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This section contains explanation of some of the design decisions and answers for some typical questions.
The short answer is that it's simply not the library's task to handle arithmetic operations' overflows. A bit longer answer is that overflows:
All the arithmetic operations are forwarded to the value type's native operators and then the result is checked for constraint conformance. Therefore, to avoid overflows you should use a value type that does not overflow or that detects and handles overflows. This could be:
integer
class described in the
proposal for C++ TR2,
SafeInt
class described here.
The problem is that at the moment there's no standard, portable solution. The first isn't standard yet, the second is highly platform-dependent.
Floating point operations in C++ are very different from what one would expect from a numeric type. In particular, quoting The pitfalls of verifying floating-point computations by David Monniaux:
[...] there exist a number of myths of what IEEE-compliance really entails from the point of view of program semantics. We shall discuss the following myths, among others: [...] "If
x < 1
tests true at one point, thenx < 1
stays true later if I never modifyx
."
This is crucial with respect to within_bounds
predicate (used as the constraint policy for bounded types), which must return
consistent results so constrained
class can preserve its invariant. The conclusion is: don't use built-in floating
point types with this library (until you really
know what you're doing).
If you need to manipulate real numbers as the underlying value type, consider using a fixed/floating point library which allows for reliable and repeatable comparisons. Note however, that comparison of values of the type used should imply strict weak ordering, which may not be the case if objects of this type can have the NaN value.
The formula for wrapping a value within an open range would be relatively
complicated and the effects could be possibly confusing. But since wrap
error policy is implemented for integer-like types only, there always exists
a corresponding closed range that can be used instead of an open range.
The clip
error policy must be able to assign a value of any of the bounds to a clipping
bounded object, hence the bounds must be valid values for such an object
and cannot be excluded from the allowed range.
Why one can't simply write bounded_int<-100,
100>::type
and let it figure out the best underlying
value type automatically?
The answer is there's no universally best type that can be chosen. For some applications, the less space-consuming type is used the better, while other usages may require some wider type to avoid overflows during specific computations. That's why the choice of the underlying type should always be a conscious decision of the programmer, not left to an automatic mechanism taking only the bounds' values into account.


Section 1 Scope only doesn't have any child scope Angular broadcast executed: {{ngBroadcasting}} Limited broadcast executed: {{limitedBroadcasting}}


<EMAIL_ADDRESS>=======================================================
This online news popularity data set comes from UCI Machine Learning Repository. It summarizes a heterogeneous set of features about 39,644 news articles published by Mashable.com in a period of two years.
Among these features, there are:
The task of this project is to find a model that can classify new articles into class popular or unpopular (divided by 'shares' = 1400) using those 58 predictive input features.
import pandas as pd
import numpy as np
import sklearn.preprocessing as prep
from sklearn.model_selection import train_test_split
from sklearn.decomposition import PCA, SparsePCA, FactorAnalysis, NMF
import sys; sys.path.append('modules')
import Visual as vis
df = pd.read_csv(
"data/input_dataset/OnlineNewsPopularity.csv",
skipinitialspace=True
)
sr_Y = df['shares']
df_X = df.drop(
['url', 'timedelta', 'shares'], # non-predictive & taget features
axis=1
)
First of all let us investigate the target feature. By plotting out the histogram and scatter of target feature after removing outliers, we can see it concentrates at small values and distributed approximately normal trimmed at value 0.
Because our task is classification, we will binarize the target feature by its median (1400). Thus the articles have more than 1400 shares are popular labeled by 1 and the ones have less or equal to 1400 shares are unpopular labeled by 0.
percentile_95 = np.percentile(sr_Y.values, 95)
percentile_5 = np.percentile(sr_Y.values, 5)
v = vis.Visual(1, 2, figsize=(18,6))
v.axes[0].scatter(range(len(sr_Y)), np.sort(sr_Y))
v.axes[0].set_xlabel('index', **vis.ax_font)
v.axes[0].set_ylabel('shares', **vis.ax_font)
v.axes[0].set_title('Scatter of Target Feature', **vis.fig_font)
vis.sns.distplot(
sr_Y[(sr_Y>percentile_5) & (sr_Y<percentile_95)],
bins=100, kde=False, ax=v.axes[1], vertical=True
)
v.axes[1].set_xlabel('count', **vis.ax_font)
v.axes[1].set_ylabel('shares', **vis.ax_font)
v.axes[1].set_title('Histogram of Target Feature', **vis.fig_font)
v.show()
print('\nThe median of target feature is: %.2f' %sr_Y.median())
After dropping non-predictive input features, there are 58 input features remaining.
Data types: All the input features have numerical values, but by counting the unique values, we can tell some of them are actually binary. And some of them are related in content. So we can merge them into multinomial features encoded by integers to reduce dimension.
Feature scales: The scales(range) of these features are quite different. Standardization are needed before fitting models on them.
Outliers: If we define values greater than 5 std from mean as outliers, some features have considerable amount of outliers thus outlier removal is needed as well in preprocessing.
print('\nshape of input data set : {0}'.format(df_X.shape))
def outlierCounts(series):
centered = np.abs(series - series.mean())
mask = centered >= (5 * series.std())
return len(series[mask])
def uniqueValueCount(series):
return len(series.unique())
input_feats = df_X.dtypes.reset_index()
input_feats.columns = ['name', 'dtype']
input_feats['mean'] = df_X.mean().reset_index(drop=True)
input_feats['std'] = df_X.std().reset_index(drop=True)
input_feats['range'] = (df_X.max() - df_X.min())\
.reset_index(drop=True)
input_feats['unique_values_count'] = df_X\
.apply(uniqueValueCount, axis=0)\
.reset_index(drop=True)
input_feats['outliers_count'] = df_X\
.apply(outlierCounts, axis=0)\
.reset_index(drop=True)
input_feats
Among those binary features, there are 6 describing the content categories of news and 7 describing the publish weekday. We can merge them and reduce the number of features to 47.
def mergeFeatures(df, old_feats, new_feat):
""" merge binary features in dataframe with int encoding.
in: dataframe, binaryFeatureNames and multinomialFeatureName
out: newDataframe
"""
counter = 0
df[new_feat] = counter
for old_feat in old_feats:
counter += 1
df.loc[df[old_feat] == 1.0, new_feat] = counter
del df[old_feat]
return df
data_channels = [
'data_channel_is_lifestyle',
'data_channel_is_entertainment',
'data_channel_is_bus',
'data_channel_is_socmed',
'data_channel_is_tech',
'data_channel_is_world'
]
weekdays = [
'weekday_is_monday',
'weekday_is_tuesday',
'weekday_is_wednesday',
'weekday_is_thursday',
'weekday_is_friday',
'weekday_is_saturday',
'weekday_is_sunday'
]
df = mergeFeatures(df_X, data_channels, 'data_channel')
df = mergeFeatures(df_X, weekdays, 'pub_weekday')
print('shape of input data set : {0}'.format(df_X.shape))
Because standardization is affected by outliers if we want to use min-max scaler, we need to remove outliers first.
Previously we defined value greater than 5 std from mean as outlier value, here we will remove the data point once outlier value appears in any features.
To standardize the features, we simply apply min-max scaler and then center them by subtracting the mean value:
$$value_{scaled} = \frac{value_{old}}{max(value_{old}) - min(value_{old})} $$
$$value_{scaled\¢ered} = value_{scaled} - mean(value_{scaled})$$
# remove outliers
for col in df_X.columns:
centered = np.abs(df_X[col]-df_X[col].mean())
mask = centered <= (5 * df_X[col].std())
df_X = df_X[mask]
sr_Y = sr_Y[df_X.index]
print('\nCurrent shape of input data set : {0}'.format(df_X.shape))
def standarize(arr_X):
arr_X = prep.MinMaxScaler().fit_transform(arr_X)
return arr_X - arr_X.mean(axis=1).reshape(-1, 1)
arr_X = df_X.values
arr_X = standarize(arr_X)
v = vis.Visual(1, 1, figsize=(20, 8))
vis.sns.boxplot(data=arr_X, orient='v', palette='Set2')
v.axes.set_xlabel('features', **vis.ax_font)
v.axes.set_xticklabels(range(47), fontsize=12)
v.axes.set_title('Boxplot of Input Features', **vis.fig_font)
v.show()
As we mentioned before, we use the median value 1400 as the threshold to binarize target feature and divide the data points into 2 classes. Because of the outlier removal, the sizes of 2 classes are not the same anymore. But they are still more or less balanced.
arr_Y = prep.binarize(
sr_Y.values.reshape(-1, 1),
threshold=1400 # using original median as threshold
)
sr_Y = pd.Series(arr_Y.ravel())
unique_items, counts = np.unique(arr_Y, return_counts=True)
print('size of class 0: {0}'.format(counts[0]))
print('size of class 1: {0}'.format(counts[1]))
Before fit models on the data, I split the data set into training set and test set with ratio 0.66.
X_train, X_test, y_train, y_test = train_test_split(\
arr_X, arr_Y, test_size=0.33)
To get a sense of how data points distributed in the feature space, we plot out scatters of some randomly selected feature pairs.
In the original feature space, data points of 2 classes are heavily blending together. Thus it's quite difficult to separate them by either linear or nonlinear decision boundaries.
plot_feats = [
[0,1], [2, 3], [4,5], [6,7], [8,9], [1,2]
]
v = vis.Visual(2, 3, figsize=(18, 8))
v.plotScatters(
X_train[:6000], y_train[:6000],
plot_feats, list(df_X), alpha=0.1
)
I further decomposite the data set using some matrix decomposition methods to see whether data points are more separable in reconstructed feature spaces.
If we try to decomposite the data set by principle component analysis, can we reconstruct features that separate the classes better? Judging from scatter plot, for this data set, finding the linear combinations preseving the maximal amount of variance is not ideal.
But how is it compared to the original features? We have to put the transformed data set into the models and compare the performance with what we get in original feature space.
pca = PCA().fit(X_train)
X_train_pca = pca.transform(X_train)
X_train_pca = standarize(X_train_pca)
X_test_pca = pca.transform(X_test)
X_test_pca = standarize(X_test_pca)
v = vis.Visual(2, 3, figsize=(18, 8))
v.plotScatters(
X_train_pca[:6000], y_train[:6000],
plot_feats, list(range(47)), alpha=0.1
)
If we set a limitation of the maximum number of features can be linear combined in PCA, we have the sparse PCA.
spca = SparsePCA().fit(X_train)
X_train_spca = spca.transform(X_train)
X_train_spca = standarize(X_train_spca)
X_test_spca = spca.transform(X_test)
X_test_spca = standarize(X_test_spca)
v = vis.Visual(2, 3, figsize=(18, 8))
v.plotScatters(
X_train_spca[:6000], y_train[:6000],
plot_feats, list(range(47)), alpha=0.1
)
fa = FactorAnalysis().fit(X_train)
X_train_fa = fa.transform(X_train)
X_train_fa = standarize(X_train_fa)
X_test_fa = fa.transform(X_test)
X_test_fa = standarize(X_test_fa)
v = vis.Visual(2, 3, figsize=(18, 8))
v.plotScatters(
X_train_fa[:6000], y_train[:6000],
plot_feats, list(range(47)), alpha=0.1
)
nmf = NMF().fit(X_train - X_train.min(0))
X_train_nmf = nmf.transform(X_train - X_train.min(0))
X_train_nmf = standarize(X_train_nmf)
X_test_nmf = nmf.transform(X_test - X_test.min(0))
X_test_nmf = standarize(X_test_nmf)
v = vis.Visual(2, 3, figsize=(18, 8))
v.plotScatters(
X_train_nmf[:6000], y_train[:6000],
plot_feats, list(range(47)), alpha=0.1
)
Observing the above plottings, none of them shows a trivial way to draw a decision boundary. We will move on to model fitting and selection part to try different classifiers and compare their performances.
np.savez(
"data/clean_dataset/X_train_space.npz",
original=X_train,
PCA=X_train_pca,
sparsePCA=X_train_spca,
factorAnalysis=X_train_fa,
NMF=X_train_nmf
)
np.savez(
"data/clean_dataset/X_test_space.npz",
original=X_test,
PCA=X_test_pca,
sparsePCA=X_test_spca,
factorAnalysis=X_test_fa,
NMF=X_test_nmf
)
y_train.tofile('data/clean_dataset/y_train')
y_test.tofile('data/clean_dataset/y_test')


