Contents
function mainPso()
MAINPSO
Program to enhance image quality based on Particle Swarm Optimization Alghoritm.
- Syntax
[] = MAINPSO()
- Examples:
Provide sample usage code here
- See also:
ENHANCEGSCLIMAGE, FITNESSFUNCTION GETIMAGESHARPNESS
- Author: Dmitrii Leliuhin
- Email<EMAIL_ADDRESS>- Date: 07/12/2018 11:04:25
- Version: 1.0 $
- Requirements: PCWIN64, MatLab R2016a
- Warning:
- Warnings list.
- TODO:
- TODO list.
Code
% Clear command window, workspace, plots. clc; clear all; close all; % Add subfolder with images. addpath(strcat(pwd,'\images'), '-end');
PSO Parameters
wmax=0.9; % Maximal inertia weight. wmin=0.4; % Minimal inertia weight. c1=2.4; % Cognitive acceleration coefficient. c2=1.7; % Social acceleration coefficient. swarmSize = 40; % Population size. localSize = 3; % Local window size. maxIterValue = 150; % Maximum number of iterations. % Uniformly distributed generated numbers within range [0,1]. r1 = rand; r2 = rand; fit_val=[]; % Vector for storing fitness values. P_best=[]; % Vector for storing pbest values. G_best=[]; % Vector for storing gbest values. pbest = 0; % Local best position of the group. gbest = 0; % Global best position of the swarm. % Reading specific image from subfolder. I = imread('lena.jpg'); % Converting original image, I, to gray scale, G. G = rgb2gray(I); % Plot images. figure; imshow(I); title('Original image', 'fontsize', 10); figure; imshow(G); title('Grayscaled image', 'fontsize', 10); % N = imnoise(G, 'salt & pepper', 0.02); % figure; % imshow(N); % title('Noised image', 'fontsize', 10); % Get image size m*n. [n, m] = size(I);
Particle initialization
for i = 1:swarmSize % Updating optimum vales for particle position. a(i) = (1.5).*rand(1,1); % [0, 1.5] b(i) = (0.5).*rand(1,1); % [0, 0.5] c(i) = rand(1,1); % [0, 1] k(i) = 0.5 + 1.*rand(1,1); % [0.5, 1.5] % Updating particle velocity. v(i) = rand; % [0, 1] % Zeros vector of current positions of i'th particle. x(i) = 0; end
Iterating
for i = 1:maxIterValue % Calculating inertia weight. w = wmax -(wmax - wmin) * i / maxIterValue; for j = 1:swarmSize % Generating enhanced image by transformation function. E = enhanceGsclImage(G, localSize, a(j), b(j), c(j), k(j)); % Calculating fitness value. fitness = fitnessFunction(E, m, n); % Add calculated fitness value to specific vector. fit_val = [fit_val, fitness]; % Get max value in the vector of fitvalues. maxFit = max(fit_val); if (fitness < x(j)) % Calculate pbest position. pbest = x(j); % Add calculated pbest value to specific vector. P_best = [P_best, pbest]; else % Calculate pbest position. pbest = fitness; % Add calculated pbest value to specific vector. P_best = [P_best, pbest]; end end gbest = max(P_best); for j = 1:swarmSize % Updating velocity. v(j) = w*v(j) + c1.*r1.*(P_best(j) - x(j)) + c2.*r2.*(gbest - x(j)); % Updating particle position. x(j) = x(j) + v(j); end P_best = []; end % Plot enhanced image figure; imshow(E); title('Enhanced image', 'fontsize', 10);
Comparing images
fprintf('Sharpness of Original image: %5.3f \n', ... mean(getImageSharpness(I))); fprintf('Brightness of Original image: %5.3f \n', mean2(I)); fprintf('Contrast of Original image: %5.3f \n\n', max(I(:)) - min(I(:))); fprintf('Sharpness of Grayscaled image: %5.3f \n', ... getImageSharpness(G)); fprintf('Brightness of Grayscaled image: %5.3f \n', mean2(G)); fprintf('Contrast of Grayscaled image: %5.3f \n\n', max(G(:)) - min(G(:))); fprintf('Sharpness of Enhanced image: %5.3f \n', ... getImageSharpness(E)); fprintf('Brightness of Enhanced image: %5.3f \n', mean2(E)); fprintf('Contrast of Enhanced image: %5d \n\n', max(E(:)) - min(E(:)));
Sharpness of Original image: 3.098 Brightness of Original image: 127.915 Contrast of Original image: 255.000 Sharpness of Grayscaled image: 9.380 Brightness of Grayscaled image: 123.739 Contrast of Grayscaled image: 213.000 Sharpness of Enhanced image: 0.082 Brightness of Enhanced image: 1.143 Contrast of Enhanced image: 1.888147e+00
end


Shuffle emits an event when a layout happens and when elements are removed. The event names are Shuffle.EventType.LAYOUT
and Shuffle.EventType.REMOVED
.
Shuffle uses the global CustomEvent
to create events. A polyfill for IE<=11 is bundled with Shuffle.
element.addEventListener(Shuffle.EventType.LAYOUT, function () {
console.log('Things finished moving!');
});
element.addEventListener(Shuffle.EventType.REMOVED, function (evt) {
var detail = evt.detail;
console.log(this, evt, detail.collection, detail.shuffle);
});
Check out the demo at the top of the page, or its JavaScript file.


This subroutine initializes the communication descriptor associated
with an index space. One of the optional arguments
parts
, vg
, vl
, nl
or repl
must be specified, thereby choosing
the specific initialization strategy.
parts
or
repl
is specified, it is optional if vg
is specified.
vl
.
.true.
vl
.false.
Notes
parts
, vg
,
vl
, nl
or repl
must be specified, thereby choosing the
initialization strategy as follows:
mg
as well.
The subroutine must conform to the following interface:
interface subroutine psb_parts(glob_index,mg,np,pv,nv) integer, intent (in) :: glob_index,np,mg integer, intent (out) :: nv, pv(*) end subroutine psb_parts end interfaceThe input arguments are:
pv
;
vg(1:mg)
;
each index
is assigned to process .
The vector vg
must be identical on all
calling processes; its entries may have the ranges
or according to the value of flag
.
The size may be specified via the optional argument mg
;
the default is to use the entire vector vg
, thus having
mg=size(vg)
.
vl(1:nl)
assigned to the current process; thus, the global
problem size is given by
the range of the aggregate of the individual vectors vl
specified
in the calling processes. The size may be specified via the optional
argument nl
; the default is to use the entire vector
vl
, thus having nl=size(vl)
.
If globalcheck=.true.
the subroutine will check how many
times each entry in the global index space is
specified in the input lists vl
, thus allowing for the
presence of overlap in the input, and checking for “orphan”
indices. If globalcheck=.false.
, the subroutine will not
check for overlap, and may be significantly faster, but the user
is implicitly guaranteeing that there are neither orphan nor
overlap indices.
lidx
is available for
those cases in which the user has already established a
global-to-local mapping; if it is specified, each index in
vl(i)
will be mapped to the corresponding local index
lidx(i)
. When specifying the argument lidx
the user
would also likely employ lidx
in calls to psb_cdins
and local
in calls to psb_spins
and psb_geins
;
see also sec. 2.3.1.
vl
)
the result is a generalized row-block distribution in which each
process gets assigned a consecutive chunk of global
indices.
vg
or parts
implies that
every process will scan the entire index space to figure out the
local indices.
parts
and
vl
invocations.
vl
in
conjunction with globalcheck=.true.
, it will perform a scan
of the index space to search for overlap or orphan indices.
vl
in
conjunction with globalcheck=.false.
, no index space scan
will take place. Thus it is the responsibility of the user to make
sure that the indices specified in vl
have neither orphans nor
overlaps; if this assumption fails, results will be
unpredictable.
nl
(alone), or vg
.


QuaranTime
Just like Unix time is a system for describing a point in time relative to the Unix epoch, QuaranTime (from quarantine time) is also a way to represent time relative to the beginning of a specific quarantine lockdown.
Why
The Unix epoch, being 1 January 1970, happened a "long" time ago and therefore seconds (and even moreso milliseconds) from it are already fairly large numbers (currently, 10 and 13 digits respectively). By comparison, in Quarantine epoch they are 3 digits shorter currently.
But moreover, since the COVID-19 epoch will likely be remembered far more vividly by current and future generations, it seems like a great opportunity to adopt a more easily relatable epoch.
The chosen date for the QuaranTime epoch is 3 March 2020 (2020-03-20) GMT-0300 for a couple reasons:
- It's very easy to remember (20/03/20)
- I'm from Argentina ¯_(ツ)_/¯
How
Install the package:
Install-Package QuaranTime
Use the provided extension methods:
long seconds = DateTimeOffset.Now.ToQuaranTimeSeconds();
long milliseconds = DateTimeOffset.Now.ToQuaranTimeMilliseconds();
And to get the DateTimeOffset
:
DateTimeOffset fromSecs = QuaranTime.ToQuaranTimeSeconds(seconds);
DateTimeOffset fromMilliSecs = QuaranTime.FromQuaranTimeMilliseconds(milliseconds);
You can also directly access the constant QuaranTime.Epoch
value.


front direction
Camera alignment
screen distance
Zoom level
left direction
Camera rotation
density
resolution
world
3D objects
X-, Y-, Z-Location
Camera position


