Interface ExecutorRepresenter
-
- All Known Implementing Classes:
DefaultExecutorRepresenter
public interface ExecutorRepresenter
Contains information/state regarding an executor Such information may include a) The executor's resource type. b) The executor's capacity (ex. number of cores). c) Tasks scheduled/launched for the executor. d) Name of the physical node which hosts this executor. e) (Please add other information as we implement more features).
-
-
Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description java.lang.String
getContainerType()
int
getExecutorCapacity()
java.lang.String
getExecutorId()
java.lang.String
getNodeName()
int
getNumOfComplyingRunningTasks()
int
getNumOfRunningTasks()
java.util.Set<Task>
getRunningTasks()
java.util.Set<java.lang.String>
onExecutorFailed()
Marks all Tasks which were running in this executor as failed.void
onTaskExecutionComplete(java.lang.String taskId)
Marks the specified Task as completed.void
onTaskExecutionFailed(java.lang.String taskId)
Marks the specified Task as failed.void
onTaskScheduled(Task task)
Marks the Task as running, and sends scheduling message to the executor.void
sendControlMessage(ControlMessage.Message message)
Sends control message to the executor.void
shutDown()
Shuts down this executor.
-
-
-
Method Detail
-
onExecutorFailed
java.util.Set<java.lang.String> onExecutorFailed()
Marks all Tasks which were running in this executor as failed.- Returns:
- set of identifiers of tasks that were running in this executor.
-
getExecutorCapacity
int getExecutorCapacity()
- Returns:
- how many Tasks can this executor simultaneously run
-
getRunningTasks
java.util.Set<Task> getRunningTasks()
- Returns:
- the current snapshot of set of Tasks that are running in this executor.
-
getNumOfRunningTasks
int getNumOfRunningTasks()
- Returns:
- the number of running
Task
s.
-
getNumOfComplyingRunningTasks
int getNumOfComplyingRunningTasks()
- Returns:
- the number of running
Task
s that complies to the executor slot restriction.
-
onTaskScheduled
void onTaskScheduled(Task task)
Marks the Task as running, and sends scheduling message to the executor.- Parameters:
task
- the task to run
-
sendControlMessage
void sendControlMessage(ControlMessage.Message message)
Sends control message to the executor.- Parameters:
message
- Message object to send
-
onTaskExecutionComplete
void onTaskExecutionComplete(java.lang.String taskId)
Marks the specified Task as completed.- Parameters:
taskId
- id of the completed task
-
getNodeName
java.lang.String getNodeName()
- Returns:
- physical name of the node where this executor resides
-
getExecutorId
java.lang.String getExecutorId()
- Returns:
- the executor id
-
getContainerType
java.lang.String getContainerType()
- Returns:
- the container type
-
shutDown
void shutDown()
Shuts down this executor.
-
onTaskExecutionFailed
void onTaskExecutionFailed(java.lang.String taskId)
Marks the specified Task as failed.- Parameters:
taskId
- id of the Task
-
-


Wildkey Social collects the type of call event (i.e. incoming, outgoing, answered, missed), a hashed representation of the number, and the date of the call.
Wildkey Social collects the size (in number of chars), a hashed representation of the number, and the date of the received SMS.
Wildkey Social collects the ambient light in Lux for 10 seconds each 15 minutes (i.e. as long as the device is not in deep sleep).
Wildkey Social collects when the battery is low and when is charged.
Wildkey Social collects when the screen is turned on and off.
Wildkey Social collects when the phone is unlocked.
Wildkey Social collects the Google Playstore category of each open app by the user. If the app is not in the store is marked as unknown.
Wildkey Social relies on the Android Activity Recognition API to automatically detect activities (i.e. in a vehicle, still, walking, running).