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Example 1: Selecting Multiple Rows
Select a row by clicking to the left of the first cell in the desired row. Multiple rows can be selected by clicking and dragging to the left of the cells.
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CL-GSERVER.ACTOR
ACTOR → ACTOR-CELL ... → T
This is the `actor' class. The `actor' does it's message handling using the `behavior' function. There is asynchronous `tell' (no response) and synchronous `ask' and asynchronous `async-ask' (with response). To stop an actors message processing in order to cleanup resouces you should tell (either `tell' or `ask') the `:stop' message. It will respond with `:stopped' (in case of `[async-]ask').


| Modifier and Type | Method and Description |
|---|---|
protected Evaluation |
ClassificationScoreCalculator.newEval() |
| Modifier and Type | Method and Description |
|---|---|
protected double |
ClassificationScoreCalculator.finalScore(Evaluation e) |
| Modifier and Type | Class and Description |
|---|---|
class |
Evaluation
Deprecated.
Use ND4J Evaluation class, which has the same interface:
Evaluation.Metric |
| Modifier and Type | Method and Description |
|---|---|
<T extends Evaluation> |
ComputationGraph.evaluate(DataSetIterator iterator)
Evaluate the network (classification performance - single output ComputationGraphs only)
|
<T extends Evaluation> |
ComputationGraph.evaluate(DataSetIterator iterator,
List<String> labelsList)
Evaluate the network on the provided data set (single output ComputationGraphs only).
|
<T extends Evaluation> |
ComputationGraph.evaluate(DataSetIterator iterator,
List<String> labelsList,
int topN)
Evaluate the network (for classification) on the provided data set, with top N accuracy in addition to standard accuracy.
|
<T extends Evaluation> |
ComputationGraph.evaluate(MultiDataSetIterator iterator)
Evaluate the network (classification performance - single output ComputationGraphs only)
|
<T extends Evaluation> |
ComputationGraph.evaluate(MultiDataSetIterator iterator,
List<String> labelsList)
Evaluate the network on the provided data set (single output ComputationGraphs only).
|
<T extends Evaluation> |
ComputationGraph.evaluate(MultiDataSetIterator iterator,
List<String> labelsList,
int topN)
Evaluate the network (for classification) on the provided data set, with top N accuracy in addition to standard accuracy.
|
| Modifier and Type | Method and Description |
|---|---|
<T extends Evaluation> |
MultiLayerNetwork.evaluate(@NonNull DataSetIterator iterator)
Evaluate the network (classification performance)
|
| Modifier and Type | Method and Description |
|---|---|
Evaluation |
MultiLayerNetwork.evaluate(DataSetIterator iterator,
List<String> labelsList)
Evaluate the network on the provided data set.
|
Evaluation |
MultiLayerNetwork.evaluate(DataSetIterator iterator,
List<String> labelsList,
int topN)
Evaluate the network (for classification) on the provided data set, with top N accuracy in addition to standard accuracy.
|
Evaluation |
MultiLayerNetwork.evaluate(@NonNull MultiDataSetIterator iterator)
Evaluate the network (classification performance).
|
| Modifier and Type | Method and Description |
|---|---|
<T extends Evaluation> |
SparkComputationGraph.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data)
Evaluate the network (classification performance) in a distributed manner on the provided data
|
<T extends Evaluation> |
SparkComputationGraph.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data,
List<String> labelsList)
Evaluate the network (classification performance) in a distributed manner, using default batch size and a provided
list of labels
|
<T extends Evaluation> |
SparkComputationGraph.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data,
List<String> labelsList,
int evalBatchSize)
Evaluate the network (classification performance) in a distributed manner, using specified batch size and a provided
list of labels
|
<T extends Evaluation> |
SparkComputationGraph.evaluate(org.apache.spark.rdd.RDD<DataSet> data)
RDD<DataSet> overload of SparkComputationGraph.evaluate(JavaRDD) |
<T extends Evaluation> |
SparkComputationGraph.evaluate(org.apache.spark.rdd.RDD<DataSet> data,
List<String> labelsList)
RDD<DataSet> overload of SparkComputationGraph.evaluate(JavaRDD, List) |
<T extends Evaluation> |
SparkComputationGraph.evaluateMDS(org.apache.spark.api.java.JavaRDD<MultiDataSet> data)
Evaluate the network (classification performance) in a distributed manner on the provided data
|
<T extends Evaluation> |
SparkComputationGraph.evaluateMDS(org.apache.spark.api.java.JavaRDD<MultiDataSet> data,
int minibatchSize)
Evaluate the network (classification performance) in a distributed manner on the provided data
|
| Modifier and Type | Method and Description |
|---|---|
Evaluation |
SparkComputationGraph.evaluate(String path,
DataSetLoader loader)
Evaluate the single-output network on a directory containing a set of DataSet objects to be loaded with a
DataSetLoader . |
Evaluation |
SparkComputationGraph.evaluate(String path,
MultiDataSetLoader loader)
Evaluate the single-output network on a directory containing a set of MultiDataSet objects to be loaded with a
MultiDataSetLoader . |
| Modifier and Type | Method and Description |
|---|---|
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data)
Evaluate the network (classification performance) in a distributed manner on the provided data
|
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data,
List<String> labelsList)
Evaluate the network (classification performance) in a distributed manner, using default batch size and a provided
list of labels
|
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(org.apache.spark.api.java.JavaRDD<DataSet> data,
List<String> labelsList,
int evalBatchSize)
Evaluate the network (classification performance) in a distributed manner, using specified batch size and a provided
list of labels
|
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(org.apache.spark.rdd.RDD<DataSet> data)
RDD<DataSet> overload of SparkDl4jMultiLayer.evaluate(JavaRDD) |
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(org.apache.spark.rdd.RDD<DataSet> data,
List<String> labelsList)
RDD<DataSet> overload of SparkDl4jMultiLayer.evaluate(JavaRDD, List) |
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(String path)
Evaluate on a directory containing a set of DataSet objects serialized with
DataSet.save(OutputStream) |
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(String path,
DataSetLoader loader)
Evaluate on a directory containing a set of DataSet objects to be loaded with a
DataSetLoader . |
<T extends Evaluation> |
SparkDl4jMultiLayer.evaluate(String path,
int batchSize,
DataSetLoader loader)
Evaluate on a directory containing a set of DataSet objects to be loaded with a
DataSetLoader . |
| Modifier and Type | Method and Description |
|---|---|
static Evaluation |
Evaluation.fromJson(String json) |
static Evaluation |
Evaluation.fromYaml(String yaml) |
Evaluation |
Evaluation.newInstance() |
| Modifier and Type | Method and Description |
|---|---|
void |
Evaluation.merge(Evaluation other)
Merge the other evaluation object into this one.
|
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| OpenGL Frame Buffer Object 101 | GameDev.net |
|
OpenGL Frame Buffer Object 101
IntroductionThe Frame Buffer Object (FBO) extension was introduced to make Render to Texture objects much more efficient and much easier to perform when compared with the copying or pbuffer alternatives. In this little article I’m going to give you a quick over view of how to use this extension and some things to keep in mind when using it so you can add faster Render to Texture functionality to your OpenGL programs. Setting UpAs with the other objects in OpenGL (texture object, pixel buffer objects and vertex buffer object) before you can use a FBO you have to create a valid handle to it: GLuint fbo; glGenFramebuffersEXT(1, &fbo); To perform any operations on a FBO you need to bind it, much like you would a VBO or texture, so that the operations can be performed on it, this is done via the following code glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); The first parameter is the ‘target’ you wish to bind the framebuffer to, right now the only target you can use is the one indicated above however it is possible future extensions might allow you to bind it somewhere else. The fbo variable holds the handle to the FBO we requested earlier. To perform any FBO related operations you need to have a FBO bound or the calls will fail. Adding a Depth BufferA FBO on its own isn’t of much use, for it to be usable you have to attach some renderable objects to it; these can be textures or the newly introduced renderbuffers. A renderbuffer are just objects which are used to support offscreen rendering, often for sections of the framebuffer which don’t have a texture format associated with them such as the stencil or depth buffer. In this case we are going to use a renderbuffer to give our FBO a depth buffer to use while rendering. Like the FBO we first of all have to get a handle to a valid renderbuffer: GLuint depthbuffer; glGenRenderbuffersEXT(1, &depthbuffer); Having successfully done this we need to bind the renderbuffer so that it is the current renderbuffer for the following operations: glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer); As with a FBO bind the first parameter is the ‘target’ you wish to bind to, which right now can only be the indicated target. The depthbuffer variable holds the handle to the renderbuffer we’ll be working with after this. At this point the renderbuffer doesn’t have any storage space associated with it, so we need to tell OpenGL how we want to use it and what size we’d like. In this case we are asking for a depth buffer of a certain size: glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height); Upon successful completion of the above code OpenGL will have allocated space for the renderbuffer to be used as a depth buffer with a given width and height. Note that renderbuffers can be used for normal RGB/RGBA storage and could be used to store stencil information. Having reserved the space for the depth buffer the next job is to attach it to the FBO we created earlier. glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer); While it might look a bit imposing the function is pretty easy to understand; all it is doing is attaching the depthbuffer we created earlier to the currently bound FBO to its depth buffer attachment point. Adding a Texture To Render ToAt this point we still don’t have a way of writing colour information to the FBO, so that is what we are going to add now. There are two ways of going about it:
The former does have some uses; however it is the latter we will be covering here. Before you can attach a texture you need to create one, this hasn’t changed from the normal way of using textures as you’ll see: GLuint img; glGenTextures(1, &img); glBindTexture(GL_TEXTURE_2D, img); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); In this instance we are creating a normal RGBA image of the same width and height as the renderbuffer we created earlier; this is important as ALL attachments to a FBO have to be the same width and height. Note that we don’t upload any data, the space is just reserved by OpenGL so we can use it later. Having created our texture the next job is to attach it to the FBO so we can render to it: glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, img, 0); Again this might look imposing but it isn’t that bad, the GL_COLOR_ATTACHMENT0_EXT tells OpenGL to attach it to the relevent attachment point (FBOs can have more than one colour buffer attached at any given time, each one to a different point), the GL_TEXTURE_2D tells OpenGL the format of the texture we are going to be attaching, img is the texture we’ll be attaching and the ‘0’ refers to the mipmap level of the texture you want to attach to, which you will generally want to leave as 0. The final job to do in setup is to check that the FBO is ‘complete’. Completeness refers to the state of the FBO being one which, given the current OpenGL state and its attachments, all is correct for you to render to it. This test is done via a single function which returns the status of the currently bound FBO GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); If all has gone well then status will equal GL_FRAMEBUFFER_COMPLETE_EXT and your FBO is ready to be rendered to. Other error codes, as found in the spec, indicate other problems which might well have occurred when you tried to setup the FBO. Rendering to TextureWith all the hard work setting things up done the usage of the FBO from here on out is in fact pretty simple and relies on just one function call: glBindFramebufferEXT(). To render to a FBO you bind it and to stop rendering to it you call the above again with ‘0’ as the final parameter: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,width, height);
// Render as normal here
// output goes to the FBO and it’s attached buffers
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Three lines which probably jumped out at you right away are the glPushAttrib/glPopAttrib pair and the glViewport call. The glViewport call is needed so that we don’t try to render into an area bigger than, or even smaller than, the FBO is setup for. The glPushAtrrib and glPopAttrib are used as a quick way to save the old viewport information, this is needed because the FBO shares all of its states with the main context and as such any changes made affect both the FBO and the main context you would be normally rendering to. An important point to make here is that you’ll notice that we only bound and then unbound the FBO to draw to it, we didn’t reattach any textures or renderbuffers, this because they stay attached until you detach them yourself or the FBO is destroyed. Using The Rendered To TextureAt this point our scene has been rendered to the texture and is now ready for us to use it and this operation itself is easy; we just bind the attached texture like any other texture. glBindTexture(GL_TEXTURE_2D, img); Having carried that out the texture is now ready to read from as normal. Depending on the texture’s filtering setup you might also want to generate mipmap information for it. Many people are used to using the gluBuild2DMipmaps() function to build mipmap information at load time and some of you might also be aware of the automatic mipmap generation extension; the FBO extension adds a third way with the GenerateMipmapEXT() function. This function lets OpenGL build the mipmap information for you, the way it’s done depends on the hardware you are running on, and is the correct way to do so for textures you have rendered to (you shouldn’t use the automatic mipmap generation on a texture you are going to render to for various reasons which are covered in the spec). To use the function all you have to do is bind a texture as above and then call: glGenerateMipmapEXT(GL_TEXTURE_2D); OpenGL will then generate all the required mipmap data for you so that your texture is ready to be used. It’s important to note that if you intend on using any of the mipmap filters (GL_LINEAR_MIPMAP_LINEAR for example) then you must call glGenerateMipmapEXT() before checking the framebuffer is complete or attempting to render to it. At setup time you can just do it as follows: glGenTextures(1, &img); glBindTexture(GL_TEXTURE_2D, img); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glGenerateMipmapEXT(GL_TEXTURE_2D); At this point your texture is complete and can be rendered to like normal. Cleaning UpFinally, when you are done with your FBO you need to clean things up and delete it. This, like textures, is done via a single function: glDeleteFramebuffersEXT(1, &fbo); You also have to clean up any renderbuffers you might have allocated, in this case the depthbuffer renderbuffer needs to deleted, which again works the same way as cleaning up a texture: glDeleteRenderbuffersEXT(1, &depthbuffer); At this point both the FBO and the renderbuffer have been freed and your clean up is completed. Final ThoughtsHopefully this quick tour of the FBO extension will be enough to get you up and running with it. For a more detailed over view you'll want to check out the FBO spec or the section on the extension in the book More OpenGL Game Programming In way of closing, before you go and check out the example program which shows a basic usage of the FBO extension I’d like to leave you with the following tips and notes on FBO usage.
Notes on the example programWhile this article talks about adding a depth renderbuffer and then a texture to the FBO in that order it was discovered that currently ATI’s drivers appear to have a bug whereby adding the depth renderbuffer and then a texture causes the application to crash. This should be kept in mind when doing any FBO related work and tested for as it is possible it could be fixed in a future driver revision thus rendering the problem non-existent. I’d also like to put out a big thanks to Rick Appleton for helping me test out and debug the code on NVIDA hardware, couldn’t have done it without you mate :) The example program requires some form of GLUT to be compiled and run (I used FreeGLUT) ReferencesMore OpenGL Game Programming Discuss this article in the forums
See Also: © 1999-2008 Gamedev.net. All rights reserved. Terms of Use Privacy Policy
|