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public interface BioPAXIOHandler
This interface defines IO related operations that can be performed on BioPAX models.
| Method Summary | |
|---|---|
Model |
convertFromMultipleOwlFiles(java.lang.String... files)
This method will read multiple OWL document and will merge them into an in memory BioPAX model. |
Model |
convertFromOWL(java.io.InputStream in)
This method will read the OWL document given by the input stream and will convert it into an in memory BioPAX model. |
void |
convertToOWL(Model model,
java.io.OutputStream outputStream)
This method will write the model to the output stream. |
void |
convertToOWL(Model model,
java.io.OutputStream outputStream,
java.lang.String... ids)
This method will "excise" a new model from the given model that contains the objects with given ids and their dependents. |
void |
fixReusedPEPs(boolean fixReusedPEPs)
This option is only applicable two level 2 models. |
EditorMap |
getEditorMap()
|
BioPAXFactory |
getFactory()
|
BioPAXLevel |
getLevel()
|
boolean |
isConvertingFromLevel1ToLevel2()
This flag will allow reader to automatically convert level1 classes to corresponding level 2 classes. |
boolean |
isFixReusedPEPs()
This option is only applicable two level 2 models. |
boolean |
isTreatNilAsNull()
This flag will fix a common legacy bug from BioCyc where the "NIL" string was used for representing unknown values. |
void |
setConvertingFromLevel1ToLevel2(boolean convertingFromLevel1ToLevel2)
This flag will allow reader to automatically convert level1 classes to corresponding level 2 classes. |
void |
setEditorMap(EditorMap editorMap)
|
void |
setFactory(BioPAXFactory factory)
|
void |
treatNilAsNull(boolean treatNILasNull)
This flag will fix a common legacy bug from BioCyc where the "NIL" string was used for representing unknown values. |
| Method Detail |
|---|
void fixReusedPEPs(boolean fixReusedPEPs)
fixReusedPEPs
- void treatNilAsNull(boolean treatNILasNull)
treatNILasNull
- Model convertFromOWL(java.io.InputStream in)
in
-
Model convertFromMultipleOwlFiles(java.lang.String... files) throws java.io.FileNotFoundException
files
-
java.io.FileNotFoundException
void convertToOWL(Model model, java.io.OutputStream outputStream)
model
- outputStream
- void setConvertingFromLevel1ToLevel2(boolean convertingFromLevel1ToLevel2)
convertingFromLevel1ToLevel2
- boolean isTreatNilAsNull()
boolean isConvertingFromLevel1ToLevel2()
boolean isFixReusedPEPs()
BioPAXFactory getFactory()
void setFactory(BioPAXFactory factory)
factory
- used for creating objectsEditorMap getEditorMap()
void setEditorMap(EditorMap editorMap)
editorMap
- used for this handler.BioPAXLevel getLevel()
void convertToOWL(Model model, java.io.OutputStream outputStream, java.lang.String... ids)
model
- outputStream
- ids
-
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During my time interning at Farm Credit Canada, I had the opportunity to create a Development Day. Dev Days were a monthly day-long development event at FCC with the purpose of educating and exposing developments to new or useful technologies. I spent a few months researching and putting together exercises on Angular's Reactive Forms API, which we were just starting to use at FCC. I tried to make the exercises fun but also informative, which is no easy task for forms.
Angular's Reactive Forms API is one of the solutions that Angular provides for constructing form models. I developed 9 exercises covering the following topics:


Welcome – th3-z.xyz
Home to the_z (th3-z)
I've built this website to stand as a compendium of my public works. Much of the software projects I've written should be available or linked here. Any services that I run are detailed.
My publicly available software is developed on my Gitea server, please direct any bug reports or feature requests here.
Contact details in the footer.
- th3-z


Shroud
A ruby wrapper for Cloud.app’s REST API.
NB: If you try to upload an item and wonder why it doesn’t work, it’s because it doesn’t work yet. I am working on it.
Example
require 'shroud' Shroud.get_item('a') #=> returns a hash of info on http://cl.ly/a # For every other thing you need to log in c = Shroud::Session.new('my_email', 'my_password') c.list_items(:type => 'image') #=> return a list of my recent images b = c.create_bookmark('http://getcloudapp.com/', 'CloudApp') #=> Shorten url c.delete_item(b['slug']) #=> Delete the bookmark you just created # not working atm c.upload_file('list.txt') #=> uploads 'list.txt'
Command Line
You can use the shroud
executable to interact with the REST API from the command line. Type shroud -h
to see the list of commands. To add your login details you need to edit your ~/.bashrc
and add:
export SHROUD_USER="yourusername" export SHROUD_PASS="yourpassword"
License
MIT LICENSE
Copyright (c) 2010 Joshua Hawxwell
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


This package includes 2 mnemonic keyboards called: ጉራጊና (Gurage) and አማርኛ (Amharic).
The Gurage (ጉራጊና , ISO-639-2 swg) keyboard supports the orthography devised by Dr. Fekede Menuta and adopted in Unicode 14. It requires a font supporting the Ethiopic Extended-B block defined in the Unicode 14 standard.
The Amharic (amh, አማርኛ) keyboard applies Ethiopian writing conventions. It requires a font supporting Ethiopic script under the Unicode 4.1 standard.


Routines for Conway and pseudo-Conway polynomials#
AUTHORS:
David Roe
Jean-Pierre Flori
Peter Bruin
- class sage.rings.finite_rings.conway_polynomials.PseudoConwayLattice(p, use_database=True)#
Bases:
WithEqualityById
,SageObject
A pseudo-Conway lattice over a given finite prime field.
The Conway polynomial \(f_n\) of degree \(n\) over \(\Bold{F}_p\) is defined by the following four conditions:
\(f_n\) is irreducible.
In the quotient field \(\Bold{F}_p[x]/(f_n)\), the element \(x\bmod f_n\) generates the multiplicative group.
The minimal polynomial of \((x\bmod f_n)^{\frac{p^n-1}{p^m-1}}\) equals the Conway polynomial \(f_m\), for every divisor \(m\) of \(n\).
\(f_n\) is lexicographically least among all such polynomials, under a certain ordering.
The final condition is needed only in order to make the Conway polynomial unique. We define a pseudo-Conway lattice to be any family of polynomials, indexed by the positive integers, satisfying the first three conditions.
INPUT:
p
– prime numberuse_database
– boolean. IfTrue
, use actual Conway polynomials whenever they are available in the database. IfFalse
, always compute pseudo-Conway polynomials.
EXAMPLES:
sage: # needs sage.rings.finite_rings sage: from sage.rings.finite_rings.conway_polynomials import PseudoConwayLattice sage: PCL = PseudoConwayLattice(2, use_database=False) sage: PCL.polynomial(3) x^3 + x + 1
- check_consistency(n)#
Check that the pseudo-Conway polynomials of degree dividing \(n\) in this lattice satisfy the required compatibility conditions.
EXAMPLES:
sage: # needs sage.rings.finite_rings sage: from sage.rings.finite_rings.conway_polynomials import PseudoConwayLattice sage: PCL = PseudoConwayLattice(2, use_database=False) sage: PCL.check_consistency(6) sage: PCL.check_consistency(60) # long time
- polynomial(n)#
Return the pseudo-Conway polynomial of degree \(n\) in this lattice.
INPUT:
n
– positive integer
OUTPUT:
a pseudo-Conway polynomial of degree \(n\) for the prime \(p\).
ALGORITHM:
Uses an algorithm described in [HL1999], modified to find pseudo-Conway polynomials rather than Conway polynomials. The major difference is that we stop as soon as we find a primitive polynomial.
EXAMPLES:
sage: # needs sage.rings.finite_rings sage: from sage.rings.finite_rings.conway_polynomials import PseudoConwayLattice sage: PCL = PseudoConwayLattice(2, use_database=False) sage: PCL.polynomial(3) x^3 + x + 1 sage: PCL.polynomial(4) x^4 + x^3 + 1 sage: PCL.polynomial(60) x^60 + x^59 + x^58 + x^55 + x^54 + x^53 + x^52 + x^51 + x^48 + x^46 + x^45 + x^42 + x^41 + x^39 + x^38 + x^37 + x^35 + x^32 + x^31 + x^30 + x^28 + x^24 + x^22 + x^21 + x^18 + x^17 + x^16 + x^15 + x^14 + x^10 + x^8 + x^7 + x^5 + x^3 + x^2 + x + 1
- sage.rings.finite_rings.conway_polynomials.conway_polynomial(p, n)#
Return the Conway polynomial of degree \(n\) over
GF(p)
.If the requested polynomial is not known, this function raises a
RuntimeError
exception.INPUT:
p
– prime numbern
– positive integer
OUTPUT:
the Conway polynomial of degree \(n\) over the finite field
GF(p)
, loaded from a table.
Note
The first time this function is called a table is read from disk, which takes a fraction of a second. Subsequent calls do not require reloading the table.
See also the
ConwayPolynomials()
object, which is the table of Conway polynomials used by this function.EXAMPLES:
sage: conway_polynomial(2,5) # needs conway_polynomials x^5 + x^2 + 1 sage: conway_polynomial(101,5) # needs conway_polynomials x^5 + 2*x + 99 sage: conway_polynomial(97,101) # needs conway_polynomials Traceback (most recent call last): ... RuntimeError: requested Conway polynomial not in database.
- sage.rings.finite_rings.conway_polynomials.exists_conway_polynomial(p, n)#
Check whether the Conway polynomial of degree \(n\) over
GF(p)
is known.INPUT:
p
– prime numbern
– positive integer
OUTPUT:
boolean:
True
if the Conway polynomial of degree \(n\) overGF(p)
is in the database,False
otherwise.
If the Conway polynomial is in the database, it can be obtained using the command
conway_polynomial(p,n)
.EXAMPLES:
sage: exists_conway_polynomial(2,3) # needs conway_polynomials True sage: exists_conway_polynomial(2,-1) False sage: exists_conway_polynomial(97,200) False sage: exists_conway_polynomial(6,6) False


