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Snepo is a company dedicated to bleeding edge innovation.
We deliver solutions through advanced research,
agile methodologies, and the courage to succeed.
As a company we are rigorously devoted to the
perfection of our solutions.
snepo.com requires Flash Player 7
upgrade or go to the snepo blahhg


a and b → a ∧ b
a or b and c → a ∨ b ∧ c
not a or b → ¬ a ∨ b
( not a or b ) and c → ( ¬ a ∨ b ) ∧ c (Space is required after bracket open and close)
Type boolean expression in normal english in input section.
Press the generate button to see the output.
Output will be shown here


This page demonstrates the use of the following URL utilities:
These methods make it easier to extract values from the search params:
http://www.foo.com/documents.cfm?genre=fiction&offset=0&limit=100#curdoc=35&curpanel=3
or hash params:
http://www.foo.com/documents.cfm?genre=fiction&offset=0&limit=100#curdoc=35&curpanel=3
of a URL. All of the functions mentioned above return an object with properties that have the same names as the names used in the name/value pairs in the URL component. It should be noted that the property names and values stored in the object are URL decoded. It should also be noted that the default type for the value of each property is a string. That said, these functions will attempt to convert any value that is "0" or a string of digits that begins with a non-zero number, into an integer value. In all other cases, it is the responsibility of the developer to convert any values to the appropriate type before using them.
To use one of the functions mentioned above, you must first include SpryURLUtils.js in your page:
<head> <script type="text/javascript" src="../../includes/SpryURLUtils.js"></script>
</head>
This function gets the URL parameters from the current URL.
Spry.Utils.getLocationParamsAsObject is a convenience function, and is roughly the equivalent of calling:
var params = Spry.Utils.getURLParamsAsObject(window.location);
window.location is the URL that displays in the browser's URL bar. You call it like this:
var params = Spry.Utils.getLocationParamsAsObject();
This function gets the URL hash values from the current URL.
Spry.Utils.getLocationHashParamsAsObject is a convenience function, and is roughly the equivalent of calling:
var params = Spry.Utils.getURLHashParamsAsObject(window.location.hash);
window.location is the URL that displays in the browser's URL bar. You call it like this:
var params = Spry.Utils.getLocationHashParamsAsObject();
Spry.Utils.getLocationHashParamsAsObject also takes the optional paramSeparator and nameValueSeparator:
var params = Spry.Utils.getLocationHashParamsAsObject(",", ":");
Use Spry.Utils.getURLParamsAsObject to retrieve the search params from a URL:
var url = "http://www.foo.com/documents.cfm?genre=fiction&offset=0&limit=100#curdoc=35&curpanel=3"; var params = Spry.Utils.getURLParamsAsObject(url); alert(params.genre); // Alert shows "fiction" alert(params.limit); // Alert shows 100 alert(params.curdoc); // Alert shows undefined since curdoc is not defined in the search component of the URL.
Use Spry.Utils.getURLHashParamsAsObject to retrieve the hash params from a URL:
var url = "http://www.foo.com/documents.cfm?genre=fiction&offset=0&limit=100#curdoc=35&curpanel=3"; var params = Spry.Utils.getURLHashParamsAsObject(url); alert(params.genre); // Alert shows undefined since genre is not defined in the hash component of the URL. alert(params.curdoc); // Alert shows 35 alert(params.curpanel); // Alert shows 3
Since the format of the hash component is up to the developer, Spry.Utils.getURLHashParamsAsObject takes 2 optional arguments after the URL. The 2nd argument (paramSeparator) can be a string or regular expression that defines what the separator is between each name/value pair. The 3rd argument (nameValueSeparator) can be a string or regular expression that defines what separator is between each name and value. By default, the paramSeparator is '&' and the nameValueSeparator is '='.
Here's an example of a URL that uses ':' and ',' within the hash component:
var url = "http://www.foo.com/documents.cfm?genre=fiction&offset=0&limit=100#curdoc:35,curpanel:3"; var params = Spry.Utils.getURLHashParamsAsObject(url, ",", ":"); alert(params.genre); // Alert shows undefined since genre is not defined in the hash component of the URL. alert(params.curdoc); // Alert shows 35 alert(params.curpanel); // Alert shows 3
If you have a string containing name/value pairs, which is not a complete URL, you can convert it into an object with Spry.Utils.urlComponentToObject, which is the same function used internally by Spry.Utils.getURLParamsAsObject and Spry.Utils.getURLHashParamsAsObject.
var str = "genre=fiction&offset=0&limit=100"; var params = Spry.Utils.urlComponentToObject(str); alert(params.genre); // Alert shows "fiction" alert(params.limit); // Alert shows 100
Like Spry.Utils.getURLHashParamsAsObject, Spry.Utils.urlComponentToObject has optional paramSeparator and nameValueSeparator args.
var str = "genre:fiction,offset:0,limit:100"; var params = Spry.Utils.urlComponentToObject(str, ",", ":"); alert(params.genre); // Alert shows "fiction" alert(params.limit); // Alert shows 100
Setting a default panel on a Tabbed Panels widget can be done by sending the panel number as a URL parameter. We will grab this param and use the value in the constructor.


角色名称
{$role->name}
角色描述
{$role->desc}
权限
{foreach $permissions as $p1}
{if isset($p1['children']) && !empty($p1['children']) } {foreach $p1['children'] as $p2 }
{if isset($p2['children']) && !empty($p2['children']) }
{foreach $p2['children'] as $p3 }
{/foreach}
{/if}
{/foreach} {/if}
{/foreach}
提交
重置


Methods
Public Instance methods
[ show source ]
# File vendor/rails/activesupport/lib/active_support/testing/declarative.rb, line 7 7: def test(name, &block) 8: test_name = "test_#{name.gsub(/\s+/,'_')}".to_sym 9: defined = instance_method(test_name) rescue false 10: raise "#{test_name} is already defined in #{self}" if defined 11: if block_given? 12: define_method(test_name, &block) 13: else 14: define_method(test_name) do 15: flunk "No implementation provided for #{name}" 16: end 17: end 18: end