Motion
Song
Length
Blame (feat. John Newman)
Your Browser Doesn't Support the HTML5 Player
5:07
Music Home


|
HaHa
|
Functions | |
| bool | _compactQueue () |
| bool | setSettingsByOpcode (Message *mes, opcode opcode) |
| bool | generateFriendMessage (Friend *friend, Message *mes, opcode op) |
| Generates a message based on friend parameters. More... | |
| bool | generateMessage (Message *mes, opcode op, netaddr addr, uint16_t srcuid) |
| Generates a normal message to allow into the message queue. More... | |
| bool | initPendingMessages () |
| Initializes the message queue with pending friend messages. More... | |
| bool | checkPermanentMessages () |
| Checks for permanent messages. More... | |
| bool | initMessageQueue () |
| Initializes the message queue. More... | |
| bool | addToQueue (Message *mes) |
| Adds a message to the queue. More... | |
| bool | removeFromQueue (int queuenumber) |
| Removes message from queue. More... | |
| bool | removeFromQueueEvents (Event *e, uint8_t len) |
| int | checkQueue (opcode op, flags f, Network *net, Event eventList[]) |
| Check queue for a certain message. More... | |
| bool | flushOldMessages () |
| Checks for old messages to be deleted. More... | |
| void | printMessageQueue () |
| Test program to print out entire message queue. More... | |
Variables | |
| uint8_t | m_lastID |
| Message * | messageQueue [MAXQUEUESIZE] |
| bool _compactQueue | ( | ) |
| bool addToQueue | ( | Message * | mes | ) |
Adds a message to the queue.
| [in] | mes | The message to be added. |
| bool checkPermanentMessages | ( | ) |
Checks for permanent messages.
Check queue for a certain message.
| [in] | mes | The message, based on some of the params in the struct. |
| bool flushOldMessages | ( | ) |
Checks for old messages to be deleted.
Generates a message based on friend parameters.
| [in] | Friend | Input friend |
| [in] | permanent | The permanent tag to the message. |
| mes | A pointer to the message to be created. Needs to be allocated |
Generates a normal message to allow into the message queue.
| mes | A pointer to the message to be created. Needs to be allocated | |
| [in] | broadcast | Any address is accepted. |
| [in] | permanent | The permanent tag to the message. |
| bool initMessageQueue | ( | ) |
Initializes the message queue.
| bool initPendingMessages | ( | ) |
Initializes the message queue with pending friend messages.
| void printMessageQueue | ( | ) |
Test program to print out entire message queue.
| bool removeFromQueue | ( | int | queuenumber | ) |
Removes message from queue.
| [in] | queuenumber | The number of the message to be removed. |
| bool removeFromQueueEvents | ( | Event * | e, |
| uint8_t | len | ||
| ) |
| uint8_t m_lastID |
| Message* messageQueue[MAXQUEUESIZE] |


Building with passion. Consistently tinkering.
Discovering and delighting in things that are simple, functional, and meaningful.
Constantly trying to improve myself as a developer and as a human being.
There is always work on the docket, and I truly believe that it’s up to us as individuals to do all that needs to be done. Because of this, I like to make myself available to do any and all work that needs doing. This isn’t simply because it has to be done in order for professional progress or for a project to succeed, but it also allows me to learn a wide variety of skills and become something of a jack of all trades. It’s great to be able to apply yourself to any situation a team needs, and to be positively useful and beneficial to the project at hand.


Yaldevi is designed for display use, such as headlines, subheads, and short paragraphs, such as pull quotes. The almost neutral personality has a touch of whimsicality with the soft and smooth curves. The lighter weights are pleasingly beautiful and stylish, making it a delightful headline font. Slightly condensed shapes and dimensions make it possible to fit more text into single lines. The name means ‘Princes of Jaffna’ in Tamil and Sinhala, and is taken from the name of the intercity train in Sri Lanka that runs between Colombo and the Northern city of Jaffna.
Yaldevi Colombo includes Sinhala and Latin glyphs, and some peculiar and experimental shapes that were invented to enhance the performance as a display typeface. Yaldevi Jaffna includes Tamil and Latin glyphs, and is designed with open counters and an overall friendly feel. Both are available in 6 weights, ExtraLight to ExtraBold, and can be used together in multilingual projects as they share the same vertical metrics. The Sinhala is designed by Denzil Rajitha, the Tamil by Pathum Egodawatta and Kosala Senevirathne, and the Latin by Sol Matas.
To learn more, see github.com/mooniak/yaldevi-fonts


Introducing "Sedna". A responsive one page website, designed & developed exclusively for Codrops.
Easily customise Sedna to suit your start up, portfolio or product.
Designed with modern trends and techniques in mind, Sedna will help your product stand out in an already saturated market.
Built using the latest web technologies like html5, css3, and jQuery, rest assured Sedna will look smashing on every device under the sun.