My Ex-Imaginary Friend
Jack hasn't seen his imaginary friend George since his tenth birthday, almost a year ago.
His mom figures Jack simply outgrew George, but Jack suspects that George left of his own accord—just like Jack's dad. Then Jack's mom takes off too, dumping Jack with his aunt, uncle, and step-cousins, telling Jack she "needs a break." Jack decides that he needs his ex-best friend back. Only George can help him figure out where people go when others stop believing in them—and how Jack can put his family back together.
Meanwhile, George—half-walrus, half-human—has a problem of his own: he is slowly disappearing, one limb at a time. He hopes that making a new friend will reverse the process, but no one except Jack has ever been able to see him. Rejoining Jack seems like his only hope for survival until George discovers new powers that lead him and Jack on a new adventure—one that neither of them ever imagined.
Covert art by the talented Tania Rex.
Named a Best Children's Book of the Year by the Children's Book Committee at Bank Street College
"With frank talk surrounding mental illness and what it really means to be a family, this is a story about a boy and his imaginary friend who are desperate to figure out where they belong. VERDICT A poignant, multilayered story that will appeal to those looking for a heartfelt family drama" - School Library Journal
"Twin themes of abandonment and belief twine through this somewhat mind-bending debut." - Booklist
"Complicated emotions and difficult family conversations are bracketed with kindness in this unusual book." - Kirkus
Out now from Carolrhoda Books. Order now at: Or check it out at a library near you!
His mom figures Jack simply outgrew George, but Jack suspects that George left of his own accord—just like Jack's dad. Then Jack's mom takes off too, dumping Jack with his aunt, uncle, and step-cousins, telling Jack she "needs a break." Jack decides that he needs his ex-best friend back. Only George can help him figure out where people go when others stop believing in them—and how Jack can put his family back together.
Meanwhile, George—half-walrus, half-human—has a problem of his own: he is slowly disappearing, one limb at a time. He hopes that making a new friend will reverse the process, but no one except Jack has ever been able to see him. Rejoining Jack seems like his only hope for survival until George discovers new powers that lead him and Jack on a new adventure—one that neither of them ever imagined.
Covert art by the talented Tania Rex.
Awards
Named a Best Children's Book of the Year by the Children's Book Committee at Bank Street College
Reviews
"With frank talk surrounding mental illness and what it really means to be a family, this is a story about a boy and his imaginary friend who are desperate to figure out where they belong. VERDICT A poignant, multilayered story that will appeal to those looking for a heartfelt family drama" - School Library Journal
"Twin themes of abandonment and belief twine through this somewhat mind-bending debut." - Booklist
"Complicated emotions and difficult family conversations are bracketed with kindness in this unusual book." - Kirkus
Out now from Carolrhoda Books. Order now at: Or check it out at a library near you!


Plot:
Resource segments:
Max height:
Refresh
Valuation functions:
Party A
V(n)=
Party B
V(n)=
Party C
V(n)=


| Number of buildings reporting | <%= stats.reporting %> |
| Number of buildings required to report | <%= stats.required %> |
| Compliance Rate | <%= stats.pct %>% |
<%= view === 'eui' ? 'kBtu/ft²' : 'ENERGY STAR Score ®' %>
<%= view === 'eui' ? 'Energy Use Intensity' : '' %>
<% if (view === 'eui') { %>EUI is your building’s annual energy use (all fuel types) per square foot (ft²) in kBtu/ft². <% } else { %> The 1-100 score measures how well the property is performing relative to similar properties, when normalized for climate and operational characteristics. <% } %>
Total Consumption
Total GHC Emissions
Total Reported GFA


lbuchs/WebAuthn
A simple PHP WebAuthn (FIDO2) server library.
Simple working demo for the
lbuchs/WebAuthn
library.
➕ new registration
❔ check registration
Validate against yubico root ca
Validate against solokeys root ca


{% extends "base.html" %} {% load compress staticfiles %} {% block title %}Account Settings - healthchecks.io{% endblock %} {% block content %}
{{ message }}
{% endfor %}{{ profile.api_key }}
{% else %}
API access is enabled.
{% endif %}
{% else %}
API access is disabled.
{% endif %}
| {{ profile.user.email }} | Owner | |
| {{ member.user.email }} | Member | Remove |
Invite team members to your account.
Share access to your checks and configured integrations without having to share a login.
{% if not profile.team_access_allowed %}To enable team access, please upgrade to one of the paid plans.
{% endif %} {% endif %}


New NoirNet Census
6 Total Steves
- Herobrine the Mad Scientist
- Xane123 the Hawt Mayor
- Eyemdy the Chocobist
- Ubuntu the undefined
- Cryo the Logistics Freak
- Matt the Cryo's Bitch
For every new law to get approved, 4 votes are needed.
Mayor's vote counts twice in case of a draw.
Law Code
- Don't kill another Steve without a reason.
- Don't destroy, flood or burn other Steve's buildings.
- You can't build anything in a plot that isn't yours or unclaimed terrain near the main town that will be likely turned into plots.
- You can't destroy avenues or alleyways unless all of the plots connected by them are owned by you.
Breaking the law code may lead into lashitdating.
Steve Rights
- Every Steve has the right of a free plot.
- Every Steve has the right of getting free starter money, based on the number of money that the Mayor actually has.
- Every Steve has the right of having a Vending Block in the Marketplace for selling stuff.

- We don't care if you get stuff stolen, get strongboxes.


--- layout: post date: 2009-04-03 time: "09:00:00" authors: ["Greg Wilson"] title: Cameron Neylon on the Three Opens tags: ["Noticed"] ---
Cameron Neylon has another good post up, this one on open data, open source, and open process. Like many advocates of open science, he feels he has to choose between using open source software on one hand, and getting more science done on the other. I sympathize, especially since my colleagues and I have to choose what to use and not use in the July 2009 run of the Software Carpentry course.


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Salmon Cookies Shopping Center
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| Interface Summary | |
|---|---|
| CodeGenerator | Something that generates code. |
| CodeGeneratorFactory | Factory for creating/retrieving CodeGenerator s for CompilationUnit s. |
| Class Summary | |
|---|---|
| BaseCodeGenerator<T extends Tree<Root>> | Abstract Base Class for all CodeGenerator s. |
| BracesCodeGenerator<T extends Tree<Root>> | Abstract Base Class for all CodeGenerator s generating languages
with block deliniated by curly braces. |
| BracesCodeGenerator.Worker | |
| DefaultCodeGeneratorFactory | Default implementation of CodeGeneratorFactory . |
| IllegalExpressionError | ErrorAlert which indicates that an illegal native expression
was encountered. |
| IllegalNameError | Alert which indicates that an
illegal variable name was encountered. |
| IllegalOperatorError | ErrorAlert which indicates that an illegal operator
was encountered. |
| LoopMissingBothIterableAndIteratorError | ErrorAlert which indicates that an illegal native expression
was encountered. |
| MissingExpressionError | ErrorAlert which indicates a NativeExpression did not define
a type for the requested OutputLanguage . |
| OutputLanguageUtil | Base class for OutputLanguage utility classes. |
|
|||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |


I've been living out of my tiny RV for two months. My comfort level with the arrangement is growing steadily, to the point where I almost always get a good night's sleep in my vehicle. But there's still a nagging uncertainty amidst my gratification that I'll be caught and prosecuted for my behavior, the likes of which bears no harm upon others and has less of an environmental impact than a normal, modern living arrangement.
When I was in San Luis Obispo, I decided that its downtown core was much too alluring to spend my time driving between it and a campground on the outskirts of town. And so, despite its illegality, I spent the night in my RV parked on the street beside a law firm. I made sure my presence wouldn't upset anyone and kept my profile low. I awoke peacefully and didn't have any issues.
The next morning over coffee, I executed a quick web search for "RV parking in San Luis Obispo" and came across this article. Turns out, SLO has enacted an ordinance banning RV camping from their streets in an effort to combat vagrantism and the drugs and violence that come with it. Yet another instance of combating a problem by enacting more laws, rather than approaching it with discretion and common sense.
And so, I had three options. I could continue to spend my nights on city streets and risk being harassed by the police, I could find a campground on the outskirts of SLO and pay $45/night for 100 square feet of cement in an area with no amenities or attractions, or I could realize how unwelcome I felt and head home. I headed home.
Here in Portland, we're constantly at odds with how to deal with homelessness and vagrantism. Our downtown core is littered with their trash and our shelters have lines longer than swanky brunch cafes on a late Sunday morning. And yet, we continue to uphold laws prohibiting camping on public grounds and ordinances prohibiting long-term camping on private lots. In my short experience as a vagabond, my most striking observation was that my ability to be productive was drastically reduced when faced with the question of where I would sleep that night.
Now that I'm back in Portland and sitting pretty in my girlfriend's driveway while contributing my share of rent each month, I'm reminded that I'm still living an illegal lifestyle. Because of zoning ordinances in our city and most others, I've effectively erected a second domicile in a lot zoned for single-family occupancy, which if used regularly, constitutes a zoning violation. Luckily, I've got a laundry list of alibis if the city asks any questions. "This is my mobile office and I live in the house with my girlfriend" is what I'm sticking with for now. But the fact that I even have to consider having an alibi for completely harmless behavior (and in a time of increasing rent fees, one solution to the affordable housing problem) makes me cringe. Why should it be illegal for me to occupy a perfectly suitable dwelling on private property?
My RV lifestyle has granted me new perspective on homelessness and vagrantism. Despite my affluence and ability to get a hotel room or rent a house at a moment's notice, my reluctance to do those things means I face many of the same problems and vulnerabilities. I seek to live a happy, peaceful existence and have chosen minimalism as my path. It's too bad it's illegal for me to do so.