ABSTRACT
Khrulev A.E., Dmitriev C.A. The calculating model of air compression process with liquid in the internal combustion engine cylinder. Visnyk National Transport University. Series «Technical sciences». Scientific and Technical Collection. - Kyiv: National Transport University, 2020. - Issue 1 (46).
The paper discusses the features and performs a preliminary analysis of the symptoms and the causes of the connecting rod damage of an internal combustion engine caused by liquid entering the cylinder (hydrolock).
Object of the study is the cylinder of an internal combustion engine when liquid enters it.
Purpose of the study is to research the mechanism of compression air with a liquid in the engine cylinder for identifying currently absent quantitative characteristics of the phenomenon of hydrolock, which causes deformation (buckling) and subsequent destruction of the connecting rod.
Method of the study is theoretical, includes the development of a methodology for calculating the variation of the air parameters during compression air with a liquid. Based on simplifying assumptions, a system of differential equations for the pressure and temperature of the air with a liquid in a cylinder is obtained from the equations of gas state and energy. The system is solved by numerical integration over the crankshaft rotation angle with initial conditions were obtained using the standard ICE cycle calculation software. As a result, computation of the cylinder pressure in compression process by the crankshaft rotation angle depending on the filling ration of the combustion chamber with liquid was performed.
The practical use of the methodology and the results obtained consists in their application in the problems of the engine damage simulation, including the calculations of the connecting rod buckling during hydrolock, as well as to clarify the symptoms and the causes of the damage.
By calculation using the developed methodology, it was found that with an increase in the amount of a liquid, the maximum pressure in the internal combustion engine cylinder rapidly increases during compression, starting with the combustion chamber filling ratio of 80%. With a further increase in liquid filling, commensurate with the volume of the combustion chamber, pressure rise in the final phase of the compression stroke is possible tens or even hundreds of times, which determines the damage to the connecting rod during hydrolock.
KEYWORDS: INTERNAL COMBUSTION ENGINE, ICE, CONNECTING ROD, CYLINDER, FAILURE, DAMAGE, HYDROLOCK, SIMULATION.
REFERENCES
AUTHOR
Khrulev Alexander Eduardovich, PhD in Technical Science, Senior researcher, forensic expert, International Motor Bureau (FOP Khrulev A.E.), e-mail<EMAIL_ADDRESS>+38<PHONE_NUMBER>, Ukraine, 07853, Kiev region, Borodyansky district, village Nemishajeve, vul.Shkilna, 15, orcid.org/0000-0002-6841- 9225.
Dmitriev Sergey Alekseevich, Doctor of Technical Sciences, Professor, National Aviation University, Director of the Educational and Scientific Aerospace Institute, e-mail<EMAIL_ADDRESS>+380 44 406 7410, Ukraine, 03058, Kiev, Komarova ave., 1.
REVIEWER
Khrutba V.O., Doctor of Technical Sciences, Professor, Department of Ecology and Safety of Vital Functions, National Transport University, Kyiv, Ukraine
Skrypnyk V.S., the Candidate of Technical Sciences, docent, the Deputy Director for Educational Work in Nadvirna college of the National Transport University, Nadvirna, Ukraine
Article language: Ukrainian
Open Access: http://publications.ntu.edu.ua/visnyk/46/416.pdf
Print date: 15.04.2020
Online publication date: 27.10.2020


The internal XY class is currently created by making a call to T5.XY.init
rather than new T5.XY
.
This will seem strange, and it is strange, and is a result of migrating from a closure based pattern
to a prototypal pattern in areas of the Tile5 library.
Return a new xy composite that is adds the current value of this xy value with the other xy values that have been passed to the function. The actual value of this XY value remain unchanged.
Return true if the two points are equal, false otherwise. NOTE: This function does not automatically floor the values so if the point values are floating point then floating point precision errors will likely occur.
Return a new T5.XY object which is offset from the current xy by the specified arguments.
This method is used to return xy coordinates that are relative to the view, rather than to the current view frame.
This function is used to determine the xy position if the current xy element
was rotated by theta
around xy position origin
.
The code was written after dissecting James Coglan's excellent library Sylvester.


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About us


Bogue
is a GUI library for the programming language ocaml
.
You can install it easily with
opam install bogue
To discover how to use Bogue, read the introduction, the documentation (API), or a simple example.
The library is constantly evolving. If you want to use the latest development version, it’s quite easy, read below. The source code is hosted in github.
Bogue uses the cross-platform library SDL, so in principle it can be used everywhere SDL and ocaml can be installed: Linux, Mac OS, Windows… However, it has only be tested for Linux, and a few tweaks will certainly be necessary to port it to other platforms. Any help on this matter will be greatly appreciated.
You need a working ocaml
installation with opam
, see the ocaml doc. Then, make sure you have dune
, tsdl
, tsdl-image
and tsdl-ttf
:
opam install dune tsdl tsdl-image tsdl-ttf
Download the latest git archive, unzip it, cd into the bogue-master
dir, and then:
dune build
opam install .
See this for old instructions that should probably be updated…
The default version of SDL2 shipped by this system is too old to run Bogue
. You should install a more recent version from https://github.com/libsdl-org/SDL/releases/tag/release-2.26.1, for instance this one
An easy way is to first try
opam install bogue
This will eventually fail, but in the meantime it will install the dev packages required to compile SDL2. Then unpack the downloaded SDL2 archive, cd
into it, and
./configure; make; sudo make install
After this you should be able to:
opam install bogue
successfully.
When running in a VirtualBox environment, sometimes SDL fails with Couldn't find matching GLX visual
It can usually be solved with
export SDL_VIDEO_X11_VISUALID=
If everything looks too small, it means that your screen DPI was not correctly detected. Just create a bogue.conf
file with the following content:
### BOGUE version SOMEVERSION
SCALE = 2.5
(the SOMEVERSION
can be anything. Of course, you can adjust the “2.5” to whatever scale you need.)


