ParticleSettings(ID)¶
base classes — bpy_struct
, ID
-
class
bpy.types.
ParticleSettings
(ID)¶ Particle settings, reusable by multiple particle systems
-
active_instanceweight
¶ Type: ParticleDupliWeight
, (readonly)
-
active_instanceweight_index
¶ Type: int in [0, inf], default 0
-
active_texture_index
¶ Index of active texture slot
Type: int in [0, 17], default 0
-
adaptive_angle
¶ How many degrees path has to curve to make another render segment
Type: int in [0, 45], default 0
-
adaptive_pixel
¶ How many pixels path has to cover to make another render segment
Type: int in [0, 50], default 0
-
angular_velocity_factor
¶ Angular velocity amount (in radians per second)
Type: float in [-200, 200], default 0.0
-
angular_velocity_mode
¶ What axis is used to change particle rotation with time
Type: enum in [‘NONE’, ‘VELOCITY’, ‘HORIZONTAL’, ‘VERTICAL’, ‘GLOBAL_X’, ‘GLOBAL_Y’, ‘GLOBAL_Z’, ‘RAND’], default ‘NONE’
-
apply_effector_to_children
¶ Apply effectors to children
Type: boolean, default False
-
apply_guide_to_children
¶ Type: boolean, default False
-
bending_random
¶ Random stiffness of hairs
Type: float in [0, 1], default 0.0
-
boids
¶ Type: BoidSettings
, (readonly)
-
branch_threshold
¶ Threshold of branching
Type: float in [0, 1], default 0.0
-
brownian_factor
¶ Amount of random, erratic particle movement
Type: float in [0, 200], default 0.0
-
child_length
¶ Length of child paths
Type: float in [0, 1], default 0.0
-
child_length_threshold
¶ Amount of particles left untouched by child path length
Type: float in [0, 1], default 0.0
-
child_nbr
¶ Number of children/parent
Type: int in [0, 100000], default 0
-
child_parting_factor
¶ Create parting in the children based on parent strands
Type: float in [0, 1], default 0.0
-
child_parting_max
¶ Maximum root to tip angle (tip distance/root distance for long hair)
Type: float in [0, 180], default 0.0
-
child_parting_min
¶ Minimum root to tip angle (tip distance/root distance for long hair)
Type: float in [0, 180], default 0.0
-
child_radius
¶ Radius of children around parent
Type: float in [0, 100000], default 0.0
-
child_roundness
¶ Roundness of children around parent
Type: float in [0, 1], default 0.0
-
child_size
¶ A multiplier for the child particle size
Type: float in [0.001, 100000], default 0.0
-
child_size_random
¶ Random variation to the size of the child particles
Type: float in [0, 1], default 0.0
-
child_type
¶ Create child particles
Type: enum in [‘NONE’, ‘SIMPLE’, ‘INTERPOLATED’], default ‘NONE’
-
clump_curve
¶ Curve defining clump tapering
Type: CurveMapping
, (readonly)
-
clump_factor
¶ Amount of clumping
Type: float in [-1, 1], default 0.0
-
clump_noise_size
¶ Size of clump noise
Type: float in [1e-05, 100000], default 0.0
-
clump_shape
¶ Shape of clumping
Type: float in [-0.999, 0.999], default 0.0
-
collision_collection
¶ Limit colliders to this collection
Type: Collection
-
color_maximum
¶ Maximum length of the particle color vector
Type: float in [0.01, 100], default 0.0
-
count
¶ Total number of particles
Type: int in [0, inf], default 0
-
courant_target
¶ The relative distance a particle can move before requiring more subframes (target Courant number); 0.01-0.3 is the recommended range
Type: float in [0.0001, 10], default 0.1
-
create_long_hair_children
¶ Calculate children that suit long hair well
Type: boolean, default False
-
damping
¶ Amount of damping
Type: float in [0, 1], default 0.0
-
display_color
¶ Draw additional particle data as a color
Type: enum in [‘NONE’, ‘MATERIAL’, ‘VELOCITY’, ‘ACCELERATION’], default ‘NONE’
-
display_method
¶ How particles are drawn in viewport
Type: enum in [‘NONE’, ‘RENDER’, ‘DOT’, ‘CIRC’, ‘CROSS’, ‘AXIS’], default ‘NONE’
-
display_percentage
¶ Percentage of particles to display in 3D view
Type: int in [0, 100], default 0
-
display_size
¶ Size of particles on viewport in BU
Type: float in [0, 1000], default 0.0
-
display_step
¶ How many steps paths are drawn with (power of 2)
Type: int in [0, 10], default 0
-
distribution
¶ How to distribute particles on selected element
Type: enum in [‘JIT’, ‘RAND’, ‘GRID’], default ‘JIT’
-
drag_factor
¶ Amount of air-drag
Type: float in [0, 1], default 0.0
-
effect_hair
¶ Hair stiffness for effectors
Type: float in [0, 1], default 0.0
-
effector_amount
¶ How many particles are effectors (0 is all particles)
Type: int in [0, 10000], default 0
-
effector_weights
¶ Type: EffectorWeights
, (readonly)
-
emit_from
¶ Where to emit particles from
Type: enum in [‘VERT’, ‘FACE’, ‘VOLUME’], default ‘VERT’
-
factor_random
¶ Give the starting velocity a random variation
Type: float in [0, 200], default 0.0
-
fluid
¶ Type: SPHFluidSettings
, (readonly)
-
force_field_1
¶ Type: FieldSettings
, (readonly)
-
force_field_2
¶ Type: FieldSettings
, (readonly)
-
frame_end
¶ Frame number to stop emitting particles
Type: float in [-1.04857e+06, 1.04857e+06], default 0.0
-
frame_start