{% extends "_base.html" %} {% block title %}Registration{% endblock %} {% block body %}
You have asked us to register this email with a new Matrix account. If this was you, please click the link below to confirm your email address:
Verify Your Email AddressIf this was not you, you can safely disregard this email.
Thank you.
{% endblock %}


The Government of India has established National Water Mission as one of the eight National Missions under the National Action Plan on Climate Change. The Union Cabinet approved (on 6th April, 2011) the comprehensive Mission Document for National Water Mission (NWM). The main objective of NWM is “conservation of water, minimizing wastage and ensuring its more equitable distribution both across and within States through integrated water resources development and management”.
NWM has identified five goals as under:-
1. Comprehensive water data base in public domain and assessment of the impact of climate change on water resource,
2. Promotion of citizen and state actions for water conservation, augmentation and preservation,
3. Focused attention to vulnerable areas including over-exploited areas,
4. Increasing water use efficiency by 20%, and
5. Promotion of basin level integrated water resources management.
Various strategies for achieving the goals have been identified which lead to integrated planning for sustainable development with active participation of the stakeholders. In pursuance to the approval accorded by the Union Cabinet to the National Water Mission, a Mission Directorate was established in the Ministry of Water Resources, River Development & Ganga Rejuvenation. Eight Advisory Groups/Committees as envisaged in the NWM Mission document have been constituted.
“Implementation of National Water Mission (NWM)” Central Scheme of the Ministry of Water Resources with total financial outlay of Rs.196 crore (Rs. one hundred ninety six crore only) for the XII Plan period i.e upto March, 2017 has been approved by the Ministry of Finance vide MoWR office order No. 06/12/2012-NWM dated 27.11.2013.
The government is making active efforts to revolutionise villages and cities through block level water conservation schemes in the coming years.
For example; the Jal Gram Scheme under the Jal Kranti Abhiyan is aimed at developing two model villages in water starved areas to lead the other villages towards water conservation and preservation.


About
Introduction
Leverage agile frameworks to provide a robust synopsis for high level overviews. Iterative approaches to corporate strategy foster collaborative thinking to further the overall value proposition. Organically grow the holistic world view of disruptive innovation via workplace diversity and empowerment.
Bring to the table win-win survival strategies to ensure proactive domination. At the end of the day, going forward, a new normal that has evolved from generation X is on the runway heading towards a streamlined cloud solution. User generated content in real-time will have multiple touchpoints for offshoring.
Mission
Capitalize on low hanging fruit to identify a ballpark value added activity to beta test. Override the digital divide with additional clickthroughs from DevOps. Nanotechnology immersion along the information highway will close the loop on focusing solely on the bottom line.