| Modifier and Type | Method and Description |
|---|---|
SetVar[] |
Solver.retrieveSetVars()
Iterate over the variable of
this and build an array that contains the SetVar only. |
| Modifier and Type | Field and Description |
|---|---|
protected SetVar |
PropSetIntValuesUnion.values |
| Modifier and Type | Method and Description |
|---|---|
static Constraint |
SetConstraintsFactory.all_different(SetVar[] SETS)
Sets in SETS are all different (not necessarily disjoint)
Note that there cannot be more than two empty sets
|
static Constraint |
SetConstraintsFactory.all_disjoint(SetVar[] SETS)
Sets in SETS are all disjoint
Note that there can be multiple empty sets
|
static Constraint |
SetConstraintsFactory.all_equal(SetVar[] SETS)
SETS are all equal
|
static Constraint |
SetConstraintsFactory.bool_channel(BoolVar[] BOOLEANS,
SetVar SET,
int OFFSET)
Channeling between a set variable SET and boolean variables BOOLEANS
i in SET <=> BOOLEANS[i-OFFSET] = TRUE
|
static Constraint |
SetConstraintsFactory.cardinality(SetVar SET,
IntVar CARD)
Cardinality constraint: |SET_VAR| = CARD
|
static Constraint |
SetConstraintsFactory.disjoint(SetVar SET_1,
SetVar SET_2)
SET_1 and SET_2 are disjoint, i.e. they cannot contain the same element.
|
static Constraint |
SetConstraintsFactory.element(IntVar INDEX,
SetVar[] SETS,
int OFFSET,
SetVar SET)
Element constraint over sets
states that SETS[INDEX-OFFSET] = SET
|
static Constraint |
SetConstraintsFactory.element(IntVar INDEX,
SetVar[] SETS,
int OFFSET,
SetVar SET)
Element constraint over sets
states that SETS[INDEX-OFFSET] = SET
|
static Constraint |
SetConstraintsFactory.int_channel(SetVar[] SETS,
IntVar[] INTEGERS,
int OFFSET_1,
int OFFSET_2)
Channeling between set variables SETS and integer variables INTEGERS
x in SETS[y-OFFSET_1] <=> INTEGERS[x-OFFSET_2] = y
|
static Constraint |
SetConstraintsFactory.int_values_union(IntVar[] VARS,
SetVar VALUES)
Channeling constraint ensuring that
VALUES is exactly the set of values taken by VARS,
|
static Constraint |
SetConstraintsFactory.intersection(SetVar[] SETS,
SetVar INTERSECTION)
Constraint which ensures that the intersection of sets in SET_VAR is equal to the set SET_INTER
|
static Constraint |
SetConstraintsFactory.intersection(SetVar[] SETS,
SetVar INTERSECTION)
Constraint which ensures that the intersection of sets in SET_VAR is equal to the set SET_INTER
|
static Constraint |
SetConstraintsFactory.inverse_set(SetVar[] SETS,
SetVar[] INVERSE_SETS,
int OFFSET_1,
int OFFSET_2)
Inverse set constraint
x in SETS[y-OFFSET_1] <=> y in INVERSE_SETS[x-OFFSET_2]
|
static Constraint |
SetConstraintsFactory.inverse_set(SetVar[] SETS,
SetVar[] INVERSE_SETS,
int OFFSET_1,
int OFFSET_2)
Inverse set constraint
x in SETS[y-OFFSET_1] <=> y in INVERSE_SETS[x-OFFSET_2]
|
static Constraint |
SetConstraintsFactory.max(SetVar INDEXES,
int[] WEIGHTS,
int OFFSET,
IntVar MAX_ELEMENT_VALUE,
boolean NOT_EMPTY)
Retrieves the maximum element MAX_ELEMENT_VALUE induced by INDEXES
max{WEIGHTS[i-OFFSET] | i in INDEXES} = MAX_ELEMENT_VALUE
|
static Constraint |
SetConstraintsFactory.max(SetVar SET,
IntVar MAX_ELEMENT_VALUE,
boolean NOT_EMPTY)
Retrieves the maximum element MAX_ELEMENT_VALUE of SET
max{i | i in set} = MAX_ELEMENT_VALUE
|
static Constraint |
SetConstraintsFactory.member(IntVar INTEGER,
SetVar SET)
Member constraint over an IntVar and a SetVar
states that INTEGER is included in SET
|
static Constraint |
SetConstraintsFactory.member(SetVar[] SETS,
SetVar SET)
Member constraint over sets
states that SET belongs to SETS
|
static Constraint |
SetConstraintsFactory.member(SetVar[] SETS,
SetVar SET)
Member constraint over sets
states that SET belongs to SETS
|
static Constraint |
SetConstraintsFactory.min(SetVar INDEXES,
int[] WEIGHTS,
int OFFSET,
IntVar MIN_ELEMENT_VALUE,
boolean NOT_EMPTY)
Retrieves the minimum element MIN_ELEMENT_VALUE induced by INDEXES
min{WEIGHTS[i-OFFSET] | i in INDEXES} = MIN_ELEMENT_VALUE
|
static Constraint |
SetConstraintsFactory.min(SetVar SET,
IntVar MIN_ELEMENT_VALUE,
boolean NOT_EMPTY)
Retrieves the minimum element MIN_ELEMENT_VALUE of SET:
min{i | i in SET} = MIN_ELEMENT_VALUE
|
static Constraint |
SetConstraintsFactory.nbEmpty(SetVar[] SETS,
IntVar NB_EMPTY_SETS)
Restricts the number of empty sets in SETS
|{s in SETS such that |s|=0}| = NB_EMPTY_SETS
|
static Constraint |
SetConstraintsFactory.not_member(IntVar INTEGER,
SetVar SET)
NotMember constraint over an IntVar and a SetVar
states that INTEGER is not included in SET
|
static Constraint |
SetConstraintsFactory.notEmpty(SetVar SET)
Prevents SET to be empty
|
static Constraint |
SetConstraintsFactory.offSet(SetVar SET_1,
SetVar SET_2,
int OFFSET)
links SET_1 and SET_2 with OFFSET
x in SET_1 <=> x+OFFSET in SET_2
|
static Constraint |
SetConstraintsFactory.partition(SetVar[] SETS,
SetVar UNIVERSE)
Partitions UNIVERSE into disjoint sets, SETS
|
static Constraint |
SetConstraintsFactory.partition(SetVar[] SETS,
SetVar UNIVERSE)
Partitions UNIVERSE into disjoint sets, SETS
|
static Constraint |
SetConstraintsFactory.subsetEq(SetVar[] SETS)
Constraint which ensures that i
|
static Constraint |
SetConstraintsFactory.sum(SetVar INDEXES,
int[] WEIGHTS,
int OFFSET,
IntVar SUM,
boolean NOT_EMPTY)
Sums weights given by a set of indexes INDEXES:
sum{WEIGHTS[i-OFFSET] | i in INDEXES} = SUM
|
static Constraint |
SetConstraintsFactory.sum(SetVar SET,
IntVar SUM,
boolean NOT_EMPTY)
Sums elements of a SET
sum{i | i in set} = SUM
|
static Constraint |
SetConstraintsFactory.symmetric(SetVar[] SETS,
int OFFSET)
Symmetric sets constraint
x in SETS[y-OFFSET] <=> y in SETS[x-OFFSET]
|
static Constraint |
SetConstraintsFactory.union(SetVar[] SETS,
SetVar UNION)
Constraint which ensures that the union of sets in SET_VARS is equal to the set SET_UNION
|
static Constraint |
SetConstraintsFactory.union(SetVar[] SETS,
SetVar UNION)
Constraint which ensures that the union of sets in SET_VARS is equal to the set SET_UNION
|
| Constructor and Description |
|---|
PropAllDiff(SetVar[] sets)
Ensures that all sets are different
|
PropAllDisjoint(SetVar[] sets)
Ensures that all non-empty sets are disjoint
In order to forbid multiple empty set, use propagator PropAtMost1Empty in addition
|
PropAllEqual(SetVar[] sets)
Ensures that all sets are equal
|
PropAtMost1Empty(SetVar[] sets)
At most one set in the array sets can be empty
|
PropBoolChannel(SetVar setVar,
BoolVar[] boolVars,
int offSet)
Channeling between a set variable and boolean variables
i in setVar <=> boolVars[i-offSet] = TRUE
|
PropCardinality(SetVar setVar,
IntVar cardinality)
Propagator ensuring that |setVar| = cardinality
|
PropElement(IntVar index,
SetVar[] array,
int offSet,
SetVar set)
Propagator for element constraint over sets
states that array[index-offSet] = set
|
PropElement(IntVar index,
SetVar[] array,
int offSet,
SetVar set)
Propagator for element constraint over sets
states that array[index-offSet] = set
|
PropIntBoundedMemberSet(SetVar setVar,
IntVar intVar)
Propagator for Member constraint
val(intVar) is in setVar
|
PropIntChannel(SetVar[] setsV,