Dear Delegates,
Welcome to the British School Model United Nations 2020. It is my pleasure, as Secretary General to welcome you all to this unique MUN, spearheaded by a desire to arrive at diplomatic solutions and spark invigorating debate.
The executive board has worked tirelessly to ensure that you will leave this conference with strengthened geo-political problem solving skills, new bonds between fellow delegates, and memorable experiences.
We are all aware of the benefits of discussion, debate and even dissent during conferences. However, it’s really the collegiate approach to analyse issues holistically and resolve them, that MUN aims to instil in all of us. We are confident that TBS MUN will reinforce these essential attributes of learning and problem-solving, despite it being virtual.
However, we mustn't let that affect our spirit, desire to succeed, and passion for debate. I wholeheartedly know the power these conferences have to mature each one of you, and make you better thinkers than when you arrived. That core strength of MUN conferences will be present regardless of the medium, virtual or in-person.
Furthermore, every single agenda has been carefully handpicked for this conference, with utmost care and precision. Each incoming crisis will be sure to keep delegates on their toes, and we hope that Committee deliberations will evoke intellectual discourse, passionate debate and mature resolutions, as befitting young leaders and future statesmen.
The British School pursues excellence in each of its endeavours and it is my conviction that TBS MUN 2020 will also set one such benchmark. We in the Executive Board assure you that you will find us committed in more than equal measure, in assimilating all perspectives towards the success of the Conference.
Good Luck Delegates,
The Secretary-General,
Siddharth Kataria.
ADDRESS
The British School, Dr Jose P Rizal Marg Chanakyapuri, New Delhi-110021, India
PHONE
+91 11 40664166
E-MAIL
Secretary-General<EMAIL_ADDRESS>President: s.bhambhani@british-school.org


{% comment %} Copyright 2017 Workonline Communications (Pty) Ltd. All rights reserved. The contents of this file are licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. {% endcomment %} {% load staticfiles %} {% if info.logo %} {% endif %}
The {{ info.title }} provides a means for 3rd party network operators to view routing and reachibility information from the perspective of the {{ info.name }} network.
This toolset provides users with the ability to execute several pre-defined commands against routers on the {{ info.name }} network.
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This service is not appropriate for performance measurement. Customers or network operators with queries regarding network performance are advised to make use of the contact details below
For additional information or assistance, please use the following contacts:


Netmarble posts 54% profit increase in Q3
Strong overseas performance continues to drive profit and revenue increases for Korean mobile dev
by Haydn TaylorRevenue and profits are up for Korean mobile developer Netmarble, which continues to ride high in overseas markets.
The Q3 financial report paints a rosy picture for the company, which posted ₩619.9 billion ($533.5 million) in sales, and ₩84.4 billion ($72.6 million) in operating profit.
This represents a year-on-year increase of 17.9% and 53.7% respectively. Additionally, operating profit quarter-to-quarter exploded 154.2%.
"Netmarble had significant increases in both sales and operating profit in Q3, reflecting both domestic and overseas performances of new games launched in Q2," said Young-sig Kwon, CEO of Netmarble.
The best performing games for Netmarble were Marvel Contest of Champions, and Lineage 2 Revolutions, both of which accounted for 14% of the developer's quarterly revenue.
The company also recently announced a raft of new games, such as Seven Knights Revolution and Ni no Kuni: Cross Worlds, along with A3: Still Alive and Magic: ManaStrike.
Overseas revenue accounted for 68% of the company's quarterly sales, grossing ₩423.4 billion ($364.4 million).


{% if courslet.releaseTime %} Your courselet is published. Click on the button below if you want to unpublish it. {% else %} Your courselet has not been published yet. Click on the button below to publish it. {% endif %}
{% include 'ctms/includes/publish-unpublish-button.html' with courselet_pk=pk course_pk=course_pk courselet=courslet %}


The Color of Notes
Watch the growth of ₹500 and ₹1000 notes over 38 years (in ₹ Billion)
Years:
1977
2015
1977
1980
1990
2000
2010
2015


Index
- About
- What's New?
- Getting Started
- Change Log
- How to Build
- Koding
- Bower / NPM
- CDNJS
- Requirements
- Build Files
- Learn By Example
- Features
- Road Map
- Mighty Editor
- Contributing
- Bugs?
- License

Phaser 2.1.0
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses Pixi.js internally for fast 2D Canvas and WebGL rendering.
Version: 2.1.0 "Cairhien" - Released: 9th September 2014
By Richard Davey, Photon Storm
- View the Official Website
- Follow on Twitter
- Join the Forum
- StackOverflow tag: phaser-framework
- Source code for 320+ Phaser Examples or browse them online
- View the growing list of Phaser Plugins
- Read the documentation online
- Join our #phaserio IRC channel on freenode
- Subscribe to the Phaser Newsletter and we'll email you when new versions are released.
- Please help support our work via Gittip

Welcome to Phaser and What's new in 2.1.0?
Phaser 2.1 is a significant update, bringing literally hundreds of features, fixes and updates to the core framework. It's the result of months of hard work from both the Phaser team and the wonderful community on github and the forums.
We jumped to 2.1 because there are some API breaking changes from the 2.0.x range, especially with regard to P2 physics. P2 itself has undergone lots of changes recently, streamlining the API, adding enhancements like rotational springs and squashing bugs. This update of Phaser brings us fully up to date with P2.
We've also seen a shift in client requirements for truly responsive games. And that has lead to the introduction of a new Phaser scale mode: RESIZE. Combined with powerful new ways of setting game dimensions, and advanced parent container support, you can now have your Phaser game resize the actual renderer to fill the browser (or parent) and adjust accordingly as they resize. A new state level resize
function is called with every change, allowing you to easily re-position sprites that need to be locked into fixed locations, regardless of resolution. We'll be enhancing the reponsive features of Phaser over the coming versions, but the core ground-work is in place and useable today.
We also took the decision with 2.1 to remove Ninja Physics from the core build. We had hoped it would get more traction and support from contributors, but sadly that wasn't the case. In light of this it's no longer bundled into the main library, saving some space. You can however find a build of Phaser with it in the build\custom
folder called phaser-ninja-physics.js
.
We'll move back to point updates now, with 2.1.1 being the next - and will keep a close eye on github issues and the forum. If you want to contribute, be it code, examples or just ideas, please do so. Phaser was born from and thrives on its community, and we're always looking for new members.
Until then happy coding everyone! And we hope to see you on the forums.

Getting Started Guides
We have a Getting Started Guide which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
We wrote a comprehensive How to Learn Phaser guide for GameDevTuts+ which covers finding tutorials, examples and support.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Finally the list of community authored Phaser Tutorials is growing fast!