While Stacks is first and foremost a CSS library, it also provides commonly used functionality for some components via JavaScript. This functionality is optional. If you only need the styling parts of Stack, you’re free to ignore the provided JavaScript. The converse is not true: The JavaScript components work under the assumption that the Stacks CSS is available.
Stacks JavaScript is currently included within various Stack Overflow projects automatically. If you’re working on a Stack Overflow project, chances are it’s already available for you! If not, reach out to us and we’ll work on getting it setup.
To include Stacks JavaScript in other projects, do the following.
dist/js/stacks.min.js
in your page. For example, if you use the unpkg CDN, add the tag <script<EMAIL_ADDRESS>to your HTML. See Using Stacks for more information on Unpkg and installing Stacks via NPM.dist/js/stacks.polyfills.min.js
. This file has to be included before the main JavaScript file.The Stacks JavaScript components are provided as Stimulus controllers. Stimulus is a library created by Basecamp (formerly 37Signals).
Stimulus allows you to add functionality to your markup in a way that is similar to how you add styling to your markup: by modifying HTML attributes.
Just as you style components by adding classes to the class
attribute, with Stacks JavaScript, you’ll give components optional functionality by adding data-…
attributes to the HTML.
The basic functional unit of Stimulus, and of a Stacks JavaScript component, is a controller. Controllers are identified by their name, and all Stacks-provided controller names are prefixed with s-…
, just like component CSS classes. You give functionality to an HTML element by setting its data-controller
attribute.
Refer to the documentation of individual components on how to configure a component’s behavior.


The same principle applies to the tweets about the professional Dutch football clubs. Every tweet with the combination of the word 'Amsterdam' and/or an Amsterdam geo-location plus one of the listed football clubs is picked up and translated into this chart


Mandatory:
Penetration Testing: A Hands-On Introduction to Hacking - Georgia Weidman
The Web Application Hacker's Handbook: Finding and Exploiting Security Flaws 2nd Edition - Dafydd Stuttard and Marcus Pinto
Optional:
The Hacker Playbook: Practical Guide To Penetration Testing - Peter Kim
The Hacker Playbook 2: Practical Guide To Penetration Testing - Peter Kim
RTFM: Red Team Field Manual - Ben Clark
Hacking: The Art of Exploitation, 2nd Edition - Jon Erickson


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celgene
Businessmodel of Celgene
Customer Segments
Celgene has a niche market business model, with a specialized customer segment. The company targets its offerings at consumers suffering from cancer and other severe, immune, inflammatory conditions.
Value Proposition
Celgene offers three primary value propositions: accessibility, risk reduction, and brand/status.
The company creates accessibility by offering a wide variety of options. It has acquired numerous firms throughout its history, enabling it to expand its capabilities and diversify its portfolio. These firms include Receptos, Quanticel, Avila Therapeutics, Abraxis BioScience, Gloucester Pharmaceuticals, Pharmion Corporation, Anthrogenesis, and Signal Pharmaceuticals.
The company reduces risk by maintaining high safety and security standards. Its internal experts constantly adopt strategies and examine new technologies in order to restrict counterfeiting of its products. In addition, it maintains the Global Risk Management Oversight Committee (GRMOC), which focuses on implementing risk minimization techniques to ensure safe use of its products.
The company has established a strong brand due to its success. It markets its products in over 50 countries globally. As of 2016, there were over 300 clinical trials at leading medical centers using its compounds.  Lastly, it has won many honors, including the following:
- Recognition as one of America’s Best Midsize Employers by* Forbes*
- Recognition as one of the Fastest Growing Pharmaceutical Companies in the Fortune 500
- Ranking as one of the 25 Best Healthcare Companies to Work for in America by Business Insider
- Ranking as one of the 30 Most Meaningful Companies to Work for in America by Business Insider
- Placement on the Future Brand 2015 Index: Top 100 Global Companies
- Recognition as one of the 25 Most Reputable Healthcare Companies by the Reputation Institute
- Recognition as one of the 100 Most Respected Companies Worldwide by Barron’s 500 List ### Channels
Celgene’s main channels are contracted pharmacies and wholesale distributors. The company promotes its offering through its website, social media pages, direct-to-consumer print and television advertising, and participation in trade shows and conferences.
Customer Relationships
Celgene’s customer relationship is primarily of a self-service nature. Customers utilize its products while having limited interaction with employees. The company’s website features a section called “Online Patient Resources” that includes information on sources of patient support, professional organizations, and clinical trial data.
That said, there is a personal assistance component – Celgene offers “Celgene Patient Support”, a free service providing a dedicated point of contact for patients and healthcare professionals that prescribe its products. The service provides information on everything from reimbursement to co-pay assistance to product distribution channels.
Key Activities
Celgene’s business model entails designing, developing, and manufacturing its products for customers.
Key Partners
Celgene’s key partners are the suppliers that provide it with the materials it needs to manufacture its products. It also works with third-party contract manufacturers to provide backup manufacturing services for certain offerings. The company also maintains the following types of partnerships:
- Business Development Partnerships – The company works with other pharmaceutical firms in order to complement its internal research and develop cutting-edge therapies. Specific partners include AstraZeneca, Baylor, Clovis, Northern Biologics, OncoMed Pharmaceuticals, and Zymeworks.
- Global Health Partnerships – The company maintains Celgene Global Health, an initiative through which it works with academic institutions, public/private funding organizations, non-governmental organizations, contract research organizations, and other pharmaceutical groups. Specifically, it collaborates with them in order to get assistance in evaluating its proprietary library of 400,000 compounds. Specific partners include Advinus Therapeutics and the University of Colorado.
- Advocacy Partnerships – The company works with independent patient organizations to help them strengthen their support and advocacy for patients through the entire care cycle – from diagnosis to treatment to end-of-life care. ### Key Resources
Celgene’s main resources are its human resources, who include the scientists and engineers that design, develop, and manufacture its products. The company maintains important physical resources in the form of manufacturing facilities in Boudry and Zofingen, Switzerland, and research and development facilities in the United States and Europe. The R&D facilities are as follows:
- Celgene Institute for Translational Research Europe (CITRE) in Seville, Spain
- Celgene Avilomics Research in Bedford, MA
- Celgene Cellular Therapeutics in Warren, NJ
- The Celgene Translational Development Center in San Francisco, CA
- The Drug Discovery & Alliance Development Center in San Diego, CA ### Cost Structure
Celgene has a value-driven structure, aiming to provide a premium proposition through frequent product enhancements. Its biggest cost driver is cost of goods sold, a variable expense. Other major drivers are in the areas of research/development and sales/marketing, both fixed costs.
Revenue Streams
Celgene has two revenue streams: revenues it generates from net sales of its products and “other revenues” whose nature is not specified.


