for memory usage reasons. The Crystal session without the UI is very small, so this should cause no problems. Without a running sesssion high scores, achievements and analytics will not be posted to the server. | |
| void | WillRotateToInterfaceWithOrientation (iPhoneScreenOrientation orientation, double orientationDuration) |
| void | DidRotateFromInterfaceOrientation (iPhoneScreenOrientation orientation) |
| void | DownloadLeaderBoardDataForID (string leaderboardId) |
| Initiate the download of leaderboard data for the supplied leaderboard ID If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process. | |
| void | DownloadLeaderBoardDataForID (string leaderboardId, CrystalLeaderboardType leaderboardType) |
| Initiate the download of leaderboard data for the supplied leaderboard ID and leaderboard type If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process. | |
| void | DownloadLeaderBoardDataForID (string leaderboardId, CrystalLeaderboardType leaderboardType, bool force) |
| Initiate the download of leaderboard data for the supplied leaderboard ID and leaderboard type If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process. | |
| void | PostVirtualGoods (IDictionary< string, int > goods) |
| Post changes to the user's virtual goods record back to the server Use this method to post one or more changes to the user's virtual goods to the server. Changes will only be made to the virtual good that are supplied, and more than one virtual good can be updated at once. There is no need to replicate the information stored in the goods property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. To remove the good from the user supply a 0 for the number of goods owned. When the virtual goods have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property. | |
| void | SetLockedGoods (IList< string > lockedGoods) |
| Set a list of goods that are not selectable and are shown with a 'locked' icon in the Crystal UI This method works differently from postGoods: and postBalances: in that it's not possible to 'update' items peacemeal. The client must send all locked goods in one call, and can remove the locks by passing nil as the parameter. | |
| void | PostVirtualBalances (IDictionary< string, int > balances) |
| Post changes to the user's balances back to the server Use this method to post one or more changes to the user's wallet balances to the server. Changes will only be made to the balances that are supplied, and more than one balance can be updated at once. There is no need to replicate the information stored in the balances property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. When the virtual currencies have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property. | |
| void | CrystalPlayerStartUpdating () |
| Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used. | |
| void | VirtualGoodsStartUpdating () |
| Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used. | |
| void | VirtualGoodsUpdateNow () |
| Instructs the SDK to update the CrystalVirtualGoods info as soon as possible Ordinarily any activity relating to virtual goods or currencies inside the Crystal UI will automatically instruct CrystalVirtualGoods to update itself. The same is true when using APIs like postGoods:. If a post fails the client should always retry via the post calls and not call updateNow. updateNow will retrieve updated information from the server and any information previously posted will be lost. It should be rare that the client will need to call this method but it is added for completeness. | |
| void | RequestAchievementData () |
| Instructs the SDK to request the achievement data for the current signed-in user. The CurrentAchievements property will store the result of the request. | |
| bool | IsCrystalPlayerSignedIn () |
| returns true is the user is currently signed into Crystal | |
Public Attributes | |
| string | iLastIncomingChallenge = "" |
| string | iStartedFromChallenge = "" |
| bool | iPopoversActivated = false |
| bool | iVirtualGoodsUpdated = false |
| bool | iPlayerInfoUpdated = false |
| string | iPlayerInfoUpdate = "" |
| string | iLastLeaderboardUpdateId = "" |
Properties | |
| static CrystalUnityBasic | Instance [get] |
| Get hold of the singleton instance. | |
| CrystalPlayer | CurrentCrystalPlayer [get] |
| public property which returns a CrystalPlayer | |
| IDictionary< string, int > | CurrentVirtualGoods [get] |
| public property which returns a dictionary, where the key is the virtual goods ID (string) and the value is the number of goods owned (int). | |