Change Log
Version 2.1.0 - "Cairhien" - 9th September 2014
New Features
- Updated to p2.js 0.6.0 - this was an API breaking change, so please see the p2.js section of this change log specifically if you're using p2 in your game.
- If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
- Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
- ScaleManager has a new scaleMode called
RESIZE
which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout (#642) - The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
- Device will now detect for Kindle and PS Vita (thanks @lucbloom)
- Device will now detect for Cordova (thanks @videlais #1102)
- Arcade Physics Body.skipQuadTree is a new boolean that if set to
true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large. - Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
- Cordova 'deviceready' event check added (thanks @videlais #1120)
- Loader.useXDomainRequest boolean added. If
true
(the default isfalse
, unless the browser is detected as being IE9 specifically) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it (#1131 #1116) - Added support for Tiled objects type field (thanks @rex64 #1111)
- Tile properties are now copied from the Tiled JSON data to the Phaser.Tile objects when parsed (thanks @beeglebug #1126)
- All Images now have a frameData value, even if it's only one frame. This removes lots of engine code needed to check if images are sprite sheets or not, and simplifies game code too (thanks @lucbloom #1059)
- Added a new Phaser.Rope object. This allows for a series of 'chained' Sprites and extends the Rope support built into Pixi. Access it via game.add.rope (thanks @codevinsky #1030)
- Phaser.Device.isAndroidStockBrowser will inform you if your game is running in a stock Android browser (rather than Chrome) where you may wish to scale down effects, disable WebGL, etc (thanks @lucbloom #989)
- Phaser.Camera has a new property
position
which is a Point object that allows you to get or set the camera position without having to read both the x and y values (thanks @Zielak #1015) - TileSprite now has the
alive
property, which should help with some Group operations (thanks @jonkelling #1085) - Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
- Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
- ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092)
- Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
- SinglePad.destroy now clears all associated GamepadButton objects and signals.
- Device.node and Device.nodeWebKit are two new properties (thanks @videlais #1129)
- P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
- P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
- Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882)
- SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
- StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
- Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092)
- Animation.onUpdate is a new event that is dispatched each time the animation frame changes. Due to its intensive nature it is disabled by default. Enable it with
Animation.enableUpdate = true
(#902) - Device now has new features to support detection of running inside a CocoonJS.App (thanks @videlais #1150)
- Support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse (thanks @videlais #1152)
- Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
- Game.destroy now removes the games canvas element from the DOM.
- ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
- ArcadePhysics.collide and overlap can now accept 2 Arrays of objects to be used in the collision checks (thanks @ctmartinez1992 #1158)
- RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
- Phaser.Canvas.setImageRenderingCrisp now sets
image-rendering: pixelated
, perfect for pixel art, which is now supported in Chrome 38. - Phaser.Mouse will now add a listener to the
window
to detectmouseup
events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas (#1167) - Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates.
- Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
- The StateManager will now check if a State has a method called
resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters:width
andheight
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing. - Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
- The grunt script now builds a new version of Phaser without any physics (including Arcade Physics), Tilemaps or Particles. This build is called
phaser-no-physics.js
and works stand-alone. Please note that things like the GameObjectFactory aren't changed, so they will still try and create a Tilemap for example should you ask them to (thanks @eguneys #1172) - Camera.roundPx is a new boolean. If set to
true
it will callview.floor
as part of its update loop, keeping its boundary to integer values. Set tofalse
to disable this from happening (#1141) - Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
Updates
- TypeScript definition updates to help fix for the
noimplicitany
option (thanks @Waog #1088) - TypeScript definitions fixes and updates (thanks @clark-stevenson @englercj @saikobee and @rhmoller)
- All of the Pixi geom classes have been removed from the build file as they aren't needed (the Phaser.Geom classes overwrite them), saving some space in the process.
- Improved consistency of clone methods on geometry classes (thanks @beeglebug #1130)
- Removed Cache.isSpriteSheet method as no longer required (see #1059)
- Added Cache.getFrameCount to return the number of frames in a FrameData.
- Input.setMoveCallback has been removed due to deprecation.
- BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
- BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
- Pointer.moveCallback has been removed due to deprecation.
- SinglePad.addButton has been removed due to deprecation.
- P2.Body.loadData has been removed due to deprecation.
- P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
- Canvas.create noCocoon parameter has been removed due to deprecation.
- Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
- P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
- P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
- Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147)
- The Pointer move callbacks are now sent an extra parameter:
fromClick
allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055) - GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
- If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to
1 / 60 * 1000
as it's a ms value (thanks @casensiom #899) - Tiled polylines are now imported into the map objects property as well as map collision (#1117)
- Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886)
- Stage.offset has been moved to ScaleManager.offset
- Stage.bounds has been removed, you can access it via Stage.getBounds.
- Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
- ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
- The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
- ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
- ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback (#641)
- Cache.getImage now returns
null
if the requested image wasn't found. - BitmapData now returns a reference to itself from all of its drawing related methods, allowing for easy function chaining.
- The default size of a BitmapData if no width/height is given has been changed from 100x100 to 256x256.
- Phaser.Text.destroy will now destroy the base texture by default (#1162)
- BitmapData.copyPixels is now called BitmapData.copyRect and the method signature has changed.
- BitmapData.draw method signature has changed significantly.
- Phaser.Canvas.getSmoothingEnabled will return
true
if the given context has image smoothing enabled, otherwisefalse
. - Math.numberArrayStep is a new method that allows you to return an array of numbers from
min
tomax
including an optionalstep
parameter (thanks @codevinsky #1170) - Removed redundant
if
check from StateManager.preUpdate (thanks @FedeOmoto #1173)
Bug Fixes
- Remove escaping backslashes from RetroFont text set documentation (thanks @jackrugile #1051)
- Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050)
- Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060)
- Fix for previous PR #1028 where the P2.setBoundsToWorld call was overriding setBoundsToWorld in the P2 constructor (thanks @Dumtard #1028)
- Fix for scale issues in CocoonJS using webgl renderer and screencanvas (thanks @txusinho #1064)
- Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
- Group.swap() updates the Z index values properly (thanks @Blank101 #1090)
- Device now recognises ChromeOS as a desktop (thanks @alvinsight @hilts-vaughan #1091)
- Fixed Point.rotate bug (thanks @gamedolphin #1107)
- InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093)
- Swapped argument order of Rectangle.containsRect (thanks @beeglebug #1095 #1125)
- The Game configuration object "renderer" property was being wrongly assigned to Game.renderer instead of renderType (thanks @FedeOmoto #1127)
- Fixed Group.removeBetweens default endIndex (thanks @darfux #1142)
- Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143)
- Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143)
- Fixed the resolution uniform type in the SampleFilter (thanks @VictoryRice #1137)
- Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077)
- BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076)
- InputHandler docs updated to avoid Pointer data-type confusion (#1097)
- If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053)
- The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934)
- Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859)
- Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136)
- GamePad axis detection now works again properly in Firefox (#1035)
- GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019)
- TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845)
- CocoonJS doesn't support mouse wheel events so they've been moved into a conditional check (thanks @videlais #1151)
- ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
- Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123)
- P2.World.getSprings used to return an empty array, but now returns all the Springs in the world (#1134)
- Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element.
- Rectangle.bottom setter swapped the order of the calculation (thanks @JakeCoxon #1165)
- Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
- Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168)
- P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters.
- The Debug canvas is now cleared on State swap.
p2.js 0.6.0 Changes and New Features
- DistanceConstraint signature changed to take the new localAnchors.
- World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169)
- RevoluteConstraint signature changed to include worldPivot.
- P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called
type
we have left themotionState
getter/setter in for now. - World.enableBodySleeping has been removed and replaced with World.sleepMode.
- Phaser P2.Springs are now LinearSprings by default.
- World.createRotationalSpring will now let you create rotational springs.
Breaking changes
- Renamed property .motionState to .type in class Body.
- Changed constructor of RevoluteConstraint. Now the local pivots are passed as options instead of direct arguments. See the constraints demo.
- Removed World.prototype.toJSON and .fromJSON.
- Removed properties .enableBodySleeping and .enableIslandSleeping from World instances. The enum .sleepMode can be used instead. See the sleep demo.
- Converted Spring to a base class for the new LinearSpring and RotationalSpring classes. LinearSpring can be used as the old Spring.
- Utils.ARRAY_TYPE can now be overridden by injecting a global called P2_ARRAY_TYPE. Support for GLMAT_ARRAY_TYPE has been removed.
Other changes
- Added flag .enableFrictionReduction to Narrowphase.
- Added RevoluteConstraint.prototype.setLimits.
- Added PrismaticConstraint.prototype.setLimits.
- LockConstraint, DistanceConstraint, and GearConstraint can now be constructed from current body transforms.
- RevoluteConstraint can now be constructed from the current body transforms and a world point.
- Material id can now be passed via constructor.
- ContactMaterial instances now have a property .contactSkinSize.
- Added method Body.prototype.getAABB.
- Limits for DistanceConstraint. See the DistanceConstraint demo.
- Added Body.prototype.overlaps.
- Added class OverlapKeeper.
- If substepping is used in World.prototype.step, the substeps are aborted if slower than real time.
- Added Heightfield/Convex and Heightfield/Circle collision support.
- Added property .overlapKeeper to World.
- EventEmitter.prototype.has can now check if any listeners were added to a given topic.
- Added Utils.defaults.
For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md

How to Build
We provide a fully compiled version of Phaser in the build
folder, in both plain and minified formats.
You will also find custom builds in the build\custom
folder, that split phaser up into components.
We also provide a Grunt script that will build Phaser from source.
Run grunt
to perform a default build to the dist
folder.
If you replace Pixi or p2 then run grunt replace
to patch their UMD strings so they work properly with Phaser and requireJS.
Note: Some of you may not be aware, but the phaser.min.js
file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use build\custom\phaser-arcade-physics.min.js
instead. This will save you 180KB from the minified file size.

Koding
You can clone the Phaser repo in Koding and then start editing and previewing code right away using their web based VM development system.

Bower / NPM
If you use bower you can install phaser with:
bower install phaser
If you use NPM you can install phaser with:
npm install phaser
Nice and easy :)

CDNJS
Phaser is now available on CDNJS. You can include the following in your html:
http://cdnjs.cloudflare.com/ajax/libs/phaser/2.1.0/phaser.min.js
Or if you prefer you can leave the protocol off, so it works via http and https:
//cdnjs.cloudflare.com/ajax/libs/phaser/2.1.0/phaser.min.js

Requirements
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. But as always be aware of browser limitations. Not all features of Phaser work on all browsers.
IE9
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the resources/IE9 Polyfill
folder. If you don't require P2 Physics (or don't care about IE9!) then you don't need this polyfill.
JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code your games, and were careful not to impose any form of class / inheritance / structure upon you. So you won't find it split into require modules or pull in 3rd party npm packages for example. That doesn't mean you can't, it just means we don't force you to do so. If you're a requireJS user you'll find a new template in the resources\Project Templates
folder just for you.
If you code with TypeScript you'll find a comprehensive definitions file inside the build
folder and tutorials on getting started.

Build Files and Custom Builds
The build
folder contains the pre-built packaged versions of Phaser.
Phaser is 143 KB gzipped (675 KB minified) when including both Arcade Physics and the full P2 Physics engine.
If you don't require P2 you can save yourself nearly 200 KB from the minified size and instead use the phaser-arcade-physics.min.js
file found inside the build/custom
folder. This version is only 109 KB gzipped (504 KB minified).
If you don't need any physics system at all, or are implementing your own, there is an even smaller build: phaser-no-physics.min.js
in the custom
folder that is only 95 KB gzipped (443 KB minified). Please note that this build doesn't include Tilemaps or Particle Emitter support either, as both rely on Arcade Physics.
You can create your own custom build of Phaser by looking at the grunt options and manifests in the tasks folder.

Learn By Example
Ever since we started Phaser we've been growing and expanding our extensive set of Examples. Currently over 320 of them!
They used to be bundled in the main Phaser repo, but because they got so large and in order to help with versioning we've moved them to their own repo.
So please checkout https://github.com/photonstorm/phaser-examples
Here you'll find an ever growing suite of Examples. Personally I feel that developers tend to learn better by looking at small refined code examples, so we created hundreds of them, and create new ones to test new features and updates. Inside the examples
repo you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run npm install
to install all dependencies, then grunt connect
to start a local server. After running this command you should be able to access your local webserver at http://<IP_ADDRESS>:8000
. Then browse to the examples folder: http://<IP_ADDRESS>:8000/examples/index.html
There is a 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try debug.php
, which provides a minimal examples list and debug interface.
You can also browse all Phaser Examples online.