IntVar[] intsV,
int offSet1,
int offSet2)
Channeling between set variables and integer variables
x in sets[y-offSet1] <=> ints[x-offSet2] = y
|
PropIntEnumMemberSet(SetVar setVar,
IntVar intVar)
Propagator for Member constraint
val(intVar) is in setVar
|
PropIntersection(SetVar[] sets,
SetVar intersection) |
PropIntersection(SetVar[] sets,
SetVar intersection) |
PropInverse(SetVar[] sets,
SetVar[] invsets,
int offSet1,
int offSet2)
Inverse set propagator
x in sets[y-offSet1] <=> y in inverses[x-offSet2]
|
PropInverse(SetVar[] sets,
SetVar[] invsets,
int offSet1,
int offSet2)
Inverse set propagator
x in sets[y-offSet1] <=> y in inverses[x-offSet2]
|
PropMaxElement(SetVar setVar,
int[] weights,
int offset,
IntVar max,
boolean notEmpty)
Retrieves the maximum element induced by set
MAX{weight[i-offset] | i in setVar} = max
|
PropMaxElement(SetVar setVar,
IntVar max,
boolean notEmpty)
Retrieves the maximum element of the set
MAX{i | i in setVar} = max
|
PropMinElement(SetVar setVar,
int[] weights,
int offSet,
IntVar min,
boolean notEmpty)
Retrieves the minimum element induced by setVar
MIN{weights[i-offSet] | i in setVar} = min
|
PropMinElement(SetVar setVar,
IntVar min,
boolean notEmpty)
Retrieves the minimum element of the set
MIN(i | i in setVar) = min
|
PropNbEmpty(SetVar[] sets,
IntVar nbEmpty)
Restricts the number of empty sets
|{s in sets such that |s|=0}| = nbEmpty
|
PropNotEmpty(SetVar set) |
PropNotMemberIntSet(IntVar iv,
SetVar sv) |
PropNotMemberSetInt(IntVar intVar,
SetVar setVar) |
PropOffSet(SetVar set1,
SetVar set2,
int offSet)
set2 is an offSet view of set1
x in set1 <=> x+offSet in set2
|
PropSetIntValuesUnion(IntVar[] X,
SetVar values) |
PropSubsetEq(SetVar X,
SetVar Y)
Ensures that X subseteq Y
|
PropSumOfElements(SetVar indexes,
int[] weights,
int offset,
IntVar sum,
boolean notEmpty)
Sums weights given by a set of indexes
SUM(weights[i-offset] | i in indexes) = sum
|
PropSumOfElements(SetVar setVar,
IntVar sum,
boolean notEmpty)
Sums elements of a set
SUM(i | i in setVar) = sum
|
PropSymmetric(SetVar[] sets,
int offSet)
Propagator for symmetric sets
x in set[y-offSet] <=> y in set[x-offSet]
|
PropUnion(SetVar[] sets,
SetVar union)
The union of sets is equal to union
|
PropUnion(SetVar[] sets,
SetVar union)
The union of sets is equal to union
|
| Modifier and Type | Method and Description |
|---|---|
int[] |
Solution.getSetVal(SetVar s)
Get the value of variable s in this solution
|
| Modifier and Type | Method and Description |
|---|---|
static SetStrategy |
SetStrategyFactory.custom(VariableSelector<SetVar> varS,
SetValueSelector valS,
boolean enforceFirst,
SetVar... sets)
Generic strategy to branch on set variables
|
static SetStrategy |
SetStrategyFactory.force_first(SetVar... sets)
strategy to branch on sets by choosing the first unfixed variable and forcing its first unfixed value
|
static SetStrategy |
SetStrategyFactory.force_maxDelta_first(SetVar... sets)
strategy to branch on sets
by choosing the unfixed variable of maximum delta (envSize-kerSize),
and forcing its first unfixed value
|
static SetStrategy |
SetStrategyFactory.force_minDelta_first(SetVar... sets)
strategy to branch on sets
by choosing the unfixed variable of minimum delta (envSize-kerSize),
and forcing its first unfixed value
|
static SetStrategy |
SetStrategyFactory.remove_first(SetVar... sets)
strategy to branch on sets by choosing the first unfixed variable and removing its first unfixed value
|
| Modifier and Type | Method and Description |
|---|---|
static SetStrategy |
SetStrategyFactory.custom(VariableSelector<SetVar> varS,
SetValueSelector valS,
boolean enforceFirst,
SetVar... sets)
Generic strategy to branch on set variables
|
| Modifier and Type | Field and Description |
|---|---|
static DecisionOperator<SetVar> |
DecisionOperator.set_force |
static DecisionOperator<SetVar> |
DecisionOperator.set_remove |
| Modifier and Type | Method and Description |
|---|---|
DecisionOperator<SetVar> |
FastDecisionSet.getDecisionOperator() |
| Modifier and Type | Method and Description |
|---|---|
void |
FastDecisionSet.set(SetVar v,
int value,
DecisionOperator<SetVar> operator) |
| Modifier and Type | Method and Description |
|---|---|
void |
FastDecisionSet.set(SetVar v,
int value,
DecisionOperator<SetVar> operator) |
| Modifier and Type | Method and Description |
|---|---|
int |
SetValueSelector.selectValue(SetVar v)
Value selection heuristic
|
| Modifier and Type | Method and Description |
|---|---|
int |
SetDomainMin.selectValue(SetVar s) |
| Modifier and Type | Method and Description |
|---|---|
SetVar |
MinDelta.getVariable(SetVar[] variables) |
SetVar |
MaxDelta.getVariable(SetVar[] variables) |
| Modifier and Type | Method and Description |
|---|---|
double |
MinDelta.evaluate(SetVar variable) |
double |
MaxDelta.evaluate(SetVar variable) |
SetVar |
MinDelta.getVariable(SetVar[] variables) |
SetVar |
MaxDelta.getVariable(SetVar[] variables) |
| Modifier and Type | Field and Description |
|---|---|
protected DecisionOperator<SetVar> |
SetStrategy.operator |
protected VariableSelector<SetVar> |
SetStrategy.varSelector |
| Modifier and Type | Method and Description |
|---|---|
Decision<SetVar> |
SetStrategy.computeDecision(SetVar s) |
Decision<SetVar> |
SetStrategy.getDecision() |
| Modifier and Type | Method and Description |
|---|---|
Decision<SetVar> |
SetStrategy.computeDecision(SetVar s) |
| Constructor and Description |
|---|
SetStrategy(SetVar[] scope,
VariableSelector<SetVar> varS,
SetValueSelector valS,
boolean enforceFirst)
Generic strategy to branch on set variables
|
| Constructor and Description |
|---|
SetStrategy(SetVar[] scope,
VariableSelector<SetVar> varS,
SetValueSelector valS,
boolean enforceFirst)
Generic strategy to branch on set variables
|
| Modifier and Type | Method and Description |
|---|---|
static SetVar |
VariableFactory.fixed(String NAME,
int[] VALUE,
Solver SOLVER)
Create a specific set variable, named NAME whom domain is reduced to the singleton {VALUE}.
|
static SetVar |
VariableFactory.set(String NAME,
int[] ENVELOPE,
int[] KERNEL,
Solver SOLVER)
Builds a set variable with an initial domain given by ENVELOP and KERNEL.
|
static SetVar |
VariableFactory.set(String NAME,
int[] ENVELOPE,
SetType ENV_TYPE,
int[] KERNEL,
SetType KER_TYPE,
Solver SOLVER)
Builds a set variable with an initial domain given by ENVELOP and KERNEL.
|
static SetVar |
VariableFactory.set(String NAME,
int[] ENVELOPE,
Solver SOLVER)
Builds a set variable with an initial domain given by ENVELOP and KERNEL.
|
static SetVar |
VariableFactory.set(String NAME,
int MIN_ELEMENT,
int MAX_ELEMENT,
Solver SOLVER)
Builds a set variable with an initial domain given by
ENVELOP = [MIN_ELEMENT,MAX_ELEMENT] and an empty KERNEL.
|
| Modifier and Type | Class and Description |
|---|---|
class |
FixedSetVarImpl |
class |
SetVarImpl
Set variable to represent a set of integers in the range [0,n-1]
|
| Modifier and Type | Method and Description |
|---|---|
SetVar |
SetVarImpl.duplicate() |
SetVar |
FixedSetVarImpl.duplicate() |
Copyright © 2015. All rights reserved.