| IDictionary< string, int > | CurrentVirtualBalances [get] |
| public property which returns a dictionary, where the key is the currency ID (string) and the value is the balance (int). | |
| IList< string > | CurrentAchievements [get] |
| public property which returns a List of achievement IDs (string) | |
| IList< LeaderboardEntry > | CurrentTop20EntriesForLeaderboard [get] |
| Retrieve the top 20 entries for the specified leaderboard. | |
| IList< LeaderboardEntry > | CurrentTop20FriendsForLeaderboard [get] |
| Retrieve the top 20 friends for the specified leaderboard, including the current user. | |
| IList< LeaderboardEntry > | CurrentRandom20ForLeaderboard [get] |
| Retrieve a random selection of 20 entries for the specified leaderboard. | |
| LeaderboardEntry | CurrentUserEntryForLeaderboard [get] |
| Retrieve the data for the current user for the specified leaderboard. | |
| CrystalLeaderboardType | DownloadedLeaderboardType [get] |
| Retrieve the leaderboardType for the last download. | |
Private Types | |
| enum | LeaderboardType { Top20Entries, Top20Friends, Random20 } |
Private Member Functions | |
| bool | isOkToRun () |
| void | AddCommand (string newCommand) |
| void | PopulateCrystalPlayer (string incomingPlayerInfo) |
| void | PopulateVirtualGoods (string incomingVirtualGoods) |
| void | PopulateVirtualBalances (string incomingVirtualBalances) |
| void | PopulateAchievements (string incomingAchievements) |
| void | PopulateLeaderBoardEntries (string incomingEntriesForLeaderboard, LeaderboardType aType) |
| string | ScreenOrientationToString (iPhoneScreenOrientation orientation) |
Private Attributes | |
| CrystalPlayer | iPlayer = null |
| IDictionary< string, int > | iVirtualGoods = null |
| IDictionary< string, int > | iVirtualBalances = null |
| IList< string > | iAchievements = null |
| CrystalLeaderboardType | iLeaderboardType |
| IList< LeaderboardEntry > | iTop20EntriesForLeaderboard = null |
| IList< LeaderboardEntry > | iTop20FriendsForLeaderboard = null |
| IList< LeaderboardEntry > | iRandom20ForLeaderboard = null |
| LeaderboardEntry | iCurrentUserEntryForLeaderboard = new LeaderboardEntry() |
| DeviceOrientation | iDeviceOrientation = DeviceOrientation.Unknown |
Static Private Attributes | |
| static CrystalUnityBasic | _singleton = null |
The interface to all of the Crystal SDK functionality.
The section (tab) of the Crystal UI to display to the user by default.
The leaderboard types available for request in CrystalLeaderboards By default the CLTGlobal leaderboard type is assumed, and this is the leaderboard type requested before this API was introduced. The Crystal back-end will only generate leaderboards that are configured through the developer dashboard, so attempting to request a leaderboard type for a leaderboard ID that does not have the type configured will return no data.
Crystal settings that enable workaround functionality within the system. You should only enable these settings if you're seeing a specific problem that you think may be resolved by one of these options. In general you will be instructed to use one of these settings by an FAQ article or directly by the Crystal SDK support team.
| void CrystalUnityBasic::ActivateCrystalSetting | ( | CrystalSetting | setting, |
| string | settingValue | ||
| ) | [inline] |
Sets values for various internal Crystal settings. This method is provided for developers to activate workarounds for bugs on the iPhone and the graphics libraries used by developers.
| setting | the CrystalSetting to set |
| settingValue | the value to set for this setting, which will generally be "YES" to activate a setting |
| void CrystalUnityBasic::ActivatePullTabUi | ( | CrystalUnityBasic.ActivatePullTabUiType | type, |
| string | edge, | ||
| bool | closedState | ||
| ) | [inline] |
Activates the Crystal pull tab UI at the specified UI area
| type | The ActivateUiType as specified above |
| edge | The edge to come from. One of "top", "bottom", "left", "right" |
| closedState | The initial closed state of the tab |
| void CrystalUnityBasic::ActivatePullTabUi | ( | CrystalUnityBasic.ActivatePullTabUiType | type, |
| string | edge | ||
| ) | [inline] |
Activates the Crystal pull tab UI at the specified UI area
| type | The ActivateUiType as specified above |
| edge | The edge to come from. One of "top", "bottom", "left", "right" |
| void CrystalUnityBasic::ActivatePullTabUiAtLeadboardWithId | ( | string | leaderboardId, |
| string | edge, | ||
| bool | closedState | ||
| ) | [inline] |
Activate the Crystal pull tab UI at a specific leaderboard.