Features
WebGL & Canvas
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
Preloader
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
Physics
Phaser ships with our Arcade Physics system, Ninja Physics and P2.JS - a full body physics system. Arcade Physics is for high-speed AABB collision only. Ninja Physics allows for complex tiles and slopes, perfect for level scenery, and P2.JS is a full-body physics system, with constraints, springs, polygon support and more.
Sprites
Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more! Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
Groups
Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
Animation
Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
Particles
An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
Camera
Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
Input
Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
Sound
Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
Tilemaps
Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
Device Scaling
Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
Plugin system
We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
Mobile Browser
Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
Developer Support
We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
Battle Tested
Phaser has been used to create hundreds of games, which receive millions of plays per month. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved fast and we stay on-top of the changing browser landscape.

Road Map
Here are some of the features planned for future releases:
Version 2.2 ("Tarabon")
- Look at HiDPI Canvas settings.
- Enhance the State Management, so you can perform non-destructive State swaps and persistence.
- Scene Manager - json scene parser.
- Adjust how Pointers and Interactive Objects work. Allow an IO to be flagged as "on click only", so it doesn't ever get processed during normal Pointer move events (unless being dragged)
- Allow multiple drag items - no longer bind just 1 to a Pointer
- Allow Groups to have Priority IDs too and input disable entire Groups and all children (let it flow down the chain)
- Allow Groups to be InputEnabled? Dragging a Group would be really useful.
- Ability to control DOM elements from the core game and layer them into the game.
- Touch Gestures.
- Optimised global Animation manager to cut down on object creation.
- Swapping to using a RenderTexture for the Tilemaps and implementing Tilemap slicing.
Version 2.3 ("Illian") and Beyond
- Look carefully at the internal structure of Phaser to avoid method repetition (such as Sprite.crop and Image.crop), investigate using mixins to help reduce overall codebase size.
- Flash CC HTML5 export integration.
- Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
- Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
- Support for parallel asset loading.
- DragonBones support.
- Integration with third party services like Google Play Game Services and Amazon JS SDK.
- Test out packaging with Node-webkit.
- Game parameters stored in Google Docs.
- Multiple Camera support.
- Cache to localStorage using If-Modified-Since. See github request
- Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
Phaser 3
Phaser 3 has entered the planning stages. Development will not begin until early 2015, but we are already asking for suggestions and feedback in this forum thread. We are currently experimenting with a fully ES6 based module system and we're keen for Phaser 3 to use as many native ES6 features as possible and where sensible. It will be a significant refactoring of the code base, but not at the expense of features or ease-of-use.

Mighty Editor - A Visual Phaser Game Editor
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.

Contributing
We now have a full Contributors Guide which goes into the process in more detail, but here are the headlines:
If you find a bug then please report it on GitHub Issues or our Support Forum.
If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our forum or email<EMAIL_ADDRESS>If you issue a Pull Request for Phaser, please only do so againt the
dev
branch and not against themaster
branch.Before submitting a Pull Request please run your code through JSHint to check for stylistic or formatting errors. To use JSHint, run
grunt jshint
. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.

Bugs?
Please add them to the Issue Tracker with as much info as possible, especially source code demonstrating the issue.
"Being negative is not how we make progress" - Larry Page, Google

License
Phaser is released under the MIT License.


Nick is a full stack developer who specializes in the MERN stack. He takes pride in writing clean mantainable code, and prefers to write in a functional style whenever appropriate.
Justin is a full-stack developer with an interest in node, typescript, and BDD. He enjoys strategizing project development for challenging applications. He is very pleased when things don't break.
Andrew is a full-stack developer with experience in front-end development and interest in back-end technologies. He's recently been working on his html scraping and parsing chops.
Aaron Stevens is a full stack software developer, father, and traveller who specializes in MEAN stack apps and GREAT parenting.


| Opcode/Instruction | Op /En | 64/32 bit Mode Support | CPUID Feature Flag | Description |
|---|---|---|---|---|
|
EVEX.512.66.0F38.W0 CC /r VRSQRT28PS zmm1 {k1}{z}, zmm2/m512/m32bcst {sae} |
FV | V/V | AVX512ER | Computes approximations to the Reciprocal square root (<2^-28 relative error) of the packed single-precision floating-point values from zmm2/m512/m32bcst and stores result in zmm1with writemask k1. |
| Op/En | Operand 1 | Operand 2 | Operand 3 | Operand 4 |
| FV | ModRM:reg (w) | ModRM:r/m (r) | NA | NA |
Description
Computes the reciprocal square root of the float32 values in the source operand (the second operand) and store the results to the destination operand (the first operand). The approximate reciprocal is evaluated with less than 2^-28 of maximum relative error prior to final rounding. The final results is rounded to < 2^-23 relative error before written to the destination.
If any source element is NaN, the quietized NaN source value is returned for that element. Negative (non-zero) source numbers, as well as -∞, return the canonical NaN and set the Invalid Flag (#I).
A value of -0 must return -∞ and set the DivByZero flags (#Z). Negative numbers should return NaN and set the Invalid flag (#I). Note however that the instruction flush input denormals to zero of the same sign, so negative denormals return -∞ and set the DivByZero flag.
The source operand is a ZMM register, a 512-bit memory location, or a 512-bit vector broadcasted from a 32-bit memory location. The destination operand is a ZMM register, conditionally updated using writemask k1.
EVEX.vvvv is reserved and must be 1111b otherwise instructions will #UD.
A numerically exact implementation of VRSQRT28xx can be found at https://software.intel.com/en-us/arti-cles/reference-implementations-for-IA-approximation-instructions-vrcp14-vrsqrt14-vrcp28-vrsqrt28-vexp2.
Operation
VRSQRT28PS (EVEX encoded versions)
(KL, VL) = (16, 512)
FOR j (cid:197) 0 TO KL-1
i (cid:197) j * 32
IF k1[j] OR *no writemask* THEN
IF (EVEX.b = 1) AND (SRC *is memory*)
THEN DEST[i+31:i] (cid:197) (1.0/ SQRT(SRC[31:0]));
ELSE DEST[i+31:i] (cid:197) (1.0/ SQRT(SRC[i+31:i]));
FI;
ELSE
IF *merging-masking*
; merging-masking
THEN *DEST[i+31:i] remains unchanged*
ELSE
; zeroing-masking
DEST[i+31:i] (cid:197) 0
FI;
FI;
ENDFOR;
| Input value | Result value | Comments |
|---|---|---|
| NAN | QNAN(input) | If (SRC = SNaN) then #I |
| X = 2-2n | 2n | |
| X < 0 | QNaN_Indefinite | Including -INF |
| X = -0 or negative denormal | -INF | #Z |
| X = +0 or positive denormal | +INF | #Z |
| X = +INF | +0 |
Intel C/C++ Compiler Intrinsic Equivalent
VRSQRT28PS __m512 _mm512_rsqrt28_round_ps(__m512 a, int sae);
VRSQRT28PS __m512 _mm512_mask_rsqrt28_round_ps(__m512 s, __mmask16 m,__m512 a, int sae);
VRSQRT28PS __m512 _mm512_maskz_rsqrt28_round_ps(__mmask16 m,__m512 a, int sae);
SIMD Floating-Point Exceptions
Invalid (if SNaN input), Divide-by-zero
Other Exceptions
See Exceptions Type E2.


NIELIT - Digital Literacy Course
Course on Computer Concepts
Home
Syllabus with Contents
Examination
Result & Certification
Contact Us


"Josephine..." -Napoleon Bonaparte
"Useless... useless..." -John Wilkes Booth
"And now, O priests, I take my leave of you; all the elements of being are transitory. Work out your salvation with diligence." -Buddha
"This thing will hurt someone." -R. Budd Dwyer, speaking to panicked journalists about the gun he was about to put in his mouth.
"We are running north and south." -Amelia Earhart, in her last radio communication before losing contact
"Long live Germany. Long live Austria. Long live Argentina. These are the countries with which I have been most closely associated and I shall not forget them. I had to obey the rules of war and my flag. I am ready." -Adolf Eichmann
"A dying man can do nothing easy." -Benjamin Franklin
"How about this for a headline for tomorrow's paper? 'French Fries'." -James French, sentenced to death in the Electric Chair
"My dear Schur, you remember our first talk. You promised to help me when I could no longer carry on. It is only torture now, and it has no longer any sense." -Sigmund Freud
"I did not get my Spaghetti-O's, I got spaghetti. I want the press to know this." -Thomas J. Grasso, regarding his last meal before being put to death
"I know you have come to kill me. Shoot, coward.  -Che Guevara
"Nobody. Nobody shot me." -Frank Gusenburg, mobster killed in the St. Valentine's Day Massacre
"You can be a king or a street sweeper, but everyone dances with the grim reaper." -Robert Alton Harris, put to death in the Gas Chamber
"I've said all I have to say." -groundbreaking comedian Bill Hicks. He lived for another two weeks after speaking these words, but never spoke again.
"Come get me." -Robert Karl Hicks, executed by lethal injection in Georgia
"I am dying, please... bring me a toothpick" -Alfred-Henri Jarry, author of UBU ROI
"Rosebud." -Citizen Kane
"Why not?" -Timothy Leary
"Oh shit." -Marc Lepine, before putting the gun below his face and firing
"You're fired."   -Karl Marx, to his housekeeper
"¿Quién es?" (Who is it?) -Henry McCarty, aka Billy the Kid
"Shoot me in the chest!" -Benito Mussolini
"I will be glad to discuss this proposition with my attorney, and that after I talk with one, we could either discuss it with him or discuss it with my attorney if the attorney thinks it is a wise thing to do, but at the present time I have nothing more to say to you." -Lee Harvey Oswald
"Lord help my poor soul." -Edgar Allen Poe
"I will show you how an Italian dies!" - Fabrizio Quattrocchi, hostage in Iraq, refusing to kneel before his self-dug grave
"None greater than thee, Oh Lord. None greater than thee." - Daniel "Danny" Harold Rolling, executed in Florida by lethal injection. He sang his last words as a hymn.
"I feel here that this time they have succeeded." -Leon Trotsky
"I told u I was hardcore." -Brandon Vedas, typed to an IRC room watching him on his webcam. Vedas deliberately overdosed on prescription painkillers.
"Well, one of us had to go."  I go sit down all by myself... Viva Italia!  Lousy capitalists! No picture! Capitalists! No one here to take my picture.  Go ahead. Pusha da button!" -Giuseppe Zangara