¶ Frame number to start emitting particles
Type: float in [-1.04857e+06, 1.04857e+06], default 0.0
-
grid_random
¶ Add random offset to the grid locations
Type: float in [0, 1], default 0.0
-
grid_resolution
¶ The resolution of the particle grid
Type: int in [1, 250], default 0
-
hair_length
¶ Length of the hair
Type: float in [0, 1000], default 0.0
-
hair_step
¶ Number of hair segments
Type: int in [2, 32767], default 0
-
hexagonal_grid
¶ Create the grid in a hexagonal pattern
Type: boolean, default False
-
instance_collection
¶ Show Objects in this collection in place of particles
Type: Collection
-
instance_weights
¶ Weights for all of the objects in the dupli collection
Type: bpy_prop_collection
ofParticleDupliWeight
, (readonly)
-
integrator
¶ Algorithm used to calculate physics, from the fastest to the most stable/accurate: Midpoint, Euler, Verlet, RK4 (Old)
Type: enum in [‘EULER’, ‘VERLET’, ‘MIDPOINT’, ‘RK4’], default ‘EULER’
-
invert_grid
¶ Invert what is considered object and what is not
Type: boolean, default False
-
is_fluid
¶ Particles were created by a fluid simulation
Type: boolean, default False, (readonly)
-
jitter_factor
¶ Amount of jitter applied to the sampling
Type: float in [0, 2], default 0.0
-
keyed_loops
¶ Number of times the keys are looped
Type: int in [1, 10000], default 0
-
keys_step
¶ Type: int in [0, 32767], default 0
-
kink
¶ Type of periodic offset on the path
Type: enum in [‘NO’, ‘CURL’, ‘RADIAL’, ‘WAVE’, ‘BRAID’, ‘SPIRAL’], default ‘NO’
-
kink_amplitude
¶ The amplitude of the offset
Type: float in [-100000, 100000], default 0.0
-
kink_amplitude_clump
¶ How much clump affects kink amplitude
Type: float in [0, 1], default 0.0
-
kink_amplitude_random
¶ Random variation of the amplitude
Type: float in [0, 1], default 0.0
-
kink_axis
¶ Which axis to use for offset
Type: enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
-
kink_axis_random
¶ Random variation of the orientation
Type: float in [0, 1], default 0.0
-
kink_extra_steps
¶ Extra steps for resolution of special kink features
Type: int in [1, inf], default 0
-
kink_flat
¶ How flat the hairs are
Type: float in [0, 1], default 0.0
-
kink_frequency
¶ The frequency of the offset (1/total length)
Type: float in [-100000, 100000], default 0.0
-
kink_shape
¶ Adjust the offset to the beginning/end
Type: float in [-0.999, 0.999], default 0.0
-
length_random
¶ Give path length a random variation
Type: float in [0, 1], default 0.0
-
lifetime
¶ Life span of the particles
Type: float in [1, 1.04857e+06], default 0.0
-
lifetime_random
¶ Give the particle life a random variation
Type: float in [0, 1], default 0.0
-
line_length_head
¶ Length of the line’s head
Type: float in [0, 100000], default 0.0
-
line_length_tail
¶ Length of the line’s tail
Type: float in [0, 100000], default 0.0
-
lock_boids_to_surface
¶ Constrain boids to a surface
Type: boolean, default False
-
mass
¶ Mass of the particles
Type: float in [1e-08, 100000], default 0.0
-
material
¶ Index of material slot used for rendering particles
Type: int in [1, 32767], default 0
-
material_slot
¶ Material slot used for rendering particles
Type: enum in [‘DUMMY’], default ‘DUMMY’
-
normal_factor
¶ Let the surface normal give the particle a starting velocity
Type: float in [-1000, 1000], default 0.0
-
object_align_factor
¶ Let the emitter object orientation give the particle a starting velocity
Type: float array of 3 items in [-200, 200], default (0.0, 0.0, 0.0)
-
object_factor
¶ Let the object give the particle a starting velocity
Type: float in [-200, 200], default 0.0
-
particle_factor
¶ Let the target particle give the particle a starting velocity
Type: float in [-200, 200], default 0.0
-
particle_size
¶ The size of the particles
Type: float in [0.001, 100000], default 0.0
-
path_end
¶ End time of drawn path
Type: float in [-inf, inf], default 0.0
-
path_start
¶ Starting time of drawn path
Type: float in [-inf, inf], default 0.0
-
phase_factor
¶ Rotation around the chosen orientation axis
Type: float in [-1, 1], default 0.0
-
phase_factor_random
¶ Randomize rotation around the chosen orientation axis
Type: float in [0, 2], default 0.0
-
physics_type
¶ Particle physics type
Type: enum in [‘NO’, ‘NEWTON’, ‘KEYED’, ‘BOIDS’, ‘FLUID’], default ‘NO’
-
radius_scale
¶ Multiplier of radius properties
Type: float in [0, inf], default 0.0
-
react_event
¶ The event of target particles to react on
Type: enum in [‘DEATH’, ‘COLLIDE’, ‘NEAR’], default ‘DEATH’
-
reactor_factor
¶ Let the vector away from the target particle’s location give the particle a starting velocity
Type: float in [-10, 10], default 0.0
-
render_step
¶ How many steps paths are rendered with (power of 2)
Type: int in [0, 20], default 0
-
render_type
¶ How particles are rendered
Type: enum in [‘NONE’, ‘HALO’, ‘LINE’, ‘PATH’, ‘OBJECT’, ‘COLLECTION’], default ‘NONE’
-
rendered_child_count