| leaderboardId | The id of the leaderboard to open the UI on |
| edge | The edge to come from. One of "top", "bottom", "left", "right" |
| closedState | The initial closed state of the tab |
| void CrystalUnityBasic::ActivatePullTabUiAtLeadboardWithId | ( | string | leaderboardId, |
| string | edge | ||
| ) | [inline] |
Activate the Crystal pull tab UI at a specific leaderboard.
| leaderboardId | The id of the leaderboard to open the UI on |
| edge | The edge to come from. One of "top", "bottom", "left", "right" |
| void CrystalUnityBasic::ActivateUi | ( | ) | [inline] |
Activates the Crystal UI
| void CrystalUnityBasic::ActivateUi | ( | CrystalUnityBasic.ActivateUiType | type | ) | [inline] |
Activates the Crystal UI at the specified UI area where possible
| type | The ActivateUiType as specified above |
| void CrystalUnityBasic::ActivateUiAtLeadboardWithId | ( | string | leaderboardId | ) | [inline] |
Activate the Crystal UI at a specific leaderboard.
| leaderboardId | The id of the leaderboard to open the UI on |
| bool CrystalUnityBasic::AppWasStartedFromPendingChallenge | ( | ) | [inline] |
Ask the session whether the application was started from an incoming challenge (push) notification.
| void CrystalUnityBasic::AuthenticateLocalPlayer | ( | ) | [inline] |
Call this after your game has loaded to initiate login to Game Center Calling this method can initiate the Game Center login dialog, so ensure that you call this at a suitable moment. After the user has signed up to Game Center this method will display a 'welcome back' overlay. At the time of writing (iOS 4.1 beta 3) the iOS APIs used by this method must be called before scores and achievements can be posted. As a result of this you must be careful of the timing of this call.
| void CrystalUnityBasic::CloseCrystalSession | ( | ) | [inline] |
Closes the Crystal session. This should only be called when absolutely necessary for memory usage reasons. The Crystal session without the UI is very small, so this should cause no problems. Without a running sesssion high scores, achievements and analytics will not be posted to the server.
| void CrystalUnityBasic::CrystalPlayerStartUpdating | ( | ) | [inline] |
Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used.
| void CrystalUnityBasic::DeactivateUi | ( | ) | [inline] |
Deactivates the Crystal UI at the specified UI area where possible
| type | The ActivateUiType as specified above |
| void CrystalUnityBasic::DisplaySplashScreen | ( | ) | [inline] |
Displays the Crystal splash screen This method displays the Crystal splash screen to the user above the current game UI. It is the responsibility of the developer to ensure that this dialog is displayed at an appropriate time, generally just after the game is started. When the splash screen has been dismissed splashScreenFinishedWithActivateCrystal: will be called in the delegate. Normally the game would only display this splash screen once to the user.
| void CrystalUnityBasic::DownloadLeaderBoardDataForID | ( | string | leaderboardId | ) | [inline] |
Initiate the download of leaderboard data for the supplied leaderboard ID If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process.
| bool CrystalUnityBasic::HaveIncomingChallengeFromCrystal | ( | ) | [inline] |
Ask the session whether there is an incoming challenge from the Crystal UI. This will occur when the user initiates a challenge from the Crystal UI and reactivates the game.
| bool CrystalUnityBasic::IsCrystalPlayerSignedIn | ( | ) | [inline] |
returns true is the user is currently signed into Crystal
| void CrystalUnityBasic::LockToOrientation | ( | iPhoneScreenOrientation | orientation | ) | [inline] |
Lock the crystal interface to the specified interface orientation This method will override any call to lockToOrientation: in AppController+Crystal.mm Supported orientations are Portrait, LandscapeLeft and LandscapeRight.