I think what would get a game published the fastest is to start including phaser in my code.
Phaser has an official getting started guide, so I'll follow that: https://phaser.io/tutorials/getting-started-phaser3
Looks like phaser uses this
a lot, so I can't use lambda functions.
One issue I had to resolve first is that my html files were not loading the js bundles in my local development server, only in github pages. See below for how I fixed this.
I tried using the JavaScript tutorial, but I ran into an issue where "this" was any. I tried to define it as "Phaser.Game", but "game.load" was still not a function. So I tried the TypeScript tutorial, but that tutorial is out of date. You can tell because it doesn't use the config file, but has a list of arguments instead. I went and combined the two.
I really hate the any type, so I didn't use it here. Here's the combined code
import Phaser from "phaser";
class SimpleGame {
game: Phaser.Game;
constructor() {
const config: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: "arcade",
arcade: {gravity: {y: 200}},
},
scene: {
preload: this.preload,
create: this.create,
},
};
this.game = new Phaser.Game(config);
}
preload(): void {
(this as unknown as Phaser.Scene).load.setBaseURL("http://labs.phaser.io");
(this as unknown as Phaser.Scene).load.image("sky", "assets/skies/space3.png");
(this as unknown as Phaser.Scene).load.image("logo", "assets/sprites/phaser3-logo.png");
(this as unknown as Phaser.Scene).load.image("red", "assets/particles/red.png");
}
create(): void {
(this as unknown as Phaser.Scene).add.image(400, 300, "sky");
const particles = (this as unknown as Phaser.Scene).add.particles("red");
const emitter = particles.createEmitter({
speed: 100,
scale: {start: 1, end: 0},
blendMode: "ADD",
});
const logo = (this as unknown as Phaser.Scene).physics.add.image(400, 100, "logo");
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
emitter.startFollow(logo);
}
}
window.onload = (): void => {
new SimpleGame();
};
The annoying casts can be eliminated by moving the logic to a Scene.
import Phaser from "phaser";
class SimpleScene extends Phaser.Scene {
preload(): void {
this.load.setBaseURL("http://labs.phaser.io");
this.load.image("sky", "assets/skies/space3.png");
this.load.image("logo", "assets/sprites/phaser3-logo.png");
this.load.image("red", "assets/particles/red.png");
}
create(): void {
this.add.image(400, 300, "sky");
const particles = this.add.particles("red");
const emitter = particles.createEmitter({
speed: 100,
scale: {start: 1, end: 0},
blendMode: "ADD",
});
const logo = this.physics.add.image(400, 100, "logo");
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
emitter.startFollow(logo);
}
}
class SimpleGame {
game: Phaser.Game;
constructor() {
const config: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: "arcade",
arcade: {gravity: {y: 200}},
},
};
this.game = new Phaser.Game(config);
this.game.scene.add("scene", SimpleScene);
this.game.scene.start("scene");
}
}
window.onload = (): void => {
new SimpleGame();
};
I'll end it here for today.
What I did last time, pointing the html at /phaser-every-day/\*.bundle.js
, broke my local server since it's not the same path.
I can do this with html-webpack-plugin. See: https://github.com/jantimon/html-webpack-plugin/issues/477
I've been avoiding html-webpack-plugin since it seemed like it'd be yet another I'd have to learn, but it looks like it handles most things for me without too much configuration.
const config = {
plugins: [
new CleanWebpackPlugin(),
// new CopyPlugin(["src/index.html"]),
new HtmlWebpackPlugin(),
],
};
Put all the js files in one index.html file.

Following the github issue,
const config = {
plugins: [
new CleanWebpackPlugin(),
new CopyPlugin(["src/index.html"]),
new HtmlWebpackPlugin({
chunks: ["tic-tac-toe"],
filename: "projects/tic-tac-toe/index.html",
}),
new HtmlWebpackPlugin({
chunks: ["unknown-second-project"],
filename: "projects/unknown-second-project/index.html",
}),
],
};
This creates a nice, relative link.