What are the first steps ?
Destination name
First step is to enter your destination, something like "France", "Japan" or "Asia",it's
up to you.
Sign up or login
Create a account in Travel Planner or use Facebook / Google to connect
Invite Friends or Family
Send the Travel link to your friends via email, facebook, or sms, so they can join you !
favorite_border
Enjoy !
favorite_border


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DoubleNode Class
Definition at line
107
of
BasicType.hpp
Constructors
DoubleNode
(
const
Span& span_,
const
boost::uuids::uuid& moduleId_)
Member Functions
void
Accept
(
Visitor
& visitor)
override
Node
*
Clone
(
CloneContext
& cloneContext)
const override
std::string
ToString
()
const override
Constructor Details
DoubleNode Constructor
sngcm::ast::DoubleNode::DoubleNode(
const
Span& span_,
const
boost::uuids::uuid& moduleId_)
Definition at line
161
of
BasicType.cpp
:
161
:
Node
(
NodeType
::
doubleNode
,
span_
,
moduleId_
)
162
{
163
}
Declaration at line
110
of
BasicType.hpp
Member Function Details
Accept Member Function
void
sngcm::ast::DoubleNode::Accept(
Visitor
& visitor)
override
Definition at line
171
of
BasicType.cpp
:
172
{
173
visitor
.
Visit
(
*
this
)
;
174
}
Declaration at line
112
of
BasicType.hpp
Base class overridden functions:
sngcm::ast::Node::Accept
Calls:
sngcm::ast::Visitor::Visit
Clone Member Function
Node
* sngcm::ast::DoubleNode::Clone(
CloneContext
& cloneContext)
const override
Definition at line
165
of
BasicType.cpp
:
166
{
167
DoubleNode
*
clone
=
new
DoubleNode
(
GetSpan
(
)
,
ModuleId
(
)
)
;
168
return
clone
;
169
}
Declaration at line
111
of
BasicType.hpp
Base class overridden functions:
sngcm::ast::Node::Clone
Calls:
sngcm::ast::Node::GetSpan
,
sngcm::ast::Node::ModuleId
ToString Member Function
std::string sngcm::ast::DoubleNode::ToString()
const override
Definition at line
113
of
BasicType.hpp
:
113
{
return
"double"
;
}
Base class overridden functions:
sngcm::ast::Node::ToString
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Prediction Time
based on your current liked music this is the top 5 songs you would like...
{% for table in tables %} {{titles[loop.index]}} {{ table|safe }} {% endfor %}


Main Menu
Reinhardt
Download
100.mp3
5 4 3 2 1.mp3
a comrad falls.mp3
a reward.mp3
acknowledged.mp3
again.mp3
and i sometimes wonder.mp3
armor 2.mp3
attack with me.mp3
attack.mp3
back and ready.mp3
back into.mp3
barrier 2.mp3
barrier 3.mp3
barrier is failing.mp3
barrier wont hold.mp3
barrier.mp3
bring it on.mp3
bring me.mp3
challenge.mp3
come out and face me.mp3
defend.mp3
do i have.mp3
dont thank me.mp3
dont worry my friends.mp3
easy does it.mp3
elimiate.mp3
enemy teleporter.mp3
enemy turret.mp3
farewell.mp3
feel my power.mp3
fight toe to toe.mp3
find their.mp3
follow me.mp3
glorious.mp3
good.mp3
goodbye.mp3
hardly broke.mp3
hello.mp3
help me defend.mp3
hold a moment.mp3
hold them back.mp3
honor and glory.mp3
i am capturing.mp3
i am the champion.mp3
i am the hammer.mp3
i can still learn.mp3
i cant.mp3
i feel like a new.mp3
i found the.mp3
i have found the.mp3
i have your back.mp3
i live for.mp3
i love the classic.mp3
i need armor.mp3
i need shields.mp3
i owed you one.mp3
i remember being.mp3
i salute you.mp3
i salute.mp3
i stand with you.mp3
i think i pulled something.mp3
i will hold.mp3
i will not.mp3
i will take that.mp3
i will take them all on.mp3
im back.mp3
im escorting.mp3
im going in.mp3
im not even.mp3
im with you.mp3
impressive.mp3
is that the best.mp3
its good to work with.mp3
justice will be.mp3
keep training.mp3
leave some glory.mp3
let me at them.mp3
let me show you.mp3
lets fight.mp3
lets set up.mp3
lets show these.mp3
listen to me now.mp3
make every second count.mp3
moving the payload.mp3
much better.mp3
much obliged.mp3
my friends.mp3
my just reward.mp3
my ult is ready.mp3
nervous.mp3
no doubt.mp3
no lying down.mp3
on my way.mp3
our enemies.mp3
out of my way.mp3
press the.mp3
priority.mp3
reinhardt.mp3
respect your elders.mp3
righteous.mp3
show them.mp3
splendid.mp3
steal yourselves.mp3
still kicking.mp3
stop the payload.mp3
stop the.mp3
taking the objective.mp3
thank you 2.mp3
thank you.mp3
the enemy.mp3
the objective is mine.mp3
the payload has.mp3
the payload is.mp3
there is still more.mp3
theres no glory.mp3
theres still fight.mp3
they are moving.mp3
they are taking.mp3
they have come to claim.mp3
they would be.mp3
theyre back.mp3
this feels like a.mp3
this is not over.mp3
this old dog.mp3
this path is.mp3
too strong.mp3
turret.mp3
unstoppable.mp3
wait for me.mp3
watch yourself.mp3
we are out of time.mp3
we dont have.mp3
we need a healer.mp3
we need another tank.mp3
we will stand.mp3
well done.mp3
when all you have is.mp3
whos next.mp3
wonderful.mp3
you always did.mp3
you honor me.mp3
you kids today.mp3
you wouldnt believe.mp3