Gwyneth Paltrow, Kate Hudson, Zoe Saldana soak in Dubai spirit
by Algoa FMHollywood stars Gwyneth Paltrow, Kate Hudson and Zoe Saldana were spotted soaking in the Dubai spirit at different authentic locations of the emirate.
The three actresses were seen experiencing their true passions while exploring the city.
In a few images on Instagram, Paltrow embracing and connecting with the local culture and captioned it: "A story worth living. #Dubai #AStoryTakesFlight."
Saldana living up every adventure seeker's dream. She shared a photograph holding a falcon in her arm.
The "Avatar" actress wrote: "Tomorrow...."
Hudson shared a video of her capturing the scenic beauty of Dubai in her camera.
She captioned it: "My film within a film.".
Source: ANA


Wide
Lenotta
Hack
Toggle Lights!
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| 159 | (A) | ałłe thay hatede hym in herte for his haly werkes |
| 154 | (C) | Ałł þey hadden hym in hate . for his holy werkes |
| 155 | (D) | Ałł þei had hym in hate for his holy werkis |
| 153 | (E) | & alle hadde hym in hate . for his holy werkys |
| (Ex) | ---- no text ---- | |
| 158 | (L) | alle þei hadde hym in hate for his holy werkes |
| 152 | (P) | Ałł þai hatyd hym harde for his haly werkes |
| 154 | (U) | Alle thei had him in hate / for his holy werkes |
| (V) | ---- no text ---- |


All our tours are currently self guided. Guided tours be arranged with 2 weeks notice to accommodated your request.
Our rooms come with Luxurious King-size Bed, Sitting room with Sofa, Indoor Jacuzzi for two, Gas Fireplace, European Spa Shower, Hair Dryer, Iron/Ironing Board, Robes and Magazines/Books
Our fully equipped kitchen include, full-size electric range, Coffeemaker, Toaster, Microwave, Snacks and Coffee & Tea
location, really pleasant and clean rooms, but the thing that makes this such a good place to stay are the staff. All of the people are incredibly helpful and generous with their time and advice. We travelled with two six year old and lots of luggage and despite the stairs up to the main room this was one of the nicest places we stayed we ever stayed.
Located on a quiet street around the corner from everything, feels like the right place to stay. The room is spacious and clean. You cannot beat the staff, everyone that worked there was amazing and always offer help and great tips for around town.
Stayed at B&B for 3 nights.Situated in a charming & peaceful area of South of The Canyon. We had great communication with Diane who provided directions to get there and where to visit.
My girlfriend and I stayed with Bed and Breakfast for two days and could not be happier. We were greeted with an amicable staff and stayed in the room facing the Canyon. The directions to get to the Bed and Breakfast were clear and we felt very accommodated both prior to arrival and during our stay. Reinhold, the owner, did a superb job communicating with us which diffused any problems we encountered along the way.
Owner
Markerting
Manager
We are an independent family owned business that provides bed and breakfast. We have been in this area since 1906 and the B&B business started in 1950. We like hosting our guest and our goal is to make sure that they have a pleasant time as they visit Njiro.
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Here is what your saved form will look like in your database:


Dialog Planetary Motion and the Chinese Remainder Theorem
This dialog can be reached through the menu pathway: Individual Procedures \ Applications of the Chinese Remainder Theorem (CRT) \ Astronomy and Planetary Motion. It is supposed to help you understand the Chinese Remainder Theorem in astronomy.
Suppose mi (i = 1, ..., 9) are pairwise relatively prime (coprime) positive integers and larger than 1, then the system of simultaneous congruences has a unique solution x.
One can use such equation systems to find out, in how many days certain planets stand lined up like on a pearl string.
One can also use such equation systems to build a code which allows any 3 of 5 key-holders to open a bank vault (Secret Sharing by CRT).
You can enter up to 9 equations x ≡ ai mod mi (i = 1, ..., 9) and a solution will be computed.
Default Settings :
The following default settings are used after each start of Astronomy and Planetary Motion.
The two planets mercury (represented brown) and earth (represented blue) were selected, which are orbiting the sun (represented yellow) at a constant speed.
In our example:
Mercury's orbital period is 88 days, and Earth's is 365. From the positions shown, Mercury and Earth require 15 days and 100 days, respectively, to reach the red vector.
Now one can compute using the Chinese Remainder Theorem the number of days until Mercury and Earth align in this particular vector.
The animation is symbolic, which means:
Because of the differences in the values, the alignment event repeats, in this graphical representation, every 12 mercury orbits (3 earth orbits), while in reality, it happens only every 32,120 days.
Procedure by choosing one planet:
1. An equation in the form x ≡ a mod m represents exactly one planet.
2. The required time (in days), a planet need to reach the red orbit vector s, is entered into the first field (variable a) of a row.
3. The rotation time (in days) of a planet can either be manually entered into the respective field or automatically selected by setting a check mark in the "Choose a planet", section lined up.
Therefore, the equation for mercury is x ≡ 15 mod 88 and for earth x ≡ 100 mod 365.
To compute the solution of the system of simultaneous congruences, click on the Solve button. The solution will be displayed in the text field Solution. For our example we receive 2,655 days.
At the same time, the repetition interval (in days) is calculated. The result 32,120 days is shown on the last output field below the animation.
In the dialog, the user can either click on the button, Clear all parameters, to clear all fields, or click on the button Restore default settings to restore the initial Mercury-Earth example.
Clicking Exit closes the dialog and leads back to CrypTool main window.
If these moduli mi are not coprime, then a dialogbox similiar to this is displayed:
If you click OK, a brute-force algorithm tries to solve the system of simultaneous congruences. If there's no solution, the user receives the following message:
Enhancements of this scenario:
The user can extend the scenario up to 9 planets to represent our whole solar system.
Independent of the shown astronomy example this application can calculate modular equation systems with up to 9 arbitrary integer parameters.
At any time you can access context-sensitive help by pressing F1.


What’s New
Follow @ezEngineProject to stay up to date.
Release May 2020
- ezEngine can now be integrated into other projects as a CMake submodule
- Upgraded PhysX to version 4.1.
- Fixed PhysX crashes with high framerates
- New documentation pages
- Logged errors and warnings are now displayed in the status bar for a few seconds. A button shows the number of new errors and warnings.
- Added support for color grading
- Added live resource update to color gradient and curve 1D
- Action tooltips now show the action shortcut
- Snap object position when pasting
- Marquee selection does not select top-level objects anymore
- Allow to cancel marquee selection with ESC
- Added preference to always enable background asset processing
- Asset processing and background transform is now much more reliable and faster
- Optimized vertex data by using smaller formats for normals, tangents and texcoords
- Editor objects are not rendered in camera previews anymore
- Several fixes for particle effects
- Added particle 'bounds' behavior
- Performance improvement for posted messages
- PlayerStartPointComponent now exposes the prefab parameters
- The main direction for decals and particle effects is now configurable
- Refactored the task system to fix some issues
- Added ezSimdVec4u
- Added ability to compile for arm64 from Visual Studio open folder workflow
- Added basic support for Android debugging (note: Android support is limited to low level libraries)
- Improved decals: Support for roughness, metallic and occlusion maps
- Fixed various issues pointed out by the static code analyzer 'Semmle'
- The editor can now open projects provided by the command line
- ezWorld performance improvements
- Added search to the ingame console
- Added support for long file paths on Windows
- Added Android JNI wrappers
- Added Group attribute to allow grouping properties
- Added support for ETW profiling
Release February 2020
- Finished a new scripting system that uses TypeScript as the scripting language.
- The 'Testing Chambers' project now demonstrates the new scripting system with various features. See the 'Corridor' scene.
- Improved asset transform performance.
- GameObjects now have an 'enabled' state that affects the entire sub-tree.
- Added a BeamComponent for laser effects.
- Added a RaycastComponent to move an object to the closest hit surface. Works well with the BeamComponent.
- Added support for 'template asset documents'.
November 2019
- ezEditor now uses the Qt Advanced Docking System for better window docking. You can now simply drag document windows onto separate screens and dock them with more flexibility.
- Texture conversion now automatically dilates the color channel when an alpha mask is used. This can be disabled in the Texture Asset settings.
- The 'Editor' project in Visual Studio now contains an 'Editor Data' folder which lists files such as this WhatsNew.htm and the localization files, to improve the workflow.
- Added action Tools > Open in Visual Studio Code which will launch VS Code pointed at the project folder.
November 2018
- You can now point at a position and execute 'Play From Here' to launch Play-the-Game mode and move the player object to the picked position. Has to be supported by the active game state.
- It is now possible to expose array properties, e.g. from prefabs.
- Exposing properties from nested prefabs works as well now.
- It is now allowed to attach nodes to objects that already have a prefab component attached.
October 2018
- Under Editor > Project Settings > Asset Profiles one can now add and configure different profiles for how assets are processed. The active profile can be changed dynamically and all assets will be reloaded. When running the ezPlayer, it will use the currently active asset profile from the editor.
- The asset profile can also specify which render pipeline to use at runtime.
- Camera components do not specify the render pipeline directly anymore, but instead use a 'Camera Config' which is specified through the asset profile.
- New context menu action to create an empty node at the picked position.
- Added support for trees created with Kraut
September 2018
Smaller Changes
- A scene thumbnail can now be created through Scene > Utilities > Create Scene Thumbnail. The thumbnail position can be specified by placing a camera object with the 'Thumbnail' usage.
- The editor now shows a "What's New" text in the project tab.
- Menus in property grids are now searchable when they contain more than 10 items.
- New scene documents are now populated with a dummy scene.
- By default the scene tree is now expanded to the selected item on selection changes. This can be disabled in the editor preferences.
- The greyboxing tool now uses the currently selected material from the asset browser for new objects.
- Snap settings are now in a dialog, shortcut for the dialog is End
Shortcut changes
The default shortcuts have been cleaned up a bit. Important changes:- Toggle Grid: G
- Toggle Shape Icons: I
- Toggle Visualizers: V
- Toggle Selection Highlights: S
- Transform Asset: CTRL+E
- Keep Simulation Changes: K
- Group Selected Objects: CTRL+G
- Snap to Grid: CTRL+End