Now, I want to give a template to HtmlWebpackPlugin. I think I'd rather avoid learning ejs when my main goal is to learn Phaser, and I see that it looks like I can just use html files directly. So, I added the html as a template and I got an error.
new HtmlWebpackPlugin({
chunks: ["tic-tac-toe"],
filename: "projects/tic-tac-toe/index.html",
template: "src/projects/tic-tac-toe/index.html",
}),
WARNING in Conflict: Multiple assets emit different content to the same filename projects/tic-tac-toe/index.html
This is because file-loader and HtmlWebpackPlugin both try to write to that file. HtmlWebpackPlugin already handles writing the html to the same place as the compiled code, so I don't need it anymore. (Commented-out code is removed.)
const config = {
module: {
rules: [
{
test: /\.html$/,
use: [
// {
// loader: "file-loader",
// options: {
// name: "[path][name].[ext]",
// context: "src",
// },
// },
// "extract-loader",
"html-loader",
],
},
],
},
};
Clean up:
This is a tangent, but I really want to do this. As an afterthought justification, the webpack will get really big really fast if I have to add like 8 lines every time I start a new project.
Idea:
https://docs.npmjs.com/specifying-dependencies-and-devdependencies-in-a-package-json-file
"dependencies": Packages required by your application in production. "devDependencies": Packages that are only needed for local development and testing.
So phaser is definitely a devDependency, but I might actually have more devDependencies than just that.
Phaser doesn't look right in github pages (it's a bunch of neon green boxes) because I'm loading the assets from an http url (http://labs.phaser.io) and github pages (correctly) blocks mixed content. I'm actually glad this is the case, because it would be a security risk otherwise. The full visuals must wait until I get some files in my project itself.
WARNING in asset size limit: The following asset(s) exceed the recommended size limit (244 KiB).
This can impact web performance.
Assets:
tic-tac-toe.bundle.js (1.14 MiB)
Phaser is big and it can be reduced using custom phaser builds where you exclude everything you don't need. This is not a concern for me right now, but eventually I might want to look into this.
I had trouble starting today. I work at 12:00 thinking about working on this project and I actually started at 16:00. On the bright side, I did start. I'm practicing starting, and remembering that I could literally write a single line of code and I'd be fine got me to start.
I set the bar too high with my first post. I won't have that kind of motivation every day and I don't have the time to be so thorough with every post if I do it every day. I still like the idea of a development blog, but I think I'll only write it for myself. Maybe eventually I'll write something for others, but I think I'll leave that to my actual personal blog.
It takes me too long to swap between committing my posts and my code separately, so I'll probably start doing a single post commit at the end and a single publish commit at the end.
Would it be faster for me to drop this project and start anew with a simpler website idea or would it be faster to finish making this website? Thinking solely about publishing games, this website is too complicated, but thinking about ease of code-share and distance between the code and the blog, I think I made the right choice. I think constant work is more important than optimal velocity (at the stage I'm at) and there's probably not a big difference in coding velocity either way, so I'll just keep going the way I'm going. (I also think I'm a worrier and this might be a non-useful worry.)
Webpack seems really set on having your entry point be a JavaScript file. I wonder if it'd be faster for me to make a react website. I bet there's some roadblocks for multiple projects within one repo & website there as well.
I questioned whether or not I should learn Phaser again. I'm definitely a worrier. Even if I learn an outdated game engine, I think I'll learn a lot, so just keep working.


Current status
This is listed on the Selby Planning Portal as application number AP/2020/0026/REF | Reserved matters application relating to appearance, landscaping, layout and scale for erection of 50 dwellings of approval 2015/0615/OUT for outline application to include access for a residential development | Land South Of Main Street Church Fenton Tadcaster North Yorkshire
There is a search button on the link above - if you put the application reference into that Search bar, and press Search - it will bring up the application. Alternatively, you can use this link.
Alternatively, you can simply email<EMAIL_ADDRESS>and express your objection to this application
Next stages
- 17/11/20 - we will be adding more information here soon
Update from today (5/2/20) Planning Committee
Planning committee members were presented with the application for 50 dwellings at St Mary's Church, Church Fenton. This at reserved matters application gave cause for a good debate. Councillors shared their concerns about the application, in particular referencing the style, the layout and the special regard that should be placed on this heritage setting.
The committee proposed and voted to refuse this application with recommendation that their ground for refusal are checked and to be confirmed that they are legally correct.
As this is a reserved matters application the consideration and decision is taken on layout, scale and external appearance and therefore in our view the refusal is legally correct and binding.
Petition
Please sign the petition
Updates
1/2/20 @ 19.11 Please check our updates page - email now at<EMAIL_ADDRESS>Nice pictures of the village welcome.
1/2/20 @ 18:18 We are doing our best to update this website as often as possible. Our Parish Council Chair, Sarah Chester, who can be contacted at<EMAIL_ADDRESS>would like to be copied in to any emails you send, as would our MP, Nigel Adams.
To our Church Fenton neighbours
Dear Neighbour
We are a group of concerned residents trying to prevent the unjustified granting of planning permission (specifically reserved matters) for the building of 50 houses to the rear of St Mary’s Church/Main Street (planning reference 2017/0736REMM)
As you may be aware we have been fighting against this for the last 5 years and now we are left with 5 days to make our case and stop this from happening.
To this end we would like you to get involved and be active in emailing the planning committee that will determine the future of our village.
The committee will only look at material considerations/material reasons when weighing up their decision to approve the application.
We have provided a number of statements in each section to the left of this website that you can use to object or to email to the committee. It would be helpful if you could edit them to your own words but equally if you are pushed for time just copy and paste at least one statement from each section and press send!
Our intention is to show the committee members how this application is universally disliked and that as a community we will rally against it.
Planning committee meetings are held at 2pm in the Selby District Council, Civic Centre, Selby (adjacent to Selby Hospital). Details here. More villagers attending this meeting will reinforce the message that the village is against this application. If you can please come along and show your objection to this application.