#include <tiny_ssd1306.h>
|
| | TinySSD1306 (InitFunction lcd) |
| |
| void | begin () |
| |
| void | beginI2C (int8_t scl=-1, int8_t sda=-1, uint8_t addr=0) |
| |
| void | beginI2CEmbedded (int8_t scl=-1, int8_t sda=-1, uint8_t addr=0) |
| |
| void | beginI2CWire (int8_t scl=-1, int8_t sda=-1, uint8_t addr=0) |
| |
| void | beginSPI (int8_t csPin=-1, int8_t dcPin=-1) |
| | Initializes default custom spi interface and lcd display. More...
|
| |
| void | off () |
| |
| void | on () |
| |
| void | invertMode () |
| |
| void | normalMode () |
| |
| uint8_t | height () |
| |
| uint8_t | width () |
| |
| void | setCursor (uint8_t x, uint8_t y) |
| |
| void | fill (uint8_t fill_Data) |
| |
| void | clear () |
| |
| void | negativeMode () |
| |
| void | positiveMode () |
| |
| uint8_t | charF6x8 (uint8_t x, uint8_t y, const char ch[], EFontStyle style=STYLE_NORMAL) |
| |
| uint8_t | charF12x16 (uint8_t xpos, uint8_t y, const char ch[], EFontStyle style=STYLE_NORMAL) |
| |
| uint8_t | charF6x8_eol (uint8_t left, uint8_t y, const char ch[], EFontStyle style, uint8_t right) |
| |
| void | putPixel (uint8_t x, uint8_t y) |
| |
| void | putPixels (uint8_t x, uint8_t y, uint8_t pixels) |
| |
| void | drawRect (uint8_t x1, uint8_t y1, uint8_t x2, uint8_t y2) |
| |
| void | drawHLine (uint8_t x1, uint8_t y1, uint8_t x2) |
| |
| void | drawVLine (uint8_t x1, uint8_t y1, uint8_t y2) |
| |
| void | drawBuffer (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *buf) |
| |
| void | drawBitmap (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *buf) |
| |
| void | clearBlock (uint8_t x, uint8_t y, uint8_t w, uint8_t h) |
| |
| virtual size_t | write (uint8_t ch) |
| |
TinySSD1306 represents object to work with LCD display. Easy to use:
void setup()
{
lcd.beginI2C();
lcd.clear();
lcd.charF6x8(0,0,"Hello");
}
Definition at line 62 of file tiny_ssd1306.h.
| void TinySSD1306::begin |
( |
| ) |
|
|
inline |
Initializes lcd display. SPI or i2c interface should be initializes prior to calling this method.
Definition at line 77 of file tiny_ssd1306.h.
| void TinySSD1306::beginI2C |
( |
int8_t |
scl = -1 , |
|
|
int8_t |
sda = -1 , |
|
|
uint8_t |
addr = 0 |
|
) |
| |
|
inline |
Initializes default custom i2c interface and lcd display. Refer to ssd1306_i2cInitEx() for details.
- Parameters
-
| scl | - i2c clock pin. Use -1 if you don't need to change default pin number |
| sda | - i2c data pin. Use -1 if you don't need to change default pin number |
| addr | - i2c address of lcd display. Use 0 to leave default |
- See also
- ssd1306_i2cInitEx()
Definition at line 91 of file tiny_ssd1306.h.
| void TinySSD1306::beginI2CEmbedded |
( |
int8_t |
scl = -1 , |
|
|
int8_t |
sda = -1 , |
|
|
uint8_t |
addr = 0 |
|
) |
| |
|
inline |
Initializes i2c Wire library interface and lcd display. Refer to ssd1306_i2cInit_Embedded() for details. This API is available only if Wire library is supported for selected board.
- Parameters
-
| scl | - i2c clock pin. Use -1 if you don't need to change default pin number |
| sda | - i2c data pin. Use -1 if you don't need to change default pin number |
| addr | - i2c address of lcd display. Use 0 to leave default |
- See also
- ssd1306_i2cInit_Embedded()
Definition at line 108 of file tiny_ssd1306.h.
| void TinySSD1306::beginI2CWire |
( |
int8_t |
scl = -1 , |
|
|
int8_t |
sda = -1 , |
|
|
uint8_t |
addr = 0 |
|
) |
| |
|
inline |
Initializes i2c Wire library interface and lcd display. Refer to beginI2CWire() for details. This API is available only if embedded i2c is supported for selected board.
- Parameters
-
| scl | - i2c clock pin. Use -1 if you don't need to change default pin number |
| sda | - i2c data pin. Use -1 if you don't need to change default pin number |
| addr | - i2c address of lcd display. Use 0 to leave default |
- See also
- beginI2CWire()
Definition at line 126 of file tiny_ssd1306.h.
| void TinySSD1306::beginSPI |
( |
int8_t |
csPin = -1 , |
|
|
int8_t |
dcPin = -1 |
|
) |
| |
|
inline |
Initializes default custom spi interface and lcd display.
Initializes default custom i2c interface and lcd display.
- Parameters
-
| csPin | - chip enable pin to LCD slave (-1 if not used) |
| dcPin | - data/command pin to control LCD dc (required) |
Definition at line 141 of file tiny_ssd1306.h.
| uint8_t TinySSD1306::charF12x16 |
( |
uint8_t |
xpos, |
|
|
uint8_t |
y, |
|
|
const char |
ch[], |
|
|
EFontStyle |
style = STYLE_NORMAL |
|
) |
| |
|
inline |
Prints text to screen using double size font 12x16.
- Parameters
-
| xpos | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| ch | - NULL-terminated string to print |
| style | - font style (EFontStyle). |
- Returns
- number of chars in string
Definition at line 262 of file tiny_ssd1306.h.
| uint8_t TinySSD1306::charF6x8 |
( |
uint8_t |
x, |
|
|
uint8_t |
y, |
|
|
const char |
ch[], |
|
|
EFontStyle |
style = STYLE_NORMAL |
|
) |
| |
|
inline |
Prints text to screen using font 6x8.
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| ch | - NULL-terminated string to print |
| style | - font style (EFontStyle), normal by default. |
- Returns
- number of chars in string
Definition at line 247 of file tiny_ssd1306.h.
| uint8_t TinySSD1306::charF6x8_eol |
( |
uint8_t |
left, |
|
|
uint8_t |
y, |
|
|
const char |
ch[], |
|
|
EFontStyle |
style, |
|
|
uint8_t |
right |
|
) |
| |
|
inline |
Prints text to screen using set font. If real text ends before right boundary, the remaining part on the display will be erased till right boundary.
- Parameters
-
| left | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| ch | - NULL-terminated string to print |
| style | - font style (EFontStyle), normal by default. |
| right | - right boundary of the text to output |
- Returns
- number of chars in string
Definition at line 282 of file tiny_ssd1306.h.
| void TinySSD1306::clear |
( |
| ) |
|
Fills screen with zero-byte
| void TinySSD1306::clearBlock |
( |
uint8_t |
x, |
|
|
uint8_t |
y, |
|
|
uint8_t |
w, |
|
|
uint8_t |
h |
|
) |
| |
|
inline |
Fills block with black pixels
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| w | - width of block in pixels |
| h | - height of block in pixels (must be divided by 8) |
- Note
- usually this method is used to erase bitmap on the screen.
Definition at line 403 of file tiny_ssd1306.h.
| void TinySSD1306::drawBitmap |
( |
uint8_t |
x, |
|
|
uint8_t |
y, |
|
|
uint8_t |
w, |
|
|
uint8_t |
h, |
|
|
const uint8_t * |
buf |
|
) |
| |
|
inline |
Draws bitmap, located in Flash, on the display
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| w | - width of bitmap in pixels |
| h | - height of bitmap in pixels (must be divided by 8) |
| buf | - pointer to data, located in Flash: each byte represents 8 vertical pixels. |
Definition at line 390 of file tiny_ssd1306.h.
| void TinySSD1306::drawBuffer |
( |
uint8_t |
x, |
|
|
uint8_t |
y, |
|
|
uint8_t |
w, |
|
|
uint8_t |
h, |
|
|
const uint8_t * |
buf |
|
) |
| |
|
inline |
Draws bitmap, located in SRAM, on the display Each byte represents 8 vertical pixels.
uint8_t buffer[3] = { 0xFF, 0x81, 0xFF };
lcd.drawBuffer(10, 1, 3, 8, buffer);
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| w | - width of bitmap in pixels |
| h | - height of bitmap in pixels (must be divided by 8) |
| buf | - pointer to data, located in SRAM: each byte represents 8 vertical pixels. |
Definition at line 376 of file tiny_ssd1306.h.
| void TinySSD1306::drawHLine |
( |
uint8_t |
x1, |
|
|
uint8_t |
y1, |
|
|
uint8_t |
x2 |
|
) |
| |
|
inline |
Draws horizontal line
- Parameters
-
| x1 | - left boundary in pixels |
| y1 | - position Y in pixels |
| x2 | - right boundary in pixels |
Definition at line 344 of file tiny_ssd1306.h.
| void TinySSD1306::drawRect |
( |
uint8_t |
x1, |
|
|
uint8_t |
y1, |
|
|
uint8_t |
x2, |
|
|
uint8_t |
y2 |
|
) |
| |
|
inline |
Draws rectangle
- Parameters
-
| x1 | - left boundary in pixel units |
| y1 | - top boundary in pixel units |
| x2 | - right boundary in pixel units |
| y2 | - bottom boundary int pixel units |
Definition at line 333 of file tiny_ssd1306.h.
| void TinySSD1306::drawVLine |
( |
uint8_t |
x1, |
|
|
uint8_t |
y1, |
|
|
uint8_t |
y2 |
|
) |
| |
|
inline |
Draws vertical line
- Parameters
-
| x1 | - position X in pixels |
| y1 | - top boundary in pixels |
| y2 | - bottom boundary in pixels |
Definition at line 355 of file tiny_ssd1306.h.
| void TinySSD1306::fill |
( |
uint8_t |
fill_Data | ) |
|
|
inline |
Fills screen with pattern byte.
- Parameters
-
| fill_Data | - pattern to fill display with. |
Definition at line 211 of file tiny_ssd1306.h.
| uint8_t TinySSD1306::height |
( |
| ) |
|
|
inline |
| void TinySSD1306::invertMode |
( |
| ) |
|
|
inline |
Switches display to inverse mode. LCD will display 0-pixels as white, and 1-pixels as black.
Definition at line 167 of file tiny_ssd1306.h.
| void TinySSD1306::negativeMode |
( |
| ) |
|
|
inline |
All drawing functions start to work in negative mode. Old picture on the display remains unchanged.
Definition at line 225 of file tiny_ssd1306.h.
| void TinySSD1306::normalMode |
( |
| ) |
|
|
inline |
| void TinySSD1306::off |
( |
| ) |
|
|
inline |
| void TinySSD1306::positiveMode |
( |
| ) |
|
|
inline |
All drawing functions start to work in positive (default) mode. Old picture on the display remains unchanged.
Definition at line 234 of file tiny_ssd1306.h.
| void TinySSD1306::putPixel |
( |
uint8_t |
x, |
|
|
uint8_t |
y |
|
) |
| |
|
inline |
Put single pixel on the LCD.
- Warning
- Please, take into account that there is no way to read data from ssd1306, thus since each byte contains 8 pixels, all other pixels in the same byte will be cleared on the display. Use TinySSD1306::putPixels() instead. If you need to have buffered output, please, refer to NanoCanvas.
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in pixels |
Definition at line 302 of file tiny_ssd1306.h.
| void TinySSD1306::putPixels |
( |
uint8_t |
x, |
|
|
uint8_t |
y, |
|
|
uint8_t |
pixels |
|
) |
| |
|
inline |
Puts eight vertical pixels on the LCD at once.
lcd.putPixels(10,2,0xFF);
lcd.putPixels(32,3,0x0F);
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
| pixels | - bit-pixels to draw on display |
Definition at line 321 of file tiny_ssd1306.h.
| void TinySSD1306::setCursor |
( |
uint8_t |
x, |
|
|
uint8_t |
y |
|
) |
| |
|
inline |
Sets position in terms of display for text output (Print class).
- Parameters
-
| x | - horizontal position in pixels |
| y | - vertical position in blocks (pixels/8) |
Definition at line 201 of file tiny_ssd1306.h.
| uint8_t TinySSD1306::width |
( |
| ) |
|
|
inline |
| virtual size_t TinySSD1306::write |
( |
uint8_t |
ch | ) |
|
|
virtual |
Writes single character to the display
- Parameters
-
The documentation for this class was generated from the following file:


Lille boss takes swipe at 'classy' Mourinho
Christophe Galtier was not pleased with the Portuguese manager for taking some of his coaches to Tottenham.
by The42 TeamLILLE BOSS Christophe Galtier took a swipe at “classy” Jose Mourinho for taking two of his coaches to become part of his new team at Tottenham.
Mourinho was appointed as the new man in charge of Spurs on Wednesday after Mauricio Pochettino and his assistants were sacked.
Former Real Madrid and Manchester United boss Mourinho moved quickly to arrange his backroom team at Tottenham Hotspur Stadium, with goalkeeping coach Nuno Santos and Joao Sacramento both appointed from Lille.
There has also been speculation that Mourinho wants sporting director Luis Campos to join him in north London to take up a similar role.
Galtier does not blame his coaching staff for taking up a new position, but he made it clear he was none too pleased with the way in which Mourinho has gone about things.
“Everyone has their own way of doing things. It’s very classy, anyway, very classy to act like that,” Galtier said in ironic tones ahead of Lille’s Ligue 1 clash with Paris Saint-Germain on Friday.
“I was angry; the timing isn’t good. There are ways to do things. Regardless, what matters is that I agree with the decision of the president [Gerard Lopez].
I have also been in a deputy role. They were asked, they believe in this project, they want to go. That’s football today.
“My president and Luis Campos could not do anything to keep two people who couldn’t stay in this project. We’re not in the world of the Care Bears.
“I learned it by phone from my president on Tuesday night. He told me about the situation. I didn’t see anything coming. We were preparing normally for the match in Paris.
He explained it to me, and I understood. I would have done the same thing. If staff want to go to another project, it takes so much investment that if your head is 10% elsewhere, you’re doomed to failure.”
Galtier certainly does not expect Campos to follow his former coaching staff to Spurs, though.
“Luis is 200% invested in the project [at Lille] and I don’t see a 1000th of a wish to look elsewhere,” he said. “We’re close and looking forward.”