¶ Number of children/parent for rendering
Type: int in [0, 100000], default 0
-
root_radius
¶ Strand diameter width at the root
Type: float in [0, inf], default 0.0
-
rotation_factor_random
¶ Randomize particle orientation
Type: float in [0, 1], default 0.0
-
rotation_mode
¶ Particle orientation axis (does not affect Explode modifier’s results)
Type: enum in [‘NONE’, ‘NOR’, ‘NOR_TAN’, ‘VEL’, ‘GLOB_X’, ‘GLOB_Y’, ‘GLOB_Z’, ‘OB_X’, ‘OB_Y’, ‘OB_Z’], default ‘NONE’
-
roughness_1
¶ Amount of location dependent rough
Type: float in [0, 100000], default 0.0
-
roughness_1_size
¶ Size of location dependent rough
Type: float in [0.01, 100000], default 0.0
-
roughness_2
¶ Amount of random rough
Type: float in [0, 100000], default 0.0
-
roughness_2_size
¶ Size of random rough
Type: float in [0.01, 100000], default 0.0
-
roughness_2_threshold
¶ Amount of particles left untouched by random rough
Type: float in [0, 1], default 0.0
-
roughness_curve
¶ Curve defining roughness
Type: CurveMapping
, (readonly)
-
roughness_end_shape
¶ Shape of end point rough
Type: float in [0, 10], default 0.0
-
roughness_endpoint
¶ Amount of end point rough
Type: float in [0, 100000], default 0.0
-
shape
¶ Strand shape parameter
Type: float in [-1, 1], default 0.0
-
show_guide_hairs
¶ Show guide hairs
Type: boolean, default False
-
show_hair_grid
¶ Show hair simulation grid
Type: boolean, default False
-
show_health
¶ Draw boid health
Type: boolean, default False
-
show_number
¶ Show particle number
Type: boolean, default False
-
show_size
¶ Show particle size
Type: boolean, default False
-
show_unborn
¶ Show particles before they are emitted
Type: boolean, default False
-
show_velocity
¶ Show particle velocity
Type: boolean, default False
-
size_random
¶ Give the particle size a random variation
Type: float in [0, 1], default 0.0
-
subframes
¶ Subframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))
Type: int in [0, 1000], default 0
-
tangent_factor
¶ Let the surface tangent give the particle a starting velocity
Type: float in [-1000, 1000], default 0.0
-
tangent_phase
¶ Rotate the surface tangent
Type: float in [-1, 1], default 0.0
-
texture_slots
¶ Texture slots defining the mapping and influence of textures
Type: ParticleSettingsTextureSlots
bpy_prop_collection
ofParticleSettingsTextureSlot
, (readonly)
-
time_tweak
¶ A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)
Type: float in [0, 100], default 0.0
-
timestep
¶ The simulation timestep per frame (seconds per frame)
Type: float in [0.0001, 100], default 0.0
-
tip_radius
¶ Strand diameter width at the tip
Type: float in [0, inf], default 0.0
-
trail_count
¶ Number of trail particles
Type: int in [1, 100000], default 0
-
twist
¶ Number of turns around parent along the strand
Type: float in [-100000, 100000], default 0.0
-
twist_curve
¶ Curve defining twist
Type: CurveMapping
, (readonly)
-
type
¶ Particle Type
Type: enum in [‘EMITTER’, ‘HAIR’], default ‘EMITTER’
-
use_absolute_path_time
¶ Path timing is in absolute frames
Type: boolean, default False
-
use_adaptive_subframes
¶ Automatically set the number of subframes
Type: boolean, default False
-
use_advanced_hair
¶ Use full physics calculations for growing hair
Type: boolean, default False
-
use_close_tip
¶ Set tip radius to zero
Type: boolean, default False
-
use_clump_curve
¶ Use a curve to define clump tapering
Type: boolean, default False
-
use_clump_noise
¶ Create random clumps around the parent
Type: boolean, default False
-
use_collection_count
¶ Use object multiple times in the same collection
Type: boolean, default False
-
use_collection_pick_random
¶ Pick objects from collection randomly
Type: boolean, default False
-
use_dead
¶ Show particles after they have died
Type: boolean, default False
-
use_die_on_collision
¶ Particles die when they collide with a deflector object
Type: boolean, default False
-
use_dynamic_rotation
¶ Particle rotations are affected by collisions and effectors
Type: boolean, default False
-
use_emit_random
¶ Emit in random order of elements
Type: boolean, default False
-
use_even_distribution
¶ Use even distribution from faces based on face areas or edge lengths
Type: boolean, default False
-
use_global_instance
¶ Use object’s global coordinates for duplication
Type: boolean, default False
-
use_hair_bspline
¶ Interpolate hair using B-Splines
Type: boolean, default False
-
use_modifier_stack
¶ Emit particles from mesh with modifiers applied (must use same subsurf level for viewport and render for correct results)
Type: boolean, default False
-
use_multiply_size_mass
¶ Multiply mass by particle size
Type: boolean, default False
-
use_parent_particles
¶ Render parent particles
Type: boolean, default False
-
use_react_multiple
¶ React multiple times
Type: boolean, default False
-
use_react_start_end
¶ Give birth to unreacted particles eventually
Type: boolean, default False
-
use_regrow_hair