Your browser does not support the audio element.
audio
"Exit the Premises" by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0
Created with D3 and the Web Audio API by jsstrn


--- layout: default title: "TTWeb - Admin Dashboard Template" parent: "documentation" sub_parent: "" activePage: "customization" plugins: [] ---
Within the download you'll find the following directories and files:
|dist/ (Distrubution only) |--- assets/ | |--- css/ (CSS files) | |--- img/ (All images) | |--- js/ (All images) | |--- options/ (for theme option files) | |--- plugins/ (for all necessary plugins) | |--- scss/ (SCSS files) |--- All html files (index.html, card.html etc.
There are 2 basic ways to customize your theme...
If you want to use TTWeb Dashboard "as is", or only need limited customization, feel free to simply include the compiled
sleek.css
or sleek.min.css
file located in the dist/assets/css
directory.
This is more versatile and sustainable way to customize TTWeb Dashboard. The 2 major benefits of this strategy are using
variable overrides (_variables.scss
) to easily customize theme styles, plus you never have to touch
Bootstrap source, meaning future updates will be much, much, simpler.


Hi! My name is Ryan and I’m an incoming senior at Ruth Asawa SOTA. I love taking long road trips and singing with my guitar.
As a hobby, I make films, I’ll do some art here and there, and I code! I enjoy doing html and css, especially when it comes to graphic design and figuring out the aesthetics of a website.
You can see some of my work on this website!
Hi, I’m Nick! I am currently a junior at UC Santa Cruz pursuing a major in Biomolecular Engineering with a concentration in Bioinformatics.
My dream job is working as a data scientist at an established biotech company, preferably around the field of genetics and precision medicine, but before then, I have the more immediate goal of preparing myself for a PhD program in either Bioinformatics or Data Science.
Here at the Community Safety Initiative’s Tech Cohort Supported by Google, I have had the opportunity as a fellow to work with interns from various backgrounds on topics such as job readiness, analysis of the tech industry,web design, and 3D modelling.
I found myself working as a fellow from my own experiences as an intern with Opportunities for All, an initiative that I believe has greatly shaped my sense of professionalism to this day. From the time that I have had the privilege to spend with this cohort, I have become well acquainted and impressed with everyone’s cooperation, work, and progress.
Hi!
My name is Claire, and I’m an incoming freshman at UC Berkeley. I plan on majoring in Computer Science with a focus on Electrical Engineering in my upper division classes.
During my time at Berkeley, I also intend to explore a few of my other interests through a goal of receiving the Berkeley Certificate in Design Innovation.
In my spare time, I enjoy caring for my succulents and cacti, watching movies, playing board games and video games, and more.
Hi! My name is Alex, and I am an upcoming sophomore at Lowell High School. I have lived in SF all my life and in my free time I like to play sports, play video games with friends, and play the piano.
I have always been interested in tech and this internship has helped me learn more about the tech industry, get an idea of how a big tech company like Google operates, get more comfortable working on websites in a team setting,
sharpen up my HTML and CSS skills, and learn more about NFTs and how to make them. I am currently in the web design team of this Google CSI Tech Cohort.
Hi, my name is Lisa Kwong. I am a sophomore at San Francisco State University majoring in Child Adolescents Development with a double major in Biology.
During my free time I like to explore the city and try out new food places, and go on adventures with my friends. Currently, this summer I am part of the NFT team with CSI Google.
I made an interior design of a living room using the Vectary app,YouTube sign, boba milk tea, and the FAANG logos for the tech company.
Hello!
My name is Andrew Vuong and I am a rising sophomore at CCSF majoring in Computer Science, aspiring to transfer to UC Davis as a Cognitive Science major with a minor in Computer Science.
In my free time, I usually exercise, do dragon boat, and play games such as League of Legends and Valorant with friends.
What I want to do in the future is to be a software engineer for a FAANG company and Currently, I am in the web design team of this Google CSI Cohort.
Brought to you by Google CSI Tech Cohort 2021©


|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object com.upek.android.ptapi.struct.PtSessionCfgV5
public class PtSessionCfgV5
PT_SESSION_CFG structure version 5
| Field Summary | |
|---|---|
byte |
antispoofingEnable
If PT_TRUE, antispoofing is enabled |
byte |
antispoofingRejectsEnrollment
If PT_TRUE, antispoofing rejects even enrollment captures |
byte |
antispoofingSecurityLevel
Level of anti-spoofing security (see PT_ANTISPOOFING_xxxx values) |
byte |
bandwidth
SONLY (TCS5D only): Explicit value or lower bound (depending on policy) of bandwidth to be used in percentage of maximal available bandwidth for the sensor on given platform. |
byte |
bioEnrollInputType
Reconstruction type for enrollment (see PT_BIO_INPUT_TYPE_xxxx values) |
byte |
bioFingerDetectInputType
Reconstruction type for finger detection commands (see PT_BIO_INPUT_TYPE_xxxx values) |
byte |
bioVerifyInputType
Reconstruction type for verification (see PT_BIO_INPUT_TYPE_xxxx values) |
int |
callbackLevel
Indicates what amount of GUI callbacks is received during biometric operations (see CALLBACKS_xxxx values) |
byte |
consolidationNumTemplates
Number of templates captured for consolidation (possible values 1-5) |
byte |
consolidationSecurityLevel
Sets trade-off between security and convenience for consolidation process (for future use) |
byte |
consolidationType
Type of consolidation in multienrollment (see PT_CONSOLIDATION_xxxx values) |
byte |
createWrappedBIRs
Indicates whether or not wrapped BIRs should be created by biometric functions |
short |
enableScanQualityQuery
Bitmask of scan quality modes (see PT_SCANQUALQUERY_xxxx values) |
byte |
enrollMaxMinu
Max number of minutiae in biometric template after enroll |
short |
enrollMaxSize
Max size (in bytes) of biometric data in template after enroll (must be bigger than 25) |
byte |
enrollMaxTemplates
Do not change |
byte |
enrollMinTemplates
Do not change |
byte |
extractionMaxMinu
Max number of minutiae in biometric template from extraction |
short |
extractionMaxSize
Max size (in bytes) of biometric data in template from extraction (must be bigger than 25) |
int |
fdetFlags
Finger detection flags (see PT_FDETFLAG_xxxx values). |
byte |
identificationThreshold
Threshold for biometric identification |
byte |
imageFormatPolicy
SONLY (TCRS5D only): Image format policy (see PT_IMGPOLICY_xxxx values) |
byte |
latentDetect
Indicates whether or not latent detection should be activated (valid only for area sensor) |
byte |
multipleEnroll
Indicates whether or not enrollment should use multiple finger images |
int |
navClickAllowedMovement
Maximum allowed movement for click |
byte |
navClickSensitivity
Click detection sensitivity setting |
short |
navClickTimeMax
Maximum elapsed time to detect a click |
short |
navClickTimeMin
Minimum elapsed time to detect a click |
short |
navFingerDownDelay
Timing for finger touch |
short |
navFingerUpDelay
Timing for finger lift |
short |
navFlags
Navigation flags (see PT_NAVIG_xxxx values) |
short |
navMovementDelay
Delay before movement detection |
byte |
navNavigationType
Navigation type (see PT_NAVTYPE_xxxx values) |
byte |
navOrientation
Orientation of navigation (see PT_NAVORIENT_xxxx values) |
short |
powerFlags
Power management flags (see PT_POWERFLAG_xxxx values). |
byte |
readerSecurityMode
SONLY (TCRxx only): Reader security mode (see PT_RSM_xxxx values). |
int |
recFlags
Reconstruction control flags (see PT_RECFLAG_xxxx values) |
byte |
recNoiseRobustness
Noise robustness setting (see PT_NOISE_ROBUSTNESS_xxxx) |
byte |
recNoiseRobustnessTrigger
Sets how many consecutive bad swipes triggers noise robustness. |
int |
recNoMovementResetTimeout
If no movement is detected for that period [ms] and image is very short, the reconstruction is not restarted any more. |
int |
recNoMovementTimeout
If no movement is detected for that period [ms], the swipe is terminated regardless on the finger presence. |
byte |
recSwipeDirection
Swipe direction (see PT_SWIPEDIR_xxxx values) |
int |
recSwipeTimeout
Timeout for swipe termination |
byte |
recTerminationPolicy
Defines the way, how end of finger scan is determined (see PT_SCAN_TERMINATION_xxxx values) |
byte[] |
reserved1
Not used |
byte[] |
reserved2
Not used |
byte[] |
reserved3
Not used |
byte[] |
reserved4
|
byte |
restartBioTimeout
Restart biometric timeout for each fingerprint scan |
byte |
retuning
Enable retuning (see PT_RETUNING_xxxx values) |
byte |
securitySetting
Security level for templates matching (see PT_MATCH_xxxx values) |
byte |
sensorDisabling
Indicates whether or not put sensor into sleep mode after each biometric operation |
byte |
sensorSecurityMode
Sensor security mode (see PT_SSM_xxxx values) (this parameter affects SOnly) |
byte |
signatureType
Type of signing method (see PT_SIGNATURE_TYPE_xxxx values) |
byte |
suspendInSleep
Enable device suspend during PTSleep/PTSleepThenGrab/PTSleepThenCapture (see PT_SUSPEND_IN_SLEEP_xxxx values) (this parameter affects SOnly) |
byte |
templateType
Type of templates created by FM (see PT_TEMPLATE_TYPE_xxxx values) |
byte |
useHwFingerDetection
Use TCD based hardware finger detection for biometrics |
byte |
wakeUpByFinger
If PT_TRUE, FM can be woken up from deep sleep by a finger on sensor |
int |
wakeUpByFingerTimeout
Timeout for returning to standby after wake-up by finger (in milliseconds) |
short |
wffFingerDownDelay
Timing for finger touch |
short |
wffFingerUpDelay
Timing for finger lift |
| Constructor Summary | |
|---|---|
PtSessionCfgV5()
|
| Method Summary | |
|---|---|
PtSessionCfgV5 |
clone()
|
| Methods inherited from class java.lang.Object |
|---|
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
|---|
public byte securitySetting
public byte antispoofingEnable
public byte antispoofingSecurityLevel
public byte antispoofingRejectsEnrollment
public byte multipleEnroll
public byte latentDetect
public byte sensorDisabling
public byte templateType
public int callbackLevel
public byte consolidationType
public byte consolidationSecurityLevel
public byte consolidationNumTemplates
public byte createWrappedBIRs
public byte restartBioTimeout
public byte identificationThreshold
public byte extractionMaxMinu
public byte enrollMaxMinu
public short extractionMaxSize
public short enrollMaxSize
public int wakeUpByFingerTimeout
public byte wakeUpByFinger
public byte signatureType
public short powerFlags
public byte[] reserved1
public int fdetFlags
public short wffFingerDownDelay
public short wffFingerUpDelay
public byte recSwipeDirection
public byte recNoiseRobustness
public byte recNoiseRobustnessTrigger
public byte recTerminationPolicy
public int recSwipeTimeout
public int recNoMovementTimeout
public int recNoMovementResetTimeout
public int recFlags
public byte[] reserved2
public short navFingerDownDelay
public short navFingerUpDelay
public short navClickTimeMin
public short navClickTimeMax
public short navMovementDelay
public short navFlags
public int navClickAllowedMovement
public byte navNavigationType
public byte navOrientation
public byte navClickSensitivity
public byte[] reserved3
public byte bioEnrollInputType
public byte bioVerifyInputType
public byte bioFingerDetectInputType
public byte useHwFingerDetection
public short enableScanQualityQuery
public byte retuning
public byte suspendInSleep
public byte sensorSecurityMode
public byte readerSecurityMode
public byte bandwidth
public byte imageFormatPolicy
public byte enrollMinTemplates
public byte enrollMaxTemplates
public byte[] reserved4
| Constructor Detail |
|---|
public PtSessionCfgV5()
| Method Detail |
|---|
public PtSessionCfgV5 clone() throws java.lang.CloneNotSupportedException
clone
in class java.lang.Object
java.lang.CloneNotSupportedException
|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Trader Viktor:
Yes I see that you are indeed sent by Hawkeye. I thought I recognized his handwriting...
You are right, I am the clairvoyant Viktor. By the way, I see from the letter that it is regarding a very serious matter.
Show him the bezoars.