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PIC:VP Chiwenga’s Wikipedia profile claims he died on November 18
by Sharon ChirisaPIC:VP Chiwenga’s Wikipedia profile claims he died on November 18
Eyebrows were raised when ailing Vice President Constantino Chiwenga’s Wikipedia profile claimed yesterday that he died on the 18th of November at a Chinese military hospital.
However the profile has since been updated to show that VP Chiwenga is very much alive and well. His academic qualifications(Ph.D in Genocide) have also been updated to Political Science.
According to sources, Chiwenga is set to return home after recovering from the two major surgeries he had to undergo.
He is reportedly expected back in Zimbabwe either at the end of November or at the beginning of December.
Wikipedia is an information site which is written collaboratively by largely anonymous volunteers who write without pay.
Anyone with Internet access can write and make changes to Wikipedia articles, except in limited cases where editing is restricted to prevent disruption or vandalism.
Users can contribute anonymously, under a pseudonym, or, if they choose to, with their real identity.
TODAY’S TRENDING NEWS
SA based Zimbo teacher gunned down in broad daylight over cell phone
PICS: Paraffin’s Amai Sorobhi APPEALS For Help After Crippling Stroke
PHOTO:This Is Why You Don’t Mess With Nandos
To View and Apply for the latest Jobs and Vacancies in Zimbabwe, Please Visit our Sister website iHarare Jobs