¶ Regrow hair for each frame
Type: boolean, default False
-
use_render_adaptive
¶ Draw steps of the particle path
Type: boolean, default False
-
use_rotation_instance
¶ Use object’s rotation for duplication (global x-axis is aligned particle rotation axis)
Type: boolean, default False
-
use_rotations
¶ Calculate particle rotations
Type: boolean, default False
-
use_roughness_curve
¶ Use a curve to define roughness
Type: boolean, default False
-
use_scale_instance
¶ Use object’s scale for duplication
Type: boolean, default False
-
use_self_effect
¶ Particle effectors affect themselves
Type: boolean, default False
-
use_size_deflect
¶ Use particle’s size in deflection
Type: boolean, default False
-
use_strand_primitive
¶ Use the strand primitive for rendering
Type: boolean, default False
-
use_twist_curve
¶ Use a curve to define twist
Type: boolean, default False
-
use_velocity_length
¶ Multiply line length by particle speed
Type: boolean, default False
-
use_whole_collection
¶ Use whole collection at once
Type: boolean, default False
-
userjit
¶ Emission locations / face (0 = automatic)
Type: int in [0, 1000], default 0
-
virtual_parents
¶ Relative amount of virtual parents
Type: float in [0, 1], default 0.0
-
classmethod
bl_rna_get_subclass
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Struct
subclass
-
classmethod
bl_rna_get_subclass_py
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
-
Inherited Properties
Inherited Functions
References


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On a web site, it’s neat to provide URLs like http://community.com/some_username
or http://blog.com/some_category
. It’s only slightly shorter than /users/some_username
or /u/some_username
, but looks much better.
Having usernames or tags directly under the root of the site means they can collide with other routes, though. If you’re using /login
, you don’t want users to be able to have that username.
The first thing to do is, of course, to put the username route at the very end. You will need to, or its wildcard nature will catch every request (well, every request not including the path separators .
and /
). This means that if a user would somehow end up with a name like “login”, the login action will still work – but the less-important user page will be eclipsed.
Let’s assume our routes are
1 2 |
|
You could then do this to avoid route collisions in usernames:
1 2 3 4 5 6 7 8 9 10 11 12 13 |
|
ActionController::Routing::Routes.recognize_path("/#{name}", :method => :get)
takes a path (must begin with a slash) and an optional environment hash. With the routes specified above, we could have left out the :method
, but we’ll need it for RESTful routes or other routes with method conditions (otherwise they may be recognized by the wildcard route instead, or fail to be recognized altogether).
If the method fails to match a route, you get an ActionController::RoutingError
. If it succeeds, you get a hash. The inline rescue above ensures graceful handling even if recognition fails.
Note that the user
wildcard route will recognize a lot of stuff (the controller, not the route, will then get to decide if there is such a user), so we actually shouldn’t get routing errors, assuming we don’t let usernames contain periods or slashes (path separators), but it’s good to be defensive. Especially since the model above runs the route validation independent of the format validation.
So if the method succeeds in recognizing a route, you will get a hash:
1 2 3 4 |
|
If the hash has a value for the :username
key, it was recognized by that route. That implies two things: no earlier route matched the username, and it has a format that means it can be properly routed as a username (again, usernames containing slashes or periods would fail here).
If you have other routes that also have a :username
key, you may want to make this condition more strict, also confirming the controller and action. No need to worry about query strings, though – they’re not part of the recognition process:
1 2 |
|
The uniqueness validation is there to make this point: the route validation only avoids collisions with earlier routes; it doesn’t run any controller code, so it has no idea if the username is already taken.
Another thing to note is that (non-wildcard) routing is case-sensitive, so if you have a /login
page, a user could pick the name “LOGIN”, and both would work. If you don’t like this, downcase the slug before checking for a route. Mix-case routes would take more effort.
Of course, this code can’t look into the future and prevent users from taking the names of routes you add later. You could run code on every deploy to check that there are no new collisions due to this.
A simpler, but limited, solution I’ve heard of is to keep all routes shorter than say six characters (/login
is fine but /logout
would be too long) and only allow longer usernames.