ACE
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Buttons
Button Groups
Alerts
Modals
Asides
Tabs
Accordions
Tooltips & Popovers
Badges
Pagination
Dropdowns
Icons
Typography
Charts
Treeview
Nested Links
Third Level Menu
Fourth Level
5th Level
5th Level
Tables
Basic Tables
DataTables
Bootstrap Table
jqGrid
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Provides function to apply "Subgroup Identification based on Differential Effect Search" (SIDES) method proposed by Lipkovich et al. (2011) <doi:10.1002/sim.4289>.
| Version: | 1.13 |
| Depends: | R (≥ 3.1.2) |
| Imports: | memoise (≥ 1.0.0), nnet (≥ 7.3-12), multicool (≥ 0.1-9), survival (≥ 2.37-7), doParallel (≥ 1.0.10), foreach (≥ 1.4.3), MASS |
| Published: | 2018-08-21 |
| Author: | Marie-Karelle Riviere |
| Maintainer: | Marie-Karelle Riviere <eldamjh at gmail.com> |
| License: | GPL-3 |
| Copyright: | All files are copyright Sanofi Aventis |
| NeedsCompilation: | no |
| CRAN checks: | SIDES results |
| Reference manual: | SIDES.pdf |
| Package source: | SIDES_1.13.tar.gz |
| Windows binaries: | r-devel: SIDES_1.13.zip, r-release: SIDES_1.13.zip, r-oldrel: SIDES_1.13.zip |
| OS X binaries: | r-release: SIDES_1.13.tgz, r-oldrel: SIDES_1.13.tgz |
| Old sources: | SIDES archive |
Please use the canonical form https://CRAN.R-project.org/package=SIDES to link to this page.


Well look at the time!
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Halloween 4: The Return Of Michael Myers A review by Joe Chamberlain
Starring Donald Pleasence; Ellie Cornell; Danielle Harris; George P. Wilbur & Michael Pataki
Halloween 4: The Return Of Michael Myers picks up where Halloween II left off. (Halloween III had absolutely nothing to do with the Michael Myers character -- proving once again that movie producers are not all rocket scientists.) Anyway, it's years after the events of that infamous Halloween night (Halloween & Halloween II) when Michael Myers went on a murderous rampage and killed pretty much everyone in sight in the small town of Haddonfield Illinois. We all thought good old Mike was stopped for good at the end of Halloween II. But it's the movies, and more specifically a movie about a bloodthirsty mass murderer, so we all know it pretty much takes a howitzer to the head to stop them. For those who missed Halloween II, here's the scoop. Myers' longtime psychiatrist, Sam Loomis (Donald Pleasence) seemingly blew himself and Myers up to end Myers' killing spree. It ended up only scarring Loomis and putting the evil Mikey in a coma for a decade. Well, Halloween is rolling around once again, and it's time for Mikey to get up and go trick or treating again. This time he's off to a family reunion. Seems he has a niece living in Haddonfield and, as is his custom, he pretty much is forced to try to do anything he can to kill her. Like his last murderous rampage, the body count rises fast and furious as Mike knocks off anybody who happens to get within two feet of him.
Unlike the original Halloween movies, Halloween 4 has a higher budget. At least in terms of production values anyway. The budget was obviously not used to go after the best Hollywood had to offer in terms of acting talent. With the exception of Pleasence, most of the actors seem to have been cast for their good looks as opposed to their acting skills. If you've ever seen a slasher flick, that shouldn't come as much of a surprise to you. Michael Myers again dons his Captain Kirk mask painted white and his overalls. (At least they didn't have to splurge on the wardrobe budget.) Although much to my dismay, unlike the earlier films, there were no gratuitous nude scenes. If it weren't for the enormous body count, this would be a PG movie. But there is that body count, and most of the deaths are pretty violent.
I actually enjoyed Halloween 4. I really can't figure out why though. There is nothing about it that really sets it apart from any of the other cookie cutter slasher films. Perhaps I was just happy to see Michael Myers, one of my favorite horror film characters, return after all those years. It's good for a couple of hours of mindless entertainment, if nothing else.
5/10
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The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
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Please direct comments/criticisms of the review to relevant newsgroups.
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We have been friends for very long,
Remember our childish songs?
We used to laugh, we used to play –
Why did those days just go away?


Created By Subin Siby & Open Source community
Since Chrome version 47, Voice Recording works only on HTTPS sites. You can see the demo on HTTPS here.
MP3 Controls:


USAGE
Left: Move To Left
Right: Move To Right
Down: Fast Drop
Up: Rotate block CW
P: Pause
TOP 10
Name
Score
Date
GameOver
Pause
NEXT
LEVEL
SCORE
PAD
ᐃ
ᐊ
↻
ᐅ
ᐁ


--- title: Interface keywords: fastai sidebar: home_sidebar nb_path: "nbs/11_interface.ipynb" ---
All workflow functions can be called with the command line interface (CLI). To implement this CLI, we use the click package.
In brief, click
allows to create a CLI with minimal effort by simply adding decorators to already defined functions. These decorators create a help text for each function and describe all their parameters. Functions that are decorated by click
can be added to a central run_cli
functions to be incorporated in the CLI automatically.
While AlphaTims allows modular execution of individual steps to process MS data, it is common for these steps to be combined and reuse multiple parameters. We therefore opt to use a singe YAML settings file containing all parameters in dictionary format as a single parameter instead of providing all parameters individually to each function.


§223. [Right of amendment, etc.] The Congress of the United States reserves the right to alter, amend, or repeal the provisions of this title.
Cross References
Amendment, see state const. art. XII.
Law Journals and Reviews
The Lum Court and Native Hawaiian Rights. 14 UH L. Rev. 377.


com.numericalmethod.suanshu.mathstructure
Interface BanachSpace<B,F extends Field<F> & java.lang.Comparable<F>>
- All Superinterfaces:
- AbelianGroup<B>, VectorSpace<B,F>
- All Known Subinterfaces:
- HilbertSpace<H,F>, Vector
- All Known Implementing Classes:
- Basis, DenseVector, ImmutableVector, SparseVector
public interface BanachSpace<B,F extends Field<F> & java.lang.Comparable<F>>
- extends VectorSpace<B,F>
This interface represents a Banach space.
A Banach space is a complete normed vector space.
A Banach space is a vector space V
with a norm ||·||
such that
every Cauchy sequence (with respect to the metric d(x, y) = ||x − y||
) in B
has a limit in B
.
- See Also:
- Wikipedia: Banach space
|
Method Summary |
double |
norm()
||·|| : B → F
norm is a function that assigns a strictly positive length or size to all vectors in a vector space,
other than the zero vector. |
| Methods inherited from interface com.numericalmethod.suanshu.mathstructure.VectorSpace |
scaled |
norm
double norm()
||·|| : B → F
norm
is a function that assigns a strictly positive length or size to all vectors in a vector space,
other than the zero vector.
- Returns:
||this||
- See Also:
- Wikipedia: Norm (mathematics)
Copyright © 2011 Numerical Method Inc. Ltd. All Rights Reserved.