| orientation | The orientation to lock the interface to |
| void CrystalUnityBasic::PostAchievement | ( | string | achievementId, |
| bool | wasObtained, | ||
| string | description, | ||
| bool | alwaysPopup | ||
| ) | [inline] |
Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| achievementId | The ID of the achievement as shown in the Crystal control panel |
| wasObtained | true if the achievement has been obtained or NO to 'unobtain' it. |
| description | A description of the achievement to be displayed to the user. Supplying the description here allows the developer to localize the description. Crystal may not necessarily have a network connection so the only way to get the achievement description is here. If no desctiption is supplied then no notification will be displayed to the user. |
| alwaysPopup | if true the achievement popup will always be displayed to the user. If false (the most common choice) the popup will only be displayed the first time that the achievement is achieved. |
| void CrystalUnityBasic::PostAchievement | ( | string | achievementId, |
| bool | wasObtained, | ||
| string | description, | ||
| bool | alwaysPopup, | ||
| string | gcAchievementId | ||
| ) | [inline] |
Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| achievementId | The ID of the achievement as shown in the Crystal control panel |
| wasObtained | true if the achievement has been obtained or NO to 'unobtain' it. |
| description | A description of the achievement to be displayed to the user. Supplying the description here allows the developer to localize the description. Crystal may not necessarily have a network connection so the only way to get the achievement description is here. If no desctiption is supplied then no notification will be displayed to the user. |
| alwaysPopup | if true the achievement popup will always be displayed to the user. If false (the most common choice) the popup will only be displayed the first time that the achievement is achieved. |
| gcAchievementId | The ID of the achievement as shown in the Crystal control panel |
| void CrystalUnityBasic::PostAchievementProgressWithId | ( | string | crystalId, |
| string | gameCenterId, | ||
| double | percentageComplete, | ||
| string | achievementDescription | ||
| ) | [inline] |
Report progress made towards an achievement both to Crystal and Game Center This method updates the Crystal UI to show the progress that the player has made towards an achievement in plain text. This method also updates Game Center to report the percentage complete for the achievement. Achievement popups are not shown if this method is called.
| crystalId | The ID of the achievement as shown in the Crystal control panel |
| gameCenterId | The ID of the Game Center achievement to use. This will be defined in iTunes Connect for the application. |
| percentageComplete | The percentage complete for the achievement, i.e. 40.0 (passed to Game Center) |
| achievementDescription | A textual description of the achievement progress, i.e. "4 out of 10 coins collected" (shown in Crystal UI) |
| void CrystalUnityBasic::PostChallengeResultForLastChallenge | ( | double | result, |
| bool | doDialog | ||
| ) | [inline] |
Post the result of the last challenge that the game was notified for The game will be notified of the challenge via the challengeStartedWithGameConfig: method of CrystalSessionDelegate.