free - Display amount of free and used memory in the system
free
free displays the total amount of free and used physical and swap memory in the system, as well as the buffers used by the kernel. The shared memory column represents either the MemShared value (2.4 series kernels) or the Shmem value (2.6 series kernels and later) taken from the /proc/meminfo file. The value is zero if none of the entries is exported by the kernel.
-b, --bytes Display the amount of memory in bytes.
-k, --kilo Display the amount of memory in kilobytes. This is the default.
-m, --mega Display the amount of memory in megabytes.
-g, --giga Display the amount of memory in gigabytes.
--tera Display the amount of memory in terabytes.
-h, --human Show all output fields automatically scaled to shortest three digit unit and display the units of print out. Following units are used.
B = bytes K = kilos M = megas G = gigas T = teras
If unit is missing, and you have petabyte of RAM or swap, the number is in terabytes and columns might not be aligned with header.
-c, --count count Display the result count times. Requires the -s option.
-l, --lohi Show detailed low and high memory statistics.
-o, --old Display the output in old format, the only difference being this option will disable the display of the "buffer adjusted" line.
-s, --seconds seconds Continuously display the result delay seconds apart. You may actually specify any floating point number for delay , usleep (3)is used for microsecond resolution delay times.
--si Use power of 1000 not 1024.
-t, --total Display a line showing the column totals.
--help Print help.
-V, --version Display version information.
/proc/meminfo memory information
ps (1), slabtop (1), top (1), vmstat (8).
Please send bug reports to


Writes the contents of a field, an array of fields, a Graphic Display object (red renderable port) or a group of Graphic Display objects to a Maya OBJ file.
Input Ports
User Macro Name Type Description write_maya in_fld Field single set of field data write_maya_multi in_flds[] Field array of field data write_maya_GD obj GD Object single Graphic Display Object write_maya_ARR top_obj GroupObject group of Graphic Display Objects
These user macros all write data to Maya OBJ format files. The exact purpose of each of these three macros is described below:
These macros parse the appropriate input and then create an ASCII Maya OBJ output file containing the Cell_Sets of certain 3D elements. The current implementation outputs triangle, quad, line, polyline and polytristrip cell sets. The module takes cell mesh topology from the input field structure and writes this data out to the Maya file.
The format output is the original Wavefront OBJ file format. This format can store several 3D geometric objects in the scene. These are separated by comment lines. The module is able to pass normals through if they exist on the input mesh. Colors and scalar numerical values at nodes can also be passed through using UV texture coordinates.
The MAYA system is an advanced animation and visualization system developed by Alias/Wavefront. Other packages, such as SoftImage and Lightwave3D can also read the Maya OBJ format. More information about the Maya system can be found on the Alias/Wavefront web-site. A full description of the file format structure with examples, can be found at:
http://cica.cica.indiana.edu/graphics/object_specs/OBJ.format.txt
Note that each of the user macros has a different input port.
in_fld - write_maya
Reference to a set of field data that should be written to the Maya file. The field data should consist of a Mesh containing a Cell_Set, and Node data.
in_flds[] - write_maya_multi
Reference to an array of Fields that should be written to the Maya file. The field data should consist of a Mesh containing a Cell_Set, and Node data. The data in each field is written into the Maya file and separated by comments.
obj - write_maya_GD
Reference to a Graphic Display object (red renderable port) that should be written to the Maya file. The field data to be written is extracted from the supplied Graphic Display object.
top_obj - write_maya_ARR
Reference to a GroupObject (red renderable port) that should be written to the Maya file. The GroupObject should contain a number of child Graphic Display objects. These are separated by comments in the output Maya file. GroupObjects are generated by ARR library modules. They can also be created manually.
(none)
The User Macro write_maya uses the low-level module WriteMayaCore and the UI macro WriteMayaUI. As all of the other User Macros are derived from the write_maya macro they also make use of these components.
Three example applications are provided. WriteMayaEg demonstrates the use of the write_maya user macro by generating an isosurface and writing that isosurface to a file. WriteMayaMultiEg demonstrates the use of the write_maya_multi user macro by generating several sets of Field data and writing them all to a single file. WriteMayaArrEg demonstrates the use of the write_maya_ARR macro by loading a multiblock set of data and generating a series of visualizations. The isosurface can then be written to a file. If the resultant file is examined then it is apparent that the isosurface is written out in several chunks, one per block of data.
xp_comm_proj/wr_maya/wrmymacs.v contains the V definitions of the write_maya, write_maya_multi, write_maya_GD and write_maya_ARR User Macros, the WriteMayaUI UI Macro, and the example applications WriteMayaEg, WriteMayaMultiEg and WriteMayaArrEg.
The WriteMayaMacs library inherits its process. As this library contains no procedural code, the process is not important.
Ian Curington Advanced Visual Systems, Ltd. Hanworth Lane, Chertsey Surrey, UK KT16 9JX<EMAIL_ADDRESS>WriteMayaCore, WriteMayaUI, WriteMayaEg, WriteMayaMultiEg, WriteMayaArrEg, Write VGF, Write STL, Write POV


| I l@ve RuBoard |
Not necessarily written for Windows platforms, but nevertheless worth a look, are the extensions written for Python by Marc-André Lemburg. Most extensions come with a Python-style license and can be freely used for your own projects (although some do require a license for commercial use: see the license for details). Many of them even include precompiled binaries for direct use on Windows; installation is then a matter of unzipping the package archive.