Visual Recognition Web App
Upload an image to your pre-trained classifier in IBM Watson and see the results of the image classification
Click in this area to select an image file
Upload your file to the custom classifier


Goal: In this game players (2-6) will attempt to cross Central park in the midst of an apocalypse. The first player to reach the opposite North/South side from where they began wins.
Components:
Gameplay:
A grotesque amalgamation of human body parts rounds the corner and begins shambling its way towards you. Your way forward is blocked! Move East or West one square.
You come upon a wide open field, and a clear path forward. Move forward two squares.
You come upon a large rock formation that you would be able to climb, if it weren't for that bubbling, viscous ooze covering it. Better find another way! Move backward one square.
All those times you joked about global conditioning ring in your mind when a micro-tornado touches down right where you're standing. Luckily, you're safe in the eye of the storm. You'll just have to wait it out. No effect.
You see a building a little ways away, and the path over to it seems pretty safe. What a break! Move to the nearest location, regardless of its direction. If equidistant to two locations, player's choice.
An abandoned car in the middle of Central Park?? Well, who cares how it got here, time to see if there's anything of use in there. You may choose to roll the ITEMS die.
A fire hydrant seems to have been pouring out water for days, and the area's now closer to a marsh than a park. You should still be able to traverse it, but it definitely won't be a straight path. Move diagonally forward one square (East/West is player's choice).
Oh golly, a Merry-Go-Round, you used to love those as a kid! One spin won't hurt anyone…… hopefully. Roll the D6. 1 or 2: Move backward one square. 3 or 4: No effect. 5 or 6: Move forward one square.
Two trucks barrel towards you from in front and behind. You dive out of the way at the last second and roll down a hill, catching glimpses of the fiery explosion you just barely escaped. Roll the D6, and move one square in the corresponding direction. 1: Diagonally forward East. 2: East. 3: Diagonally backward East. 4: Diagonally backward West. 5: West. 6: Diagonally forward West.
You'd heard about the genetic engineering experiments they'd been doing at the Museum of Natural History, but didn't think it could be real. Those T-Rex's barrelling towards you seem real enough, though. Your super-honed caveman instincts kick into action, and you start running, not even looking where you're going.Move East or West two squares.
The ground ahead has collapsed, but you don't see any other way around it. You're pretty sure you can make it across using that mangled jungle gym and the water fountain pipes as a bridge. You thought sinkholes only happened in places like Malaysia!?! Move forward one square.
 Those that are have made the path into a high speed game of Frogger, but you're sure you can beat it with your cat-like reflexes.  As the driver veers the car around, trying to shake you off, they accelerate to top speed. The brakes are suddenly slammed, and you go flying through the air, landing in a bush, dazed, but alive. Move forward two squares.
You've always been agnostic, but there's never been a better time than this to test the power of prayer. You hit your knees and start spouting a whole lot of “Jesus's”, “Thou's”, and “Please's”.  You try to ignore the smoldering bodies as you scavenge the wreck for supplies, because, well, God works in mysterious ways, right? You may choose to roll the ITEMS die.
FDR once said, “The only thing we have to fear is fear itself.” Well….. that giant mutant baby has a sign around its neck that says, “FeEr iTsALf.” It might not be exactly right, but you still seem pretty paralyzed by fear.
The ground beneath your feet begins to shake, and you fear for an earthquake. It's not until you hear the sound of rushing water that you look up to be faced with a 50 foot wall of water bearing down upon you. Before there's time to react, you're hauled away by the mighty force of nature, and it's several minutes before you manage to grab hold of something solid. Unfortunately, that just so happens to be the metal gate on the other side of the park. Roll the D6. 1, 2, or 3: Move to the Eastern-most square in your row. 4, 5, or 6: Move to the Western-most square in your row.
The trail of smoke up ahead is unmistakable: Marauders. You sneak in for a closer look, sticking to the brush, and get a good view of a camp of about twenty crazed-looking men and women. You hear them mention sending patrols in your direction, and high-tail it out of there. You're going to have to double-back and find another way around those maniacs. Move backward one square.
Apparently, the New York City planners didn't realize they were building a park on top of an ancient Native American burial ground. As the ectoplasmic spooks start circling around you, you wonder if the bullets you found are silver or not. Or wait, is that for werewolves…. Oh crap!
You notice an emergency kit sitting atop a rock formation. Having learned a thing or two in your travels, you circle it warily, scanning for traps. You move swift like a ninja, doing a combat roll as you grab the kit, and scurrying into the treeline to inspect your bounty. A squirrel runs past… You may choose to roll the ITEMS die.
 It seems sketchy at best, but at this point you've got nothing left to lose. Stepping in, and setting it off, you get flung through the air at top speed. Being sure that these are your last moments alive, you take the opportunity to survey the carnage of what Central Park has become, and realize you're glad to be rid of it.  Move forward three squares.
 As you slowly back away from the unbearable heat, you hear a distinctly maniacal laughter, and a deep voice bellow, “I'm Back, B*tche$”, at which point you start running. Move backwards two squares.
As you venture through the throngs of trees, you hear a moaning sound grow louder and louder. It's not until you come face-to-face with a shambling undead monstrosity that you realize you're surrounded by a zombie horde.
The field you were walking in seemed safe enough, until you noticed the headlights careening towards you. As you turn to run, you realize there are what appear to be armored SUV's coming from every direction. As they close in, a group of what seem to be businessmen turned marauders bound out of the vehicles wielding chainsaws and golf clubs.
 He demands a show-tune as payment for passage through his land, and even agrees to show you a safe route ahead if he's thoroughly pleased.  Roll the D6, and move two diagonal squares in the corresponding direction. 1 or 2: Forward and East. 3: Backward and East. 4: Backward and West. 5 or 6: Forward and West.
OH DEAR LORD THE STENCH!  Every living thing is staying clear of here, so if you can withstand the overwhelming fetor of human feces, you should be fine to make it through. It might just be worth it to go around, though - who knows when you'll get your next shower. Move forward one square OR Move two squares East or West.
“CHICK-CLICK-BOOM” Blow away your enemies, even if you've got worse aim than Helen Keller. The favorite of cops, hillbillies, and Duke Nukem, and a staple of apocalypse survival. Re-roll an action roll that results in an 'enemy encounter' action. Two uses.
A bird-watcher's best friend, and your eye out for danger. You can get a good look at the path ahead of you to plan your route. Move an extra square forward on a 'forward movement' action. Two uses.
A bundle of strong hemp rope. Useful for escaping dangerous situations... or for a swift end to the cruel world your life's become. Avoid having to roll a DIE Die. One use.
The world's crumbling around you... But at least you have a yo-yo!
A core element of any emergency kit, the bringer of light in the darkness, as long as you don't run out of batteries! The flashlight helps you navigate dangers and search out help & safety. Reduce the difficulty of your square by one tier. One use.
So much for that three day waiting period... Some people say guns are for cowards, but the end of the world is no time to start being a hero, so starting poppin' some caps. Re-roll an action roll that results in an 'enemy encounter' action. One use.
The way of the sword calls your name. Slice down foes left and right with the deft skill of a samurai, or at least the fumbling attacks of some dope with a sword. Re-roll an action roll that results in an 'enemy encounter' action. Can be used multiple times on one turn.
Remember when your wife pestered you for being overly cautious for putting that flare in your car safety bag? Well, who's laughing now!Negate the result of any encounter, with no effect on this turn. Four uses.
Whether you need to decimate a crowd of enemies, take down the villain's escaping boat, or blow open a convenient escape route through that concrete wall, the rocket launcher is your apocalypse multi-tool. The Swiss can keep their pocket knife. Automatically change the result of your action roll to a movement action in any direction. One use.
It's time to get all medieval on their buttocks! This would be really awesome if it didn't take five mins to crank this thing up. You better keep moving if you don't want to get ye' olde murdered. Alter an action roll that results in an 'enemy encounter' into a one square East or West movement action. Three uses.
A bird-watcher's best friend, and your eye out for danger. You can get a good look at the path ahead of you to plan your route. Move an extra square forward on a ‘forward movement’ action. Two uses.
 Lighters can be extremely useful for providing light, making makeshift explosives, and well…. lighting your cigarettes. Hope you've mastered those child safety guards! Reduce the difficulty of your square by up to two tiers OR If within an adjacent square of a location, negate the result of your action roll, and move to the location. One use.
You don't notice the group of children marauders as you take shelter in nearby buildings to get out of the rain. You fall asleep to pass the time, and thats when they strike. They slice your abdomen open and leave your corpse to rot, taking all your supplies.
You come down with a really bad flu. With no modern medicine, and no fluids around to drink, you start to have violent coughing fits, each producing more blood.   Start again from the beginning reroll the Utility die.
You notice a cute dog on the side of the street, and go over to say hello. Suddenly, the dog grows to twice your size, opens its jaws, and swallows you whole. After you reach its stomach, it shrinks back down to its small size, walks over to a small patch of grass, and relieves itself. The only recognizable sign of your body is a single pinky finger. Start again from the beginning reroll the Utility die.
You find a little old man pushing a shopping cart down the street. You decide to be a nice person and see if he needs help or has something to trade. Despite your intentions, you approach him with your weapon drawn. As you get near, he whips around with lighting speed and puts a bullet between your eyes. He then pushes his cart over to your body and gathers anything usable, putting your body in his cart, presumably to eat for dinner later that night. Start again from the beginning reroll the Utility die.
You notice a bear cub on the ground crying out for help. There is no mother nearby so you go over and try to comfort it. You give it some of your rations and it stops crying and starts to be happy. You could even swear you heard it laugh.   Start again from the beginning reroll the Utility die.
You manage to find a bit of booze, and a seemingly safe place to drink it. You spend the night with your spirits, but only realize how strong this hooch really is right as you're losing consciousness. You come to right as you’re diving off the top of a skyscraper screaming "I AM A GOLDEN GOD!!!!!", completely naked. If the fall hadn't killed you, I’m sure the shame would have. Start again from the beginning reroll the Utility die.
You finally go completely insane, and start gathering the bones of the fallen to construct an occultic altar. You manage to find a still living victim amongst the carnage, and place him atop as your sacrifice. Chanting the Lorem Ipsum again and again, you plunge your dagger through their heart, and reach towards the sky, seemingly grasping for an unknown power. With a flash of light, the deed is done, as your lightning-charred body slumps to the ground, a bit more dead than you were expecting. Start again from the beginning reroll the Utility die.
You are transported through an interdimensional portal to a desert island where Dr. No is going to kill you with his laser unless you can craft a record player with the resources at your disposal.  No effect.