| result | The result of the challenge, either as a numerical value or as a number of seconds for time-based scores |
| doDialog | If true Crystal will display a dialog over the game user interface |
| void CrystalUnityBasic::PostLeaderboardResult | ( | string | leaderboardId, |
| float | result, | ||
| bool | lowestValFirst, | ||
| string | gcLeaderboardId, | ||
| bool | isTimeBased | ||
| ) | [inline] |
Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| result | The score to publish, either as a numerical value or as a number of seconds for time-based scores |
| leaderboardId | The ID of the leaderboard to post to, which should be taken from the Developer Dashboard |
| lowestValFirst | Set this if you have YES set for lowest value first in the developer dashboard. This parameter MUST match the flag in the developer dashboard! |
| gcLeaderboardId | The ID of the Game Center leaderboard to post to, which should be taken from the Developer Dashboard |
| isTimeBased | Set this if the leaderboard ID is set to have 'time based' leaderboards in the developer dashboard. This setting creates server load and must not be set for leaderboards that are not time-based. |
| void CrystalUnityBasic::PostLeaderboardResult | ( | string | leaderboardId, |
| float | result, | ||
| bool | lowestValFirst, | ||
| bool | isTimeBased | ||
| ) | [inline] |
Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| result | The score to publish, either as a numerical value or as a number of seconds for time-based scores |
| leaderboardId | The ID of the leaderboard to post to, which should be taken from the Developer Dashboard |
| lowestValFirst | Set this if you have YES set for lowest value first in the developer dashboard. This parameter MUST match the flag in the developer dashboard! |
| isTimeBased | Set this if the leaderboard ID is set to have 'time based' leaderboards in the developer dashboard. This setting creates server load and must not be set for leaderboards that are not time-based. |
| void CrystalUnityBasic::PostVirtualBalances | ( | IDictionary< string, int > | balances | ) | [inline] |
Post changes to the user's balances back to the server Use this method to post one or more changes to the user's wallet balances to the server. Changes will only be made to the balances that are supplied, and more than one balance can be updated at once. There is no need to replicate the information stored in the balances property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. When the virtual currencies have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property.
| balances | The format of the information supplied is a dictionary, where the key is the currency ID (string) and the value is the balance (int). |
| void CrystalUnityBasic::PostVirtualGoods | ( | IDictionary< string, int > | goods | ) | [inline] |
Post changes to the user's virtual goods record back to the server Use this method to post one or more changes to the user's virtual goods to the server. Changes will only be made to the virtual good that are supplied, and more than one virtual good can be updated at once. There is no need to replicate the information stored in the goods property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. To remove the good from the user supply a 0 for the number of goods owned. When the virtual goods have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property.
| goods | The format of the information supplied is a dictionary, where the key is the virtual good ID (string) and the value is the number of goods owned (int). |
| void CrystalUnityBasic::RequestAchievementData | ( | ) | [inline] |
Instructs the SDK to request the achievement data for the current signed-in user. The CurrentAchievements property will store the result of the request.
| void CrystalUnityBasic::SetLockedGoods | ( | IList< string > | lockedGoods | ) | [inline] |
Set a list of goods that are not selectable and are shown with a 'locked' icon in the Crystal UI This method works differently from postGoods: and postBalances: in that it's not possible to 'update' items peacemeal. The client must send all locked goods in one call, and can remove the locks by passing nil as the parameter.
| lockedGoods | An NSSet of NSString good IDs to lock or null to remove any locks |
| void CrystalUnityBasic::VirtualGoodsStartUpdating | ( | ) | [inline] |
Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used.
| void CrystalUnityBasic::VirtualGoodsUpdateNow | ( | ) | [inline] |
Instructs the SDK to update the CrystalVirtualGoods info as soon as possible Ordinarily any activity relating to virtual goods or currencies inside the Crystal UI will automatically instruct CrystalVirtualGoods to update itself. The same is true when using APIs like postGoods:. If a post fails the client should always retry via the post calls and not call updateNow. updateNow will retrieve updated information from the server and any information previously posted will be lost. It should be rare that the client will need to call this method but it is added for completeness.
IList<string> CrystalUnityBasic::CurrentAchievements [get] |
public property which returns a List of achievement IDs (string)
CrystalPlayer CrystalUnityBasic::CurrentCrystalPlayer [get] |
public property which returns a CrystalPlayer
IList<LeaderboardEntry> CrystalUnityBasic::CurrentRandom20ForLeaderboard [get] |
Retrieve a random selection of 20 entries for the specified leaderboard.
IList<LeaderboardEntry> CrystalUnityBasic::CurrentTop20EntriesForLeaderboard [get] |
Retrieve the top 20 entries for the specified leaderboard.
IList<LeaderboardEntry> CrystalUnityBasic::CurrentTop20FriendsForLeaderboard [get] |
Retrieve the top 20 friends for the specified leaderboard, including the current user.
IDictionary<string, int> CrystalUnityBasic::CurrentVirtualBalances [get] |
public property which returns a dictionary, where the key is the currency ID (string) and the value is the balance (int).