The blorb spell (safely protect a small object as though in a strong box).
— Marc Blank and P. David Lebling, ‘Enchanter’
Pictures may, but need not, accompany a Version 6 game. They are not stored in the story file itself, and different interpreters make different arrangements for getting access to them. Some interpreters can only read low-resolution, low-colour-range images in the awkward format used by Infocom's graphical games. Others take pictures from a “Blorb file” which can hold high-resolution and riotously colourful images in a format called PNG. The story file neither knows nor cares which, and refers to pictures only by their numbers.
A Blorb file can also safely protect sound effects and even the story file itself, so that a game and its multi-media resources can be a single file. Blorb is a simple format largely devised by Andrew Plotkin (partly based on the same author's earlier “Pickle”); it has been fully implemented in Kevin Bracey's ‘Zip2000’ interpreter for Acorn RISC OS machines, and is also used by the new “glulx” format of story files.
A Perl script called perlBlorb, runnable on many models of computer, gathers together sounds and images and constructs Blorb files as needed, from a list of instructions called a “blurb file”. For instance:
! Example of a blurb file copyright "Angela M. Horns 1998" release 17 palette 16 bit resolution 600x400 storyfile "games/sherbet.z5" sound creak "sounds/creaking.snd" sound wind "sounds/wind.snd" picture flag "flag_1.jpg" scale 3/1 picture pattern "backdrop_1.jpg"
When run through perlBlorb, the above produces the text below:
! perlBlorb 1.0 [executing on 980124 at 15:31.33] Constant SOUND_creak = 3; Constant SOUND_wind = 4; Constant PICTURE_flag = 1; Constant PICTURE_pattern = 2; ! Completed: size 45684 bytes (2 pictures, 2 sounds)
This output text looks like Inform source code,
and this is not an accident: the idea is that it can be used as an
Include
file to give sensible names to the sound and
picture numbers, so that the rest of the code can include statements
like this one:
@sound_effect SOUND_creak 2 128 255;
(“start playing this effect at about half maximum volume, repeating it indefinitely”). An attractive alternative is to use a convenient class library, such as "V6Lib.h" by Jason Penney, to avoid messing about with assembly language.
You're free to specify the numbering yourself, and you need not give names for the pictures and sounds. A blurb command like:
picture "backdrop.png"
gives this image the next picture number: i.e., the previous picture number plus 1, or just 1 if it's the first specified picture. On the other hand, a blurb command like:
picture 100 "backdrop.png"
gives it picture number 100. The only restriction is that pictures must be given in increasing numerical order. The numbering of sounds is similar.
· · · · ·
▲ The full specification for the “blurb” language is as follows. With one exception (see palette below) each command occupies one and only one line of text. Lines are permitted to be empty or to contain only white space. Lines whose first non-white-space character is an exclamation mark are treated as comments, that is, ignored. (“White space” means spaces and tab characters.)
‹string› means any text within double-quotes, not containing either double-quote or new-line characters
‹number› means a decimal number in the range 0 to 32767
‹id› means either nothing at all, or a ‹number›, or a sequence of up to 20 letters, digits or underscore characters _
‹dim› indicates
screen dimensions, and must take the form
‹number›x
‹number›
‹ratio› is a fraction
in the form
‹number›/
‹number›.
0/0
is legal but otherwise both numbers must be positive
‹colour› is a
colour expressed as six hexadecimal digits, as in some HTML tags:
for instance F5DEB3
is the colour of wheat, with red value
F5
(on a scale 00
, none, to FF
,
full), green value DE
and blue value B3
.
Hexadecimal digits may be given in either upper or lower case.
With the exception of picture and sound, each type of command can only occur at most once in any blurb file. Commands can be used in any order or not at all: an empty “blurb” file results in a perfectly legal, if useless, Blorb file. The full set of commands is as follows:
copyright ‹string›
Adds this copyright declaration to the file. It would normally consist of the author's name and the date.
release ‹number›
Gives this release number to the file. This is the
number returned by the opcode @picture_data 0
within
any game using the Blorb file, and might be used when printing out
version information.
palette 16 bit
palette 32 bit
palette { ‹colour-1› … ‹colour-N› }
Blorb allows designers to signal to the interpreter that a particular colour-scheme is in use. The first two options simply suggest that the pictures are best displayed using at least 16-bit, or 32-bit, colours. The third option specifies colours used in the pictures in terms of red/green/blue levels, and the braces allow the sequence of colours to continue over many lines. At least one and at most 256 colours may be defined in this way. This is only a “clue” to the interpreter; see the Blorb specification for details.
resolution ‹dim›
resolution ‹dim› min ‹dim›
resolution ‹dim› max ‹dim›
resolution ‹dim› min ‹dim› max ‹dim›
Allows the designer to signal a preferred screen size,
in real pixels, in case the interpreter should have any choice over this.
The minimum and maximum values are the extreme values at which the
designer thinks the game will be playable: they're optional, the default
values being 0x0
and infinity by infinity.
storyfile ‹string›
storyfile ‹string› include
Tells perlBlorb the filename of the Z-code story
file which these resources are being provided for. (There is no need
to do this if you prefer not to.) Usually the Blorb file simply contains
a note of the release number, serial code and checksum of the story
file, which an interpreter can try to match at run-time to see if the
Blorb file and story file go together. If the include
option is used, however, the entire story file is embedded within
the Blorb file, so that game and resources are all bound up in one single
file.
sound ‹id› ‹string›
sound ‹id› ‹string› repeat ‹number›
sound ‹id› ‹string› repeat forever
sound ‹id› ‹string› music
sound ‹id› ‹string› song
Tells perlBlorb to take a sound sample from the named
file and make it the sound effect with the given number. The file should
be an AIFF file unless music
is specified, in which case it should be
a MOD file (roughly speaking a SoundTracker file); or unless
song
is specified, in which case it should be a song
file (roughly, a SoundTracker file using other Blorb sound effects as
note samples). Note that repeat information (the number of repeats to
be played) is meaningful only with version 3 story files using sound
effects, as only Infocom's ‘The Lurking Horror’ ever has.
picture ‹id› ‹string›
picture ‹id› ‹string› scale ‹ratio›
picture ‹id› ‹string› scale min ‹ratio›
picture ‹id› ‹string› scale ‹ratio› min ‹ratio›
and so on
Similarly for pictures: the named file must be a PNG-format image. Optionally, the designer can specify a scale factor at which the interpreter will display the image – or, alternatively, a range of acceptable scale factors, from which the interpreter may choose its own scale factor. (By default an image is not scaleable and an interpreter must display it pixel-for-pixel.) There are three optional scale factors given: the preferred scale factor, the minimum and the maximum allowed. The minimum and maximum each default to the preferred value if not given, and the default preferred scale factor is 1. Scale factors are expressed as fractions: so for instance,
picture "flag/png" scale 3/1
means “always display three times its normal size”, whereas
picture "backdrop/png" scale min 1/10 max 8/1
means “you can display this anywhere between one tenth normal size and eight times normal size, but if possible it ought to be just its normal size”.
•
REFERENCES
The Perl script ‘perlBlorb’ is available from the Inform
web-page.
•The source code to Kevin Bracey's
fully Blorb-compliant standard interpreter ‘Zip2000’ is
public.
•Andrew Plotkin has published generic
C routines for handling Blorb files.
•Numerous utility programs exist
which will convert GIF or JPEG images to PNG format, or WAV and MPEG
sounds to AIFF.


Directives that can be helpful for providing the user a way to narrow down the number of items in a list. Tags are handled via 2 directives and a filter. The hawtioTagList directive will will display a list of tags for an item, and provide click handlers to update a list of selected tabs. The hawtioTagFilter directive builds an available list of tags, and manages the list of selected tags, providing the user a way of managing which tags are selectedTags. Finally the selectedTags filter is used to hide list elements.
Click on any of the tags below to limit the visible items in the list


AB Learning Centre
TYPE: IELTS 8+ courses
COUNTRY: Uzbekistan
LEVEL: All levels included
AUDIENCE: Up to 6 students
TEACHER: Cambridge University Graduate
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TYPE:
IELTS 8+ courses
COUNTRY:
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AUDIENCE:
Up to 6 students
TEACHER:
Cambridge University Graduate
CURRICULUM:
2-hour lesson
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STUDENTS ENROLLED:
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Our Centre Offers A One Week Free Course To Help You Get A Band 7+ In Listening Module. COMPLETELY FREE.
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Bootstrap 4 components, powered by Angular and written by the angular-ui Team.
Demo Installation instructions
Currently v{{version}}
Bootstrap 4 components, powered by Angular and written by the angular-ui Team.
Demo Installation instructions
Currently v{{version}}
Here we are, the Angular version of the Angular UI Bootstrap library. This library is being built from scratch in Typescript using the Bootstrap 4 CSS framework.
To get started quickly you can follow installation instructions or just browse demos for the existing components.
As Bootstrap 4, this library is a work in progress. Please check out our roadmap and list of issues to see all the things we are implementing. Feel free to make comments there.


---
layout: post
title: Me Too! Me Too! MS playing follow the leader...
tags:
- Work Practices
status: publish
type: post
published: true
meta: {}
---
Speed Launch
Community prototypes are projects Microsoft employees work on in their spare time
I hate to be mean, but it looks like Microsoft have decided to follow Google's lead and provide an avenue for employees to work on personal projects. Not sure if MS provide just the website or also encourage employees to have time as well.


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When working with 'huxtable' tables, column headers can be controlled as if they are rows in the data frame.
add_column_headers
eases the process of introducing these headers.
add_column_headers(.data, s, header_n = NULL)
| .data | The data.frame/tibble on which the headers shall be attached |
|---|---|
| s | The text containing the intended header string |
| header_n | A header_n or generic data.frame to use for binding count values. This is required if you are using the token replacement. |
A data.frame with the processed header string elements attached as the top rows
Headers are created by providing a single string. Columns are specified by delimitting each header with a '|' symbol.
Instead of specifying the destination of each header, add_column_headers
assumes that you have organized the columns
of your data frame before hand. This means that after you use Tplyr::build()
, if you'd like to reorganize the
default column order (which is simply alphabetical), simply pass the build output to a dplyr::select
or dplyr::relocate
statement before passing into add_column_headers
.
Spanning headers are also supported. A spanning header is an overarching header that sits across multiple columns.
Spanning headers are introduced to add_column_header
by providing the spanner text (i.e. the text that
you'd like to sit in the top row), and then the spanned text (the bottom row) within curly brackets ('{}). For example,
take the iris dataset. We have the names:
"Sepal.Length" "Sepal.Width" "Petal.Length" "Petal.Width" "Species"
If we wanted to provide a header string for this dataset, with spanners to help with categorization of the variables, we could provide the following string:
"Sepal {Length | Width} | Petal {Length | Width} | Species"
Make sure you are aware of the order of your variables prior to passing in to add_column_headers
. The only requirement
is that the number of column match. The rest is up to you.
There are a few features of add_column_header
that are intended but not yet supported:
Nested spanners are not yet supported. Only a spanning row and a bottom row can currently be created
Different delimiters and indicators for a spanned group may be used in the future. The current choices were intuitive, but based on feedback it could be determined that less common characters may be necessary.
This function has support for reading values from the header_n object in a Tplyr table
and adding them in the column headers. Note: The order of the parameters
passed in the token is important. They should be first the treatment variable
then any cols
variables in the order they were passed in the table construction.
Use a double asterisk "**" at the begining to start the token and another
double asterisk to close it. You can separate column parameters in the token
with a single underscore. For example, **group1_flag2_param3** will pull the count
from the header_n binding for group1 in the treat_var
, flag2 in the first cols
argument, and param3 in the second cols
argument.
You can pass fewer arguments in the token to get the sum of multiple columns. For example, **group1** would get the sum of the group1 treat_var, and all cols from the header_n.
#> #>#>#> #>#>#> #>header_string <- "Sepal {Length | Width} | Petal {Length | Width} | Species" iris2 <- iris %>% mutate_all(as.character) iris2 %>% add_column_headers(header_string)#> # A tibble: 152 x 5 #> Sepal.Length Sepal.Width Petal.Length Petal.Width Species #> <chr> <chr> <chr> <chr> <chr> #> 1 Sepal "" Petal "" "" #> 2 Length "Width" Length "Width" "Species" #> 3 5.1 "3.5" 1.4 "0.2" "setosa" #> 4 4.9 "3" 1.4 "0.2" "setosa" #> 5 4.7 "3.2" 1.3 "0.2" "setosa" #> 6 4.6 "3.1" 1.5 "0.2" "setosa" #> 7 5 "3.6" 1.4 "0.2" "setosa" #> 8 5.4 "3.9" 1.7 "0.4" "setosa" #> 9 4.6 "3.4" 1.4 "0.3" "setosa" #> 10 5 "3.4" 1.5 "0.2" "setosa" #> # … with 142 more rows# Example with counts mtcars2 <- mtcars %>% mutate_all(as.character) t <- tplyr_table(mtcars2, vs, cols = am) %>% add_layer( group_count(cyl) ) b_t <- build(t) %>% mutate_all(as.character) count_string <- paste0(" | V N=**0** {auto N=**0_0** | man N=**0_1**} |", " S N=**1** {auto N=**1_0** | man N=**1_1**} | | ") add_column_headers(b_t, count_string, header_n(t))#> # A tibble: 5 x 7 #> row_label1 var1_0_0 var1_0_1 var1_1_0 var1_1_1 ord_layer_index ord_layer_1 #> <chr> <chr> <chr> <chr> <chr> <chr> <chr> #> 1 "" "V N=18" "" "S N=14" "" "" "" #> 2 "" "auto N=… "man N=6" "auto N=… "man N=7" "" "" #> 3 "4" " 0 ( 0… " 1 ( 16… " 3 ( 42… " 7 (100… "1" "1" #> 4 "6" " 0 ( 0… " 3 ( 50… " 4 ( 57… " 0 ( 0… "1" "2" #> 5 "8" "12 (100… " 2 ( 33… " 0 ( 0… " 0 ( 0… "1" "3"


scNetViz is a Cytoscape app designed to support the biological interpretation of scRNAseq experiments. It is available from the Cytoscape App Store.
This tutorial includes two basic use cases, working with data from the EMBL-EBI Single Cell Expression Atlas, or local data. After loading the data into Cytoscape from local files or through the browser, we will generate plots from the data, perform differential expression analysis, generating networks from the top genes, and functionally characterize and visualize the networks.
The data opens the
The
In this case, 6 networks are created; one for each cluster and one for all the clusters combined. The Log 2 Fold Change for each cluster is visualized as the node fill color. In the
In this workflow, we will load normalized data and cluster assignments from local files.
Once the categories are loaded, the data viewer is updated:
Next, we will generate a heatmap showing the top differentially expressed genes:
In this case, 5 networks are created; one for each cluster and one for all the clusters combined. The Log 2 Fold Change for each cluster is visualized as the node fill color.
Cytoscape provides a number of ways to save results and visualizations:


--- layout: default title: "Aravind On Software - The Cerberus" author: "Aravind HU" description: "It is a tool to measure code quality parameters, With in this section of 'Aravind On Software' I am publishing various ways that I use Cerberus for identifying code quality " ---
Cerberus was a brain child of my self and my fellow colleague Datta. It is a tool to measure code quality parameters, which can be used as a watch dog to observe code quality parameters like copy paste errors, suppressed warnings etc., and also to gate builds when the allowed thresholds for the parameters being observed is breached.
Post doing several releases of Cerberus , I have figured out some creative ways of using Cerberus which I am publishing here. These are the ways that I use Cerberus for identifying code quality.