You can download the most recent versions from the Starship server, where many other Pythoneers also keep their gems. The documentation, license information, and download instructions are all just a few clicks away from http://starship.python.net/crew/lemburg/ .
mxDateTime provides three new object types, DateTime, DateTimeDelta, and RelativeDateTime, which let you store and handle date/time values in a more natural way than by using Unix ticks (seconds since 1.1.70 0:00 UTC, the encoding used by the standard Python time module). We'll see this used in Chapter 13.
You can add, subtract, and even multiply instances, or use the standard Python pickle module to copy them and convert the results to strings, COM dates, ticks, and some other more esoteric values. In addition, there are several convenient constructors, formatters, and parsers to greatly simplify dealing with dates and times in real-world applications.
Besides providing an easy-to-use Python interface, the package also exports a comfortable C API interface for other extensions to build on. This is especially interesting for database applications that often have to deal with date/time values; the mxODBC package is one example of an extension using this interface.
mxTextTools includes several useful functions and types that implement high-performance text-manipulation and searching algorithms.
For experts, mxTextTools also includes a flexible and extensible state machine, the Tagging Engine, that allows scanning and processing text based on low-level bytecode "programs" written using Python tuples. It gives you access to the speed of C without having to compile and link steps every time you change the parsing description.
Applications include parsing structured text, finding and extracting text (either exact or using translation tables), and recombining strings to form new text.
mxODBC is an extension package that provides a Python Database API-compliant interface to ODBC 2.0-capable database drivers and managers.
Apart from implementing the standard Database API interface, it also gives access to a rich set of catalog methods that allow you to scan the database for tables, procedures, and so forth. Furthermore, it uses the mxDateTime package for date/time value interfacing eliminating most of the problems these types normally introduce (other I/O formats are available too).
The latest versions of the package allow you to interface to more than one database from one process. It includes a variety of preconfigured setups for many commonly used databases such as MySQL, Oracle, Informix, Solid, and many more. A precompiled version of the extension for the Windows ODBC manager is also included.
Chapter 13 covers mxODBC in considerable detail.
This is one of the smaller offerings: mxStack implements a new object type called Stack. It works much as you would expect from such a type, having .push() and .pop() methods and focusing on obtaining maximum speed at low memory costs.
The mxTools package is collection of handy functions and objects extending Python's functionality in many useful ways. You'll find many goodies you've often missed in this package, such as dict() for constructing dictionaries from item lists or a replacement for range(len(object)) called indices() . There are more than 25 new functions provided by this package; too many to detail here, and listing only a few runs the risk of skipping the one you might find most useful. The online documentation provides an excellent reference.
mxCrypto is an extension package that provides object-oriented-style access to the cipher algorithms and hash functions included in SSLeay, a sophisticated cryptographic library written by Eric Young, now maintained by the OpenSSL ( http://www.openssl.org) team.
SSLeay/OpenSSL isn't subject to the U.S. government's International Traffic in Arms Regulations (ITAR) export restrictions on cryptographic software, so it's available worldwide.
This small package gives you complete control of how an object may be accessed and by whom. It's suitable to implement bastion-like features without the need to run in restricted execution environments.
The package features secure data encapsulation (the hidden objects are not accessible from Python since they are stored in internal C structures), customizable attribute lookup methods, and a cleanup protocol that helps to break circular references prior to object deletion.
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Responsive web design (RWD) is a web development approach that creates dynamic changes to the appearance of a website, depending on the screen size and orientation of the device being used to view it. RWD is one approach to the problem of designing for the multitude of devices available to customers, ranging from tiny phones to huge desktop monitors.
The EQRS application is built using the Bootstrap grid system which provides a flexible, device-agnostic layout system.
According to Bootstrap, the grid system "uses a series of containers, rows, and columns to layout and align content. It’s built with flexbox and is fully responsive. Below is an example and an in-depth look at how the grid comes together."
Breakpoints are the point at which your sites content will respond to provide the user with the best possible layout to consume the information. They are the media query values that will mark the transition to a new class of devices.
EQRS Design System uses two different page layouts. One is a full width responsive layout, and the other layout is a left sidebar based responsive layout.


An Elasticsearch Index Lifecycle Management Policy defines the phases and actions to manage the lifecycle of an ES index.
This object has no members.
Enable COLD phase for the ES index.
Default value: false
SDK attribute: coldPhaseEnabled
The number of hours after the rollover of the index until it moves to the cold phase. This value has to be higher than the warm timer value.
Default value: 0
Max value: 45000
SDK attribute: coldTimer
Enable DELETE phase for the ES index
Default value: false
SDK attribute: deletePhaseEnabled
The number of hours after the rollover of the index until it gets deleted. This value has to be higher than the cold timer value.
Default value: 168
Max value: 45000
SDK attribute: deleteTimer
Description of the Elasticsearch Index Lifecycle Management Policy.