IDictionary<string, int> CrystalUnityBasic::CurrentVirtualGoods [get] |
public property which returns a dictionary, where the key is the virtual goods ID (string) and the value is the number of goods owned (int).
CrystalUnityBasic CrystalUnityBasic::Instance [static, get] |
Get hold of the singleton instance.


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She is a recognized international expert on the Myers-Briggs Type Indicator® instrument, training professionals throughout the world on its use. She designs, develops and facilitates “Train the Trainer” courses on the Myers-Briggs Type Indicator® (MBTI®) Step I and Step II assessments and their applications. Her sessions are practical, clear and fun.
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A STRANGER AMONG US A film review by Mark R. Leeper Copyright 1992 Mark R. Leeper
Capsule review: Yes, it's pretty much what the television ads make it look like. Melanie Griffith stars in a plot not unlike that of WITNESS, but with Hasidic Jews. Of course, it is not often we see the Hasidic community in film. And Sidney Lumet keeps the film consistently intriguing and often on a philosophical level. Rating: high +1 (-4 to +4).
At first look A STRANGER AMONG US looks a trifle too formulaic to be a Sydney Lumet film. Lumet's films are usually hard-hitting and very original. Just a few of his films are TWELVE ANGRY MEN; FAIL SAFE; the superb, intense film THE PAWNBROKER; THE ANDERSON TAPES; MURDER ON THE ORIENT EXPRESS; DOG DAY AFTERNOON; and NETWORK. This does not sound like the kind of director who would make a retread of WITNESS. But that is certainly how the television ads make this film look. It looks like WITNESS retold, but set among the Hasidic Jews of New York City. Is that what A STRANGER AMONG US is? Well, yes and no. Yes to the extent that it certainly is a murder mystery that will take a police detective into a totally alien culture from what she--in this case she--has known. And she does learn to respect that culture. It even has many of the faults of WITNESS. It is about a lot of things, like violence and sex, that members of the community would try to avoid. And at the same time it idealizes that community (and doing both at the same time *could* be viewed as hypocrisy). On the other hand, Orthodox Jews are a major and important of the culture of New York City, like Chinese and Blacks and many others, but how often do they show up in major films? How many films take the audience into this community? The only other film that comes to mind is Jeremy Kagan's THE CHOSEN.
Police Detective Emily Eden (played by Melanie Griffith) is having second thoughts about her life. By being too much of a "cowboy" and not following proper procedures, she just got her partner and current lover stabbed and nearly killed. She feels guilt about that and at the same time she is dissatisfied with her life in general. She is given a light assignment.  Visiting the family of the missing man at first gives her the discomfort of sticking out with her short sleeves, her short skirt, and her profanity. However, the investigation becomes a murder case that she must move into the Hasidic community to investigate.
At this point in the plot it becomes clear that the real story is about how Eden sees and interfaces with the community. The actual mystery plot may account for about half an hour and is not the main thrust of the film. Instead we see conflicts of values and Eden's growing understanding of and respect for the Hasidim. Her lifestyle as seen by the Hasidim has been the victory of freedom over values. She sees theirs as the victory of values over freedom. She also will have a close relationship with Ariel (played by Eric Thal), a young scholar destined to be the leader of the community.
In some ways this film could have been handled much better. There is some spectacular photography of New York City. But once inside the Jewish community every indoor scene is shot in annoying sepia tones. At times the sepia filter frustratingly obscures detail in the sets. It gives an artificial and uncomfortable feel to the film. Perhaps the Hasidic life is over-idealized. Everyone seems to be friendly and gets along with each other. It is possible that in a lifestyle this rigid there is less possibility for conflict, but whether that reflects reality or not I do not know. The mystery aspect of the story is just not given much time in the script. It is a little too simple and perhaps written a little sloppily.
Still, A STRANGER AMONG US offers a view into a culture rarely shown in films. The background is the whole show. I give it a high +1 on the -4 to +4 scale.