{% extends "challenge.html" %} {% load crispy from crispy_forms_tags %} {# Do not show the footer as this is broken with SummernoteInplaceWidget #} {% block footer %}{% endblock %} {% block content %}


This command hides all highlights in the current file. This does not delete or affect the bookmarks in any other way, just stops them being visible.
Shortcuts
Toolbar:


Cloud Coder helps your business find the help you need without worrying about long contracts or added benefits. Secure a temporary contract with one of our egineers and receive your finished product stamped by our guarentee!
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The command line tool (w3c) is very useful for manipulation of
Web sites that implement more than just HTTP GET (e.g. PUT,
POST, etc.).
The line mode browser is a minimal line mode web browser;
often useful to convert to ascii text. Currently unavailable
until someone updates it to some new interfaces. (hint, hint...)
-rwxr-xr-x 1 root root 578160 Mar 16 2001 /usr/bin/w3c -rwxr-xr-x 1 root root 594675 Mar 16 2001 /usr/bin/webbot -rwxr-xr-x 1 root root 645791 Mar 16 2001 /usr/bin/www


ommie Tucker
T
Hi everyone! My name is Tommie and I am majoring in Visual Comminication Design with a minor in Art. I love to learn. Especially, when it gives you the opprotunity to be creative. am excited to see how much knowelge I will gain about web disign thoughout the quarter.
After George Bailey (James Stewart) wishes he had never been born, an angel (Henry Travers) is sent to earth to make George's wish come true. George starts to realize how many lives he has changed and impacted, and how they would be different if he was never there.
When two brothers find out they might lose their house they are desperate to find a way to keep their home. They find a treasure map and bring some friends along to find it. They are all out looking for the "X" and trying to get away from a group of bad guys who also want the treasure.
High-school seniors Seth and Evan have high hopes for a graduation party: The co-dependent teens plan to score booze and babes so they can become part of the in-crowd, but separation anxiety and two bored police officers complicate the pair's self-proclaimed mission.


This page demonstrates a simple usage of SWFUpload. It uses the Queue Plugin to simplify uploading or cancelling all queued files.


Jeremiah 25:11
And this whole land shall be a desolation, and an astonishment; and these nations shall serve the king of Babylon seventy years.


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Advantages
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Strong multipath tolerance
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Each sub-carrier is independent
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Spectrally Efficient
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Square spectrum
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Allows QAM and PSK subcarrier modulation
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Disadvantages
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Sensitive to frequency errors (ferror<1% of sub
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carrier spacing)
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Requires linear amplification
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Has a high peak to average power ratio (9-12dB)
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--- layout: post title: 'Inspiring read: Hackers & Painters: Big Ideas from the Computer Age' date: 2012-07-03 19:00:24.000000000 +02:00 type: post published: true status: publish categories: - Books tags: - hackers - ideas - inspiration - painters - programming meta: _thumbnail_id: '2073' _edit_last: '1' dsq_thread_id: '749908390' author: login: bbWebdesign email<EMAIL_ADDRESS>display_name: Bob first_name: Bob last_name: Belderbos ---
This is a guest post from M. Schilling. He shares with us his views on the inspiring book Hackers & Painters: Big Ideas from the Computer Age. What can we get out of this book, how to become a better programmer and some other goodies ...
I have just finished reading Hackers & Painters - Big Ideas from the Computer Age by Paul Graham. This book consists of an interesting collection of essays that are all independent of one another.
In 15 essays Graham covers a wide range of topics centered on computers. The first half of the book is much about social theory and politics, while the latter focusses more on computer science in general.
If you are a programmer (or hacker, as how Graham likes to call it) yourself, you will find a lot of moments of recognition (e.g. "Yep!", or "So that's why.."). That's one of the things I like about the book, and it makes reading it easy.
As a programmer, this book will bring you a lot of good thoughts and insights. Some of the ideas might not be totally new to you, but Graham writes it is such a way that you will find it interesting and it will make you think about everything a lot more (which is, by definition, not always desirable ;-)). Simply put: this book will affect the way how you look at your daily programming tasks and projects.
You will not find direct answers in this book. However, if you read very carefully you will find out that the answer is there. Andy Hertzfeld is quoted on the back cover of the book, saying "He may even make you want to start programming in Lisp" and that's probably one of the things you'll have to do. I believe that, on your way to become the best programmer, you have to know about different programming languages and dare to admit that some languages are more powerful than others.
Don't get stuck in your own comfort zone keep saying that your programming language is the best, but keep your mind open for new suggestions.
Why not try a couple of (totally) different programming languages for a few weeks and make them do the same job. When you're done, try to classify the high level languages for yourself, from less
powerful to more powerful. It's the process of doing so, that will help you on the long term to become a better programmer.
If you're interested in the field of computer science, or even if you're just curious about the topic "why are nerds unpopular on high school", I can recommend you to read Hackers & Painters.
A video resource I can recommend is the TV mini-series: Nerds 2.0.1: A Brief History of the Internet. Enjoy this series, and try to find out yourself, how it relates to the chapters in this book (e.g. "Good Bad Attitude", "How to Make Wealth")
You can find more info on the author's page on the book at paulgraham.com.


The Collections Test Framework is an extension to JUnit to enable quick and easy testing of collections.
The Collections Test Framework is an extension to JUnit to enable quick and easy testing of collections. The collections interfaces are large and complex to test thoroughly. These classes do most of the testing for you, and offer configuration by overriding methods when your collection bends the API. All you have to do is actually write the collection and make it pass.
The test framework does not depend on the main commons-collections jar file.
The only exception to this are the Bag
tests, but if you are testing this
you must have the collections jar anyway.
NOTE: The test framework is released to aid developers. We will try to make changes backwards compatible. However, if necessary changes will be made to the test framework to improve the tests.


→ Laboratory skills
→ Driving license - Category B
→ Fluent in english
→Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.


New Snip
Snip: My new Snip
About your Snip!
What language is your Snip in? (python)
Python
Javascript
Lua
PHP
C++
CSS
HTML
Java
Clojure
Haskell
C#
Apache
Bash
CoffeeScript
Markdown
Perl
Ruby
SQL


Get(ScreenDepth)A value of 8 represents 256 (equal to 28) colors or shades of gray.
• Returns 32 on a display showing millions (232) of colors.Returns 16 on a display showing thousands (216) of colors.Returns 4 on a VGA display.Returns 1 on a black-and-white display.


(An HTML file that can be opened and used in the browser without an internet connection)
This packages your Scratch project into a single HTML file that can run on its own in a web browser. The HTML file will be pretty big because it contains the entire Scratch engine (2.6 MB) and the costume and sound files used in the project. There is no direct translation between a Scratch block and a JavaScript equivalent because the two languages are fundamentally different, so you should not use the code in the generated file for learning HTML or JavaScript after Scratch.
The project will automatically start, and there are no green flag or stop sign buttons.
If you want to view or edit the HTML file, you can use the specialized Large File Editor to hide the long lines that may hang or crash normal text editors.
1You may have to deal with privacy laws around cookies outside of Scratch.
2Compatibility mode forces projects to run at 30 FPS, like in Scratch 2.0. Turning this off allows the project to run at a higher framerate (usually 60 FPS, depending on the computer screen's refresh rate).
3I think the implementation of this is poor. Maybe instead of setting mouse x/y, it can set a cloud variable with a certain name. You can leave feedback and suggestions on my profile.
4If a cloud variable with the name "☁ eval" is set, it'll run the variable value as JavaScript and store it in a cloud variable named "☁ eval output"; if there is an error, it'll be stored in "☁ eval error." If you're using a custom cloud server, then cloud variables whose names start with "☁ local storage" will store their values in localStorage instead of in the server.
Update history
See the code and previous versions on Github.
2020-06-13
- More options for styling variable/list monitors
- Option to generate a .zip of files
- Option to preview the HTMLified project
- Readded the option for a progress counter despite lack of demand
- Warn if a file might be too large for JavaScript to HTMLify
- Fixed HTMLifying 2.0 projects
2020-06-01
- Option to remove clone/list length limits
- Option to hide the cursor
- Ability to distinguish between cloud variables for localStorage and the server (and run JavaScript using cloud variables)
- Option for rudimentary pointer lock
- Fixed mouse position and unresized lists not showing
- Default project changed to one of ScratchCat's
- Unfortunately, as part of these changes, I removed the option for a progress bar. If there's demand, I'll try to add it back.
2020-05-01
- Support for custom extensions from a URL
- CSS by Mr. Cringe Kid
2020-03-29
- Fixed custom stage sizes
2020-03-27
- Show an image such as a gif while loading
- Fixed dragging sprites simulating another green flag click
2020-01-06
- An offline version of the HTMLifier
2019-12-25
- An option to use a custom cloud server for cloud variables instead of saving to localStorage
2019-11-23
- A fullscreen button
- An option to change monitor colours
2019-10-05
- New ask box
2019-09-28
- A status text that shows the assets loaded
- Support the video extension
- Support draggable sprites
2019-08-08
- Removed "Scratch" from the name of this utility just in case
2019-07-27
- Support 16:9 projects
- Simplify the number of modes for HTMLification
2019-07-13
- Cloud variables store in localStorage
2019-06-29
- Upload project file instead of using project ID
- Toggle compatibility and turbo mode
2019-03-31
- Variable and list watchers
2019-02-09
- Project start
Made by Sheep_maker, who used scratch-vm, download.js, and their dependencies for this project.
CSS by Mr. Cringe Kid.