Format: free
Max length: 255
SDK attribute: description
Metadata objects associated with this entity. This will contain a list of Metadata objects if the API request is made using the special flag to enable the embedded Metadata feature. Only a maximum of Metadata objects is returned based on the value set in the system configuration.
SDK attribute: embeddedMetadata
Specify if scope of entity is Data center or Enterprise level
Allowed values: ENTERPRISE, GLOBAL
SDK attribute: entityScope
The type of EsIlm Policy.
Allowed values: CUSTOM, DEFAULT
SDK attribute: esIlmPolicyType
External object ID. Used for integration with third party systems
Format: free
SDK attribute: externalID
Enable the Force Merge action for the ES index when moving to the warm phase.
Default value: false
SDK attribute: forceMergeEnabled
Max number of segments for Force Merge
Default value: 1
Min value: 1
Max value: 100
SDK attribute: forceMergeMaxNumSegments
Mark the ES index as frozen when moving to the cold phase. This will freeze the index by calling the Freeze Index API.
Default value: false
SDK attribute: indexFreeze
Mark the ES index as readonly in the warm phase
Default value: false
SDK attribute: indexReadOnly
A unique name of the EsIlmPolicy object
Format: free
Min length: 1
Max length: 100
SDK attribute: name
The number of hours after which the index is rolled over in case it isn't rolled over based on size or number of documents.
Default value: 0
Max value: 45000
SDK attribute: rolloverMaxAge
The number of documents after which the index is rolled over in case it isn't rolled over based on size or age.
Default value: 0
Max value:<PHONE_NUMBER>0
SDK attribute: rolloverMaxDocs
The max size in GB after which the index is rolled over in case it isn't rolled over based on age or number of documents.
Default value: 150
Max value: 1024
SDK attribute: rolloverMaxSize
Enable WARM phase for the ES index
Default value: false
SDK attribute: warmPhaseEnabled
The number of hours after the rollover of the index until it moves to the warm phase.
Default value: 0
Max value: 45000
SDK attribute: warmTimer


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| DOSE: |
100 mg |
insufflated |
DPT |
(powder / crystals) |
This story includes me and my friends J, C, and H. Me and H have been through a lot together and he is included in one of my other experiences I submitted where we took ecstacy. Anyway, we're are at a local baseball park, sitting in a car discussing this new drug C bought off the net as a 'research chemical'. C produced from his pocket a small baggy with a tan, brownish powder inside. 'It's DPT.', he said, 'You snort it and you trip like LSD.' There was 500mg in the bag. He said it was a molecularly tweaked form of DMT.
H refused the drug at first because his girlfriend had made him swear he wouldn't try this new drug. Peer pressure always wins. We found a surface to make lines on and we did our best dividing it up into five 'even' lines. 100mg in each line, or so we thought.  So we snorted our lines and put the remaining line back into the bag.
It hurt very bad to snort it, burned badly. We desperately needed a liquid to flush out our nasal cavities and decided to walk to the park water fountain. The fountain was out of order. Our noses were hurting so badly. I believed cannabis acts as a mild pain reliever, and having a sack along with some joints, we sat down on some steps to toke up. A bowl was loaded and a spliff was sparked and we smoked. Instantly the visuals were brought on. The horizon stretched as far as my eye could see.
I looked at the ground and noticed that it was foaming, or boiling. A foam-like mass of bubbles was collecting on the ground. Tracers were ridiculously long-lasting. There were literally five of my hands plastered on my field of vision. They hung there for what seemed like minutes before dissipating. I kept repeating to my companions, 'I'm falling off into something..I'm falling off into something..' over and over hoping for a response as to how hard they were tripping. Our skin was breathing. Going from skeletal to plump and back. I wondered if we were all convulsing and the intense tracers made it appear like our skin was breathing. I was tripping hard.
I notice H leaning over the rail and heaving. I took no notice to his vomitting. Then C began to vomit. It was red, or orange, but very bright. I cannot handle the sight or smell of vomit. Seeing my friends puking made me start to puke everywhere. I puked a lot. There was so much of it I couldn't believe it. I wondered where it all came from. J never puked once. I asked, 'How long have we been sitting here?'. Time was severly distorted. This was scary. I could honestly not remember if we had been sitting there for seconds, minutes, or even hours. I wondered if I was late to work.
We had lost touch with reality. In limbo. C proposes, 'What if we're dying?' This was not a good question. My thoughts were racing. What did I just snort? What did we just put into our bodies? How far have I just gone? What if I'm dying? What if we are really dying?  I think my life flashed before my eyes. We literally freaked out and ran, while puking, to J's car. J told me later that the faster he ran to his car the farther away it got until it just appeared in front of him and he slammed into it.
C and I collapsed onto the ground, puking, tripping. I saw some people walking their dog and with all I could I shouted, 'Help!' They didn't even look. I wondered if they were even real. This was scary. So, our current state of mind was that we just poisoned ourselves with an unknown 'research chemical' my friend got off the net. So I thought, 'Call 911!' I took C's cell phone and dialed 911. I told the lady we did some drug and we needed help. I told her the name of the park. Then I realized we had drugs on us and hung up.
[Erowid Note: Driving while intoxicated or tripping is dangerous and irresponsible because it endangers other people. Don't do it!]