- gapBetweenBars - Static variable in class project301.R.attr
-
May be a dimension value, which is a floating point number appended with a
unit such as "14.5sp
".
- generateOfflineAddTaskFileName(Task) - Static method in class project301.utilities.TaskUtil
-
Generate offline adding file title
- generateOfflineEditTaskFileName(Task) - Static method in class project301.utilities.TaskUtil
-
Generate offline editing file title
- generateOnlineSentTaskFileName(Task) - Static method in class project301.utilities.TaskUtil
-
Generate offline file title
- GET_FROM_GALLERY - Static variable in class project301.requesterActivity.RequesterEditTaskActivity
-
- GET_FROM_GALLERY - Static variable in class project301.requesterActivity.RequesterPostTaskActivity
-
- GetAllUsers() - Constructor for class project301.controller.UserController.GetAllUsers
-
- getAUserById(String) - Method in class project301.controller.UserController
-
Get a user object through his id.
- getAUserById() - Constructor for class project301.controller.UserController.getAUserById
-
- getAUserByName(String) - Method in class project301.controller.UserController
-
Get a user object by the username
- getAUserByName() - Constructor for class project301.controller.UserController.getAUserByName
-
- getAvailableBidListOfThisTask() - Method in class project301.Task
-
find and return bidlist of this task
- getBidAmount() - Method in class project301.Bid
-
- getBitmapImage(int) - Method in class project301.Photo
-
Converts a base64 string encoded bitmap to a bitmap.
- getCanceledBidList() - Method in class project301.Task
-
- getChoosenBid() - Method in class project301.Task
-
- getCount() - Method in class project301.controller.PlaceArrayAdapterController
-
Returns the number of suggestions the Google Places API found
- getCounter() - Method in class project301.BidCounter
-
Get the value of counter
- getESid() - Method in class project301.BidCounter
-
Get the bidCounter Id
- getFilter() - Method in class project301.controller.PlaceArrayAdapterController
-
Calls getPredictions() method and filters the results to show only
the suggestions return by getPredictions()
- getId() - Method in class project301.Task
-
- getId() - Method in class project301.User
-
get user id
- getItem(int) - Method in class project301.controller.PlaceArrayAdapterController
-
Returns a Place when the user clicks on a suggestion.
- getLowestBid() - Method in class project301.Task
-
- getOfflineAddTaskFileList(Context) - Static method in class project301.utilities.TaskUtil
-
get offline add tasks file list
- getOfflineEditTaskFileList(Context) - Static method in class project301.utilities.TaskUtil
-
get offline edit tasks file list
- getPhotos() - Method in class project301.Photo
-
Returns the photos as encoded_images, i.e.
- getPreviousCounter() - Method in class project301.BidCounter
-
Get previous counter
- getProviderBiddenTask() - Method in class project301.User
-
get his bidden task
- getProviderId() - Method in class project301.Bid
-
- getRequesterId() - Method in class project301.BidCounter
-
Get requesterId
- getResultId() - Method in class project301.User
-
set ES id
- getSentTaskFileList(Context) - Static method in class project301.utilities.TaskUtil
-
get sent tasks file list
- getTaskAddress() - Method in class project301.Task
-
- getTaskBidList() - Method in class project301.Task
-
- getTaskById() - Constructor for class project301.controller.TaskController.getTaskById
-
- getTaskDateTime() - Method in class project301.Task
-
- getTaskDetails() - Method in class project301.Task
-
- getTaskID() - Method in class project301.Bid
-
- getTaskIdealPrice() - Method in class project301.Task
-
- getTasklatitude() - Method in class project301.Task
-
- getTasklgtitude() - Method in class project301.Task
-
- getTaskName() - Method in class project301.Task
-
- getTaskPhoto() - Method in class project301.Task
-
- getTaskProvider() - Method in class project301.Task
-
- getTaskRequester() - Method in class project301.Task
-
- getTaskStatus() - Method in class project301.Task
-
- getUserEmail() - Method in class project301.User
-
get user email
- getUserName() - Method in class project301.User
-
Get user name
- getUserPassword() - Method in class project301.User
-
get user password
- getUserPhone() - Method in class project301.User
-
get user phone
- getView(int, View, ViewGroup) - Method in class project301.providerActivity.ProviderAdapter
-
- getView(int, View, ViewGroup) - Method in class project301.providerActivity.ProviderAssignedAdapter
-
- getView(int, View, ViewGroup) - Method in class project301.providerActivity.ProviderBiddenAdapter
-
- getView(int, View, ViewGroup) - Method in class project301.requesterActivity.RequesterAdapter
-
- ghost_view - Static variable in class project301.R.id
-
- go_back - Static variable in class project301.R.id
-
- go_back_assign - Static variable in class project301.R.id
-
- go_back_bidden - Static variable in class project301.R.id
-
- go_back_done - Static variable in class project301.R.id
-
- go_back_spec - Static variable in class project301.R.id
-
- goIcon - Static variable in class project301.R.attr
-
May be a reference to another resource, in the form
"@[+][package:]type/name
" or a theme
attribute in the form
"?[package:]type/name
".
- google_maps_key - Static variable in class project301.R.string
-
- google_play_services_version - Static variable in class project301.R.integer
-
- googleg_disabled_color_18 - Static variable in class project301.R.drawable
-
- googleg_standard_color_18 - Static variable in class project301.R.drawable
-
- green1 - Static variable in class project301.R.color
-
- grey - Static variable in class project301.R.color
-
- grey1 - Static variable in class project301.R.color
-
- grey2 - Static variable in class project301.R.color
-
- grey3 - Static variable in class project301.R.color
-
- grey4 - Static variable in class project301.R.color
-
- grey5 - Static variable in class project301.R.color
-
- grey6 - Static variable in class project301.R.color
-
- grey7 - Static variable in class project301.R.color
-