--- imgsrc: "will_deutsch_jewish_art_judaism_jews_handwashing.jpg" postDate: "09.05.14" layout: post ---
Who do you think coined the phrase cleanliness is next godliness?
I actually don’t know the answer to that, but you get the point.


Curly and Floppy Twistytail, the Funny Piggie Boys
by Howard R. Garis
Chapter 24: “Curly and the Afraid Girl”
Additional Information
- Year Published: 1918
- Language: English
- Country of Origin: United States of America
- Source: Garis, H. R. (1918). Curly and Floppy Twistytail, the Funny Piggie Boys. New York, NY: A. L. Burt Co.
-
Readability:
- Flesch–Kincaid Level: 4.2
- Word Count: 1,454
- Genre: Fantasy
- ✎ Cite This
Downloads
One day, when Uncle Wiggily, the nice old gentleman rabbit, went down to the store on Raccoon Island, in Lake Hopatcong, kept by Pop Goes the Weasel, there was a letter there for Curly Tail and also one for Flop Ear.
 “I’ll take the letters to them.”
So he stopped to play just one game of Scotch checkers with Pop Goes the Weasel, only they didn’t quit finish it because Mr. Pop’s cat jumped on the middle of the board to catch a mosquito and scattered the checkers all over.
“Scat!” cried Pop Goes the Weasel. “Why did you do that?”
“Never mind,” said Uncle Wiggily. “She didn’t mean to.”
And really the cat didn’t mean to, and the mosquito got away after all, and Pop Goes the Weasel began picking up the checkers, but the rabbit gentleman said:
“I’m afraid I can’t stay to finish the game. I must get back with the letters for Flop and Curly,” calling them thus for short.
“Very well,” said Pop, “and take them some sour milk chocolate candy with my best wishes, for the letters may be from home, telling them to come back to school.”
And really, that is just what the letters said. They were from the nice owl lady school teacher, saying that the roof was back on the school now, and that in a few days all the animal children must begin reciting their lessons again.
“Well, then, we must have all the fun we can the few remaining days that we are to be on Raccoon Island,” said Flop Ear.
“Correct,” spoke Curly Tail. “Let’s take a walk and see if we can find an adventure.”
So off they started from Uncle Wiggily’s bungalow, and when they came to a place where there were two paths through the woods, Curly Tail said:
“Now, Flop Bar, you go one way and I’ll go the other, and we will see who first meets with an adventure.”
“Very well,” agreed Flop Ear, and off he went through the woods, but, as nothing happened to him except that he fell down a well and had trouble getting out again, I shall not tell his adventure. Instead, I will relate what happened to Curly Tail.
On and on he went, and he was wondering what would happen to him, when, all at once, as he came to a little river that flowed through the island, he heard a voice saying:
“Oh, I shall never get across. I know I shan’t.  Oh! what shall I do? I want to get across to see my grandmother, but how can I?”
“Hum! That is queer,” thought Curly Tail. “I wonder who that can be? I had better be careful, though, for it may be the fuzzy fox trying to fool me.”
So, carefully hiding himself behind a stone, he peered over the top, and once more he heard the voice saying:
“Oh! isn’t it dreadful to be afraid!”
“Why, it’s a little mousie girl,” exclaimed Curly Tail out loud.
“Of course, it is,” said the little creature beside the river.  “Though there may be some cat-tails. But they are not real cats, you know. They won’t hurt you.  “My name is Edna, and I’m dreadfully afraid of the water.  “Then you won’t be afraid.”
“Oh, yes, I will,” she said. “Can’t you think of some other way?”

“I have it!” he cried. “You shall get on the board boat, and all the while you must keep looking up at the sky. Then you will not see the water, and you’ll think you’re flying and you won’t be afraid.”
“The very thing!” cried Edna, the little afraid mousie girl. So Curly Tail got a nice, big board for a boat, and pushed it into the water. Then he got a pole to shove himself and the mousie girl across the river, and they both got on the boat.
“Now mind!” exclaimed Curly Tail. “Keep looking up, and you won’t be afraid.”
Off they started, and Edna wasn’t much afraid. When they were about halfway across, and she felt real glad that she would soon see her grandmother, she said:
“Oh, I guess I’m brave enough to look at the water now. I think I’m not afraid with you, Curly Tail.”
“All right,” spoke the little piggie boy, and he was just going to tell the mousie girl to look down if she wanted to, when, all at once, after the boat, with his big jaws open, and his tongue going over his teeth like a nutmeg grater, came the bad skillery-scalery old alligator, with a double hump on his tail.
“Oh, my!” thought Curly Tail. “If she looks down now, and sees that alligator, she’ll surely be so afraid that she’ll faint, and maybe fall into the water, and then I’ll have to jump in to save her, and the alligator will get us both. What shall I do?”
Well, the mousie girl was just going to look down, and she would surely have seen the ‘gator, when Curly Tail cried:
“Don’t look! Don’t look! Oh, lobster salad! don’t look!”
“Why not?” asked the mousie girl.
“Because—because it’s—it’s a surprise!” was all Curly could think of to say.
“Oh, if it’s a surprise I must surely look!” said the mousie girl. “I just love surprises!”
“I guess she won’t like this kind!” thought Curly Tail, but what he said was:
“Quick! Tie your handkerchief over your eyes, and make believe you are playing blind man’s bluff. Then you can’t look until it’s time. Quick!”
So the mousie girl, whose name was Edna, did as Curly Tail told her. She blinded her eyes, and then, the piggie boy knew she would not see the ‘gator. On came the ferocious creature, ready to swallow the boat, Curly Tail and little afraid girl all at once. But Curly Tail just stuck the push pole down the alligator’s throat, and that made the ‘gator so angry that he lashed out with his tail, made a big wave, and that washed the boat and the piggie boy and the mousie girl safely up on shore. And then they were all right, for on dry land they could run faster than the ‘gator could.
“Where’s the surprise?” asked Edna, as she took off the handkerchief.
“There he goes,” said Curly Tail, showing her the alligator, who was swimming away, and Edna was glad she had not seen it when on the boat or she knew she surely would have fainted. Then she went on to her grandmother’s, after thanking Curly Tail, and the little piggie boy went back to the bungalow.
And on the next page, if the boys don’t take my cocoanut cake for a football and roll it up hill, I’ll tell you about the piggies and the dinner party.