Mark R. Leeper att!mtgzy!leeper<EMAIL_ADDRESS>.
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Batch history API is often easier to understand as you can manually feed data into your components which need it. If Resolution of the data request is not specified the history API uses the resolution of data you've specified with AddSecurity() or your Universe, similarly if the Symbol is not specified then history for all symbols is returned for the period.
Batch data returned as IEnumerable<Slice> slices
, IEnumerable<TradeBar> slices
or IEnumerable<QuoteBar> slices
has all the normal slice helpers - to assist using the data in your strategy, for example:
//From slice -> tradebars, or slice -> decimals. IEnumerable<Slice> slices = History(TimeSpan.FromDays(7), Resolution.Minute); IEnumerable<TradeBar> bars = slices.Get("SPY"); // Bars IEnumerable<decimal> decimals = slices.Get("SPY", Field.Close); // Close from slice // Many math libraries need double arrays, decimals -> double[] double[] doubleArray = decimals.ToDoubleArray();
In Python algorithms, batch data can also be returned as pandas.DataFrame. It is a multi-index dataframe where the first index is the symbol.
slices = self.History(["SPY","EURUSD"], 14) bars = slices.loc["EURUSD"] doubleArray = bars["close"] # use lowercase


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Control your hero with directionals or using w, a, s, d.
or
Control your hero with the directional buttons on each border.
Try to explore the dungeon.
Control your hero with directionals or using w, a, s, d.
or
Control your hero with the directional buttons on each border.
Try to explore the dungeon.


FOREVER 21 Lemon-Pattern Ankle Socks
$1.50
FOREVER 21 Crab Pattern Ankle Socks
$1.80
FOREVER 21 Seashell Ankle Socks
$2.50
$2.00
$2.80
$1.90


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4/2/2011, 3:23:11 PM
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The 'joy' of finding bugs
"Testers like to find bugs". In that respect it sounds we've got a lot in common with entomologists.
The remit of a tester goes way beyond finding and studying bugs. One of which is preventing bugs. That probably might be one of the remits of an entomologist too?
something to ponder over another time...
Fun with bugs
"Testers like to find bugs"; or do they ... ?
What is the fun of finding bugs? I've often asked myself that question. Pointing out to others the things that are not right. Always being the one in the team to draw the attention away from the good areas of a system or piece of software.
Well, that's one way of looking at it. Instead we could approach it from a different angle. Finding bugs should be a rewarding thing:
- It helps improving the quality of the product
- It helps saving money by limiting the amount of bugs to be fixed in production
- It helps your team to avoid introducing bugs
So, if "finding bugs is fun", We then can imply that "not finding bugs is not fun" (appologies for the double negative).
There must be some truth in that. Imagine if you're hired as a QA, and you don't find any bugs, that must be quite demoralising. Various emotions and reactions that can come into play:
- Self doubt - "Am I doing my job good enough?"
- Superfluous - "The quality of this product seems so good, I'm not needed here."
- Wasting time - "I put in all this effort with no tangible result."
Therefore, to get some job satisfaction, one must find bugs, right? And the more bugs you find, the more gratification you get as a reward? To a certain extent, definitely. But what if you find too many bugs? So many, that you get serious doubts about the level of expertise of your team members. Also that can be demoralising
Tester's satisfaction curve
And with that I present to you the Tester's Satisfaction Curve. This is not something I came up with. A good couple of years ago someone showed this to me, and it stuck, part from the source. If someone knows, please ping me, so I can do the author justice.
A tester's job satisfaction can be correlated to the amount of bugs it finds.
- A low number of bugs results in a low satisfaction
- With the number of bugs found increasing, so also does the tester's job satisfaction
- The satisfaction increase slows down with even more bugs found, till it reaches an optimum
- Then the gratification starts to drop with every additional bug found
This resonates with me, and have felt this in numerous situation throughout the years. Is this something you can relate to? Let me know (@peetronics).
Have joy finding bugs, but with moderation ...


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