That fin in the water is almost surely not a dolphin… Luckily, you're not bleeding at all, so this killing machine should have no reason to attack. It does seem to be interested in you, however, and has started circling you. You should probably try to move as little as possible, at least for a little while...No effect.
The piled up carcasses of decimated ships seems like a welcome moment of rest at first, as foreboding an image as it may be.  You realize what probably wrecked those ships, and make the wise decision to find another way past. Move East or West one square.
For seemingly no reason, the water starts to develop a pretty strong current. You try to fight it at first, but as it grows stronger and stronger, you finally see the giant whirlpool you're being pulled towards.   Roll the D6, and move one square in the corresponding direction. 1: Diagonally forward East. 2: East. 3: Diagonally backward East. 4: Diagonally backward West. 5: West. 6: Diagonally forward West.
Maybe going the water route wasn't such a bad idea! It's a bit harder to make good headway, but at least the way forward seems safe enough. You'll just have to keep trucking! Move forward one square.
Down below, at the bottom of the waterbed, you notice something blinking. It doesn't seem too deep to reach, and you seem to be momentarily safe, so you decide to go for it. You dive down, and after about 45 seconds re-emerge, with just a bit of popping in your ears to suffer through as you glance at your prize. The alert beacon was tied to a pack, and you can feel something inside, wonder what it could be! You may choose to roll the ITEMS die.
 You don't know what it is, but you're not going to stick around to find out! Move backward one square.
Speedboats?!? For real? Where these marauders managed to find the right fuel is one question, but how they managed to get the damn things here in the first place is a whole other one. Regardless of the answers, it doesn't look like they went through all that trouble just to have a nice ride out on the water...
Memories of family picnics on sunny spring days flash your mind.   As they slowly wither, so do your your hopes of salvation
In place of the Three Dancing Maiden's spouts of water, globs of vile brown goo eke out, plopping onto cracked tile covered in small piles of bones. The Vanderbilt Gate lies half of its hinges, its metal bars twisted into malevolent shapes as terrifying as the severed heads that adorn their tips. You can't imagine what happened to the last denizens of this horrid place, but hopefully the same won't happen to you!
What might have once been beautiful, inspiring displays of mankind's devotion to the arts has now become a vile scene of our most depraved instincts. Reliefs that survived from antiquity smashed to bits, statues of the human form shoved into lewd sexual positions, and the paintings of the greatest masters set aflame for the warmth of savages. This place fills you with an immense sadness, and an even more overwhelming sense of dread.
Once a space for some of the most exquisite dining to be found almost anywhere in the world, the only sign of its past life lies crumpled in the center of this desolate shell. The last few crystals remaining on the chandelier glint in the light of the fires around it, glimmers of the decadence and hedonism that led to the horror that now surrounds you.
What has come to the world when it's safer to be in a place roaming with numerous wild animals roaming free? As terrified as you are of these ferocious beasts, you hope beyond hopes that any more dangerous undesirables have been kept at bay for the very same reason.  Let's just hope they're feeling friendly today.