|
SphinxBase
5prealpha
|
Data Fields | |
| int | refcount |
| Reference count. More... | |
| cmd_ln_t * | config |
| Configuration parameters. More... | |
| fe_t * | fe |
| Front end object. More... | |
| char * | infile |
| Path to input file. More... | |
| char * | outfile |
| Path to output file. More... | |
| FILE * | infh |
| Input file handle. More... | |
| FILE * | outfh |
| Output file handle. More... | |
| short * | audio |
| Audio buffer. More... | |
| mfcc_t ** | feat |
| Feature buffer. More... | |
| int | blocksize |
| Size of audio buffer. More... | |
| int | featsize |
| Size of feature buffer. More... | |
| int | veclen |
| Length of each output vector. More... | |
| int | in_veclen |
| Length of each input vector (for cep<->spec). More... | |
| int | byteswap |
| Whether byteswapping is necessary. More... | |
| output_type_t const * | ot |
| Output type object. More... | |
Definition at line 72 of file sphinx_fe.c.
| short* sphinx_wave2feat_s::audio |
Audio buffer.
Definition at line 80 of file sphinx_fe.c.
| int sphinx_wave2feat_s::blocksize |
Size of audio buffer.
Definition at line 82 of file sphinx_fe.c.
| int sphinx_wave2feat_s::byteswap |
Whether byteswapping is necessary.
Definition at line 86 of file sphinx_fe.c.
| cmd_ln_t* sphinx_wave2feat_s::config |
Configuration parameters.
Definition at line 74 of file sphinx_fe.c.
| fe_t* sphinx_wave2feat_s::fe |
Front end object.
Definition at line 75 of file sphinx_fe.c.
| mfcc_t** sphinx_wave2feat_s::feat |
Feature buffer.
Definition at line 81 of file sphinx_fe.c.
| int sphinx_wave2feat_s::featsize |
Size of feature buffer.
Definition at line 83 of file sphinx_fe.c.
| int sphinx_wave2feat_s::in_veclen |
Length of each input vector (for cep<->spec).
Definition at line 85 of file sphinx_fe.c.
| FILE* sphinx_wave2feat_s::infh |
Input file handle.
Definition at line 78 of file sphinx_fe.c.
| char* sphinx_wave2feat_s::infile |
Path to input file.
Definition at line 76 of file sphinx_fe.c.
| output_type_t const* sphinx_wave2feat_s::ot |
Output type object.
Definition at line 87 of file sphinx_fe.c.
| FILE* sphinx_wave2feat_s::outfh |
Output file handle.
Definition at line 79 of file sphinx_fe.c.
| char* sphinx_wave2feat_s::outfile |
Path to output file.
Definition at line 77 of file sphinx_fe.c.
| int sphinx_wave2feat_s::refcount |
Reference count.
Definition at line 73 of file sphinx_fe.c.
| int sphinx_wave2feat_s::veclen |
Length of each output vector.
Definition at line 84 of file sphinx_fe.c.


Saldor010.github.io
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Ramuthra's Plane
I wrote Ramuthra's Plane ya yeetles ba beetles


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 4
Heat a griddle pan until smoking hot. Cook the merguez sausages on the hot griddle for 2-3 minutes on all sides, turning regularly, until the sausages are cooked through. Squeeze over a little of the lemon juice.
Place the couscous into a bowl with the lemon zest, the remaining lemon juice, the red onion and olive oil. Pour over enough boiling water to cover the couscous by 1cm/½in. Cover with cling film and set aside for five minutes, or until the liquid has been absorbed by the couscous. Fluff the couscous with a fork and season to taste with salt and freshly ground black pepper. Add the coriander and mix well.
For the mayonnaise, place the egg yolks, vinegar and mustard into the bowl of a food processor and blend until pale and creamy. With the motor running, pour in enough vegetable oil, in a steady stream, to form a thick mayonnaise.
For the harissa, place all the harissa ingredients into a clean food processor and blend to form a smooth paste.
For the harissa mayonnaise, add 1-2 spoonfuls of the harissa to the mayonnaise (or more, to taste). Stir until well combined.
Serve the merguez sausages in a bread roll or with the couscous, with a spoonful or two of the harissa mayonnaise alongside.