I started my professional career as Level I Support and moved to a Level II Support, Exchange Administrator, and currently working as Sharepoint Manager. After 3 years on the field, I think it is time to make a change, as I enjoy being hands on in the projects I work with. I believe programming is the appropriate path for me.
Since college, I have studied Python, with focus on Data Science, and Web Development. I even made a few websites for the company I currently work at. I have furthered my knowledge in JavaScript, GSAP Animations, API Connections, and in particular React JS to be able to get into the job market competitively.
I speak Portuguese, English, and Spanish. Some of my hobbies are: playing soccer, video games (Witcher and Red Dead Redemption), and watching Planet Earth documentaries.
*/ View ResumeComplete Responsive Website created for a friend's business. No front-end libraries have been used for responsiveness. The NavBar has been created from scratch. JavaScript, JQuery, GSAP Animation Library are used.
Small project using React JS in which it shows users cards and you can search for a specific user. The users come from a JSON placeholder, and the pictures from an API. The search box works by using the state of the component.
Landing page using GSAP Animations and simple HTML and CSS. GSAP is a great animation tool.
Simple and small JS Project to refresh some of my concepts on DOM manipulation.
Phone Number:
Email:


An independent group of teachers, headteachers, academics and education experts working to define a new standard for teachers’ professional development.
The new standard published on 12 July 2016 sets out a clear description of effective practice in professional development for teachers .
The standard:
The standard is non-statutory. Schools will still be able to define their approach to professional development according to their own needs.
The group considered evidence from England and internationally. The group:
The members of the independent expert group were:
David Weston (Chair): CEO , Teacher Development Trust ( TDT ), a former physics and maths secondary teacher, and governor at a primary and a secondary school
Professor Rob Coe: Professor of Education and Director, CEM Centre, Durham, and one of the authors of the TDT ’s systematic review into effective teacher development
Philippa Cordingley: founder and CEO , Centre for the Use of Research and Evidence in Education (CUREE), and one of the authors of the TDT ’s systematic review into effective teacher development
Hélène Galdin-O’Shea: Research Advocate, Park High School, Harrow, London, and co-founder of ResearchED
Simon Knight: Special School Deputy Head, Frank Wise School, Oxfordshire; Associate Director, National Education Trust; and Director of Teaching School at the Oxfordshire Teaching Schools Alliance
Stéphanie Lefort: Head of Teaching and Learning Development, Aylsham School, Norfolk
Micon Metcalfe: SLE (specialist leader of education) in School Business Management, Dunraven School, Streatham, London
Dame Alison Peacock: NLE (national leader of education) and Headteacher, Wroxham School, and a member of the Teaching Schools Council
Alex Quigley: Curriculum Deputy, Director of Learning and Research, and English teacher, Huntington School, York
The following guest members advised the group:
Jonathan Sharples: Senior Researcher, Education Endowment Foundation, and Partnerships Manager, Institute for Effective Education, University of York
Professor Jonathan Shepherd: Honorary Fellow, Royal College of Surgeons; commission member, Royal College of Teaching, The Prince’s Teaching Institute Commission; College of Policing proposer; council member, Academy of Medical Sciences; and member of the Home Office Science Advisory Council
Observer:
Sean Harford: Her Majesty’s Inspector and National Director, Schools Policy, Ofsted


Clicking on the word below will trigger an API query to wordnik and replace the word with a "related word."
rainbow


| One man's journey to discover the bitter truth about sugar. Damon Gameau embarks on a unique experiment to document the effects of a high sugar diet on a healthy body, consuming only foods that are commonly perceived as 'healthy'. Through this entertaining and informative journey, Damon highlights some of the issues that plague the sugar industry, and where sugar lurks on supermarket shelves. | |
| Genres: | Documentary |
| Director: | Damon Gameau |
| Writer: | Damon Gameau |
Cast: | Himself - Damon Gameau Himself - Hugh Jackman Sugar Devil - Milla Bakaitis Sugar Shopper - Richard Davies Sugar Dancer & Shopper - Skylar Delphinus Sugar Dancer & Shopper - Christina Evans Himself - Stephen Fry Sugar Dancer - Lisa Gloufchis Sugar Dancer - Benjamin Hancock Sugar Dancer & Shopper - Zelia Kitoko Herself - Isabel Lucas Herself - Jessica Marais Himself - Brenton Thwaites Herself - Zoe Tuckwell-Smith |


Any class that wants to function as an interface entity handler for an { @link AvComposedEntity } component must implement this interface.
Generated using TypeDoc
Any class that wants to function as an interface entity handler for an { @link AvComposedEntity } component must implement this interface.


Panel Show Db
People
Data
Sarah Cox's panel show appearances
Sarah Cox has appeared in
0
episodes between 10000-0.
Sarah Cox on Wikipedia
.


git ls-remote
Git command for listing references in a remote repository based on name or URL.
If no name or URL are given, then the configured upstream branch will be used, or remote origin if the former is not configured.
More information: home page
- Show all references in the default remote repository:
git ls-remote
- Show only heads references in the default remote repository:
git ls-remote --heads
- Show only tags references in the default remote repository:
git ls-remote --tags
- Show all references from a remote repository based on name or URL:
git ls-remote repository_url
- Show references from a remote repository filtered by a pattern:
git ls-remote repository_name "pattern"


The calculations involved in RSA encryption and decryption operate on numbers. For this reason the plaintext message M has to be transformed into numbers before it can be encrypted. Using a RSA modulus N only the numbers 0,1,2, ..., N-1 can be encrypted, which necessitates splitting up the message into blocks of length k. Block length k always defaults to the maximum possible length of ASCII character strings with which messages can be coded into numbers from the range 0,...,N-1 without loss of any information.
You can also specify shorter block lengths by clicking on Options for the alphabet and the number system. In this dialog, options are also provided to choose how the numbers should be presented and to experiment with the "Dialogue of the Sisters" story from c‚t magazine.
Instead of entering text, you can of course also encrypt a number sequence m = m[1] # m[2] # ... # m[j] directly.


A Post with Images
Here are some examples of what a post with images might look like. If you want to display two or three images next to each other responsively use figure
with the appropriate class
. Each instance of figure
is auto-numbered and displayed in the caption.
Figures (for images or video)
One Up
Two Up
Apply the half
class like so to display two images side by side that share the same caption.

Caption describing these two images.

And you’ll get something that looks like this:
Three Up
Apply the third
class like so to display three images side by side that share the same caption.

Caption describing these three images.

And you’ll get something that looks like this:
Alternative way
Another way to achieve the same result is to include gallery
Liquid template. In this case you
don’t have to write any HTML tags – just copy a small block of code, adjust the parameters (see below)
and fill the block with any number of links to images. You can mix relative and external links.
Here is the block you might want to use:
{% raw %}{% capture images %}
/images/abstract-10.jpg
/images/abstract-11.jpg
http://upload.wikimedia.org/wikipedia/en/2/24/Lenna.png
{% endcapture %}
{% include gallery images=images caption="Test images" cols=3 %}{% endraw %}
Parameters:
caption
: Sets the caption under the gallery (seefigcaption
HTML tag above);cols
: Sets the number of columns of the gallery. Available values: [1..3].
It will look something like this:
{% capture images %} /images/abstract-10.jpg /images/abstract-11.jpg http://upload.wikimedia.org/wikipedia/en/2/24/Lenna.png {% endcapture %} {% include gallery images=images caption=“Test images” cols=3 %}