Convinced cops were on the way to the park right then, I urged verybody to pile into the car cause we needed to get out of there. Once in the car, I freaked out and told J not to drive because he was hallucinating and it was dangerous to drive. J said he wasn't sticking around for cops.  It was so scary. Suddenly J took off and H started to just get out of the speeding car.  J, stop! J, what's going on!' Screaming, terrified. J slowed down for H to get out and took off without him. I kept screaming for him to stop the car. I wasn't about to leave a friend behind in all this mess so I got out.
Luckily J stayed put while I collected H. As I walked toward H I noticed he was white as a sheet. He looked like a zombie, with empty eyes. I told him I was sorry for bringing him along. Things were turning out badly and we were scared. We both got into the car and J began to drive to his house a few miles away. The ride was incredibly smooth if I remember correctly. J obeyed all the traffic laws. I think I remember driving by a gas station that was nowhere near our route to J's house.
C dialed his mother on his cell and told her that he was dying and that he loved her very much. J snatched the phone away and shuts it off.  J became very violent and irritable and I wondered at one point if he was going to kill C. J later told me that he was trapped in a time warp and we kept saying the same things over and over and over again.
At one point in the drive we are in a neighborhood avoiding main roads when H leans between the two front seats and says firmly and loudly, 'J, stop!' He slammed the brakes and a screech, or squeal, which I think was the breaks, rang through the air for what seemed like minutes. H sat back down and was quiet, we drove.
Arriving at J's house I told him to go inside and get four glasses of water. I thought this might make us feel better. He brings out two glasses of frickin' milk. Milk for God's sake. He tells me later that in the kitchen he could not get the milk to pour into the glass and it seemed like he poured ten glasses of milk. I drank the milk and puked it up seconds later. I collapsed on my back on his front porch. His dad came outside, saw me rolling on the ground, pale, moaning and asked J what was wrong with us.
C was talking to a tree and H was just standing there, pale and looked dead. J's dad went inside to get the wife. J's mom came outside, and knowing and liking me the most, ushered me inside. I told her I had a heat stroke from skateboarding out in the sun and got sick and fainted. She called my mom and told her something was wrong with me and I told my mom the same story. Outside, a cop rolled up. This was unexpected. J ran out back and threw his glass pipe into a pond and tossed the herb over a fence.
The cop came inside, up to me and said, 'Where's the GHB?' That ammused me. At this point, I no longer felt ill and was able to laugh at and disrespect this cop, an especially notorious one around my town. He asked me about the GHB one more time and left. Parents and ambulances arrived. The police discovered a tablet of ecstacy in J's car which turned out to be H's. The police held up the baggied tablet and asked, 'Is this what you took?' I'd never seen it before, so maybe. I began to wonder if what I just snorted was a crushed up 'one of those'.
H was so out of it he could answer no questions. I asked C, 'Is that what we took?' I thought C had orderd tablets of the stuff and just crushed them up. I overheard H's mom blathering about something but managed to overhear, '...laced with cyanide!' I then, truly thought, I was going to die. I thought C had ordered cyanide laced DPT tablets and we snorted them and now we're dead.
H was having a profound reaction to the DPT. He was totally gone on his trip. There in a physical sense but totally gone in his head. While being calmed by the EMT's he would stand up quickly and say. 'What the fuck?' A cop was threatening to cuff him and knowing that H had no control over himself I said to the officer, 'Man, he's tripping. Leave him alone.' H told me later that at the park he saw a light (as in 'The Light') and heard voices saying, 'It's okay to die.' He said that at J's house when medics where trying to talk to him that he only heard nonsense come out of their mouths, such as, 'Put on the backwards haircut.' and 'What's up is down.'
So, we we're all loaded into ambulances where I'm stuck with a giant IV needle once, and a second time cause he missed the first.  At the hospital I am roomed with C, J is alone, and H was supposedly in IC. The standard poisoning procedures were being taken. Charcoal, the whole bit. I was there for a couple of hours and was released into the care of my mother.
We were told by the doctors that we almost died and that our livers could have failed. We were told that H's heart stopped and that he was revived. In his own room, H was reacting violently to the staff, knocking away any charcoal that was pointed at him, being loud and yelling at the nurses, refusing treatment. I'm not sure if I would do DPT again. It was very real, intense, and at times terrifying.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


| Author: | PyBlosxom Development Team |
|---|---|
| Version: | writing_entries.txt 1029 2007-06-07 02:33:12Z willhelm |
| Copyright: | This document is distributed under the MIT license. |
Contents
Writing entries in PyBlosxom is fairly straightforward. Each entry is a single text file located somewhere in the directory tree of your datadir. The directory that the entry is in is the category the entry is "filed under".
For example, if my datadir was /home/joe/myblog/entries and I stored an entry named firstpost.txt in /home/joe/myblog/entries/status then the category for my entry would be /status.
Warning
A warning about category names:
Be careful when you create your categories--be sure to use characters that are appropriate in directory names in the file system.
Don't worry about making sure you have all the categories you need up front--you can add them as you need them.
PyBlosxom entries consist of three parts: the title, the metadata, and then the body of the entry. The first line is title of the entry. Then comes the metadata of the entry (if any). After the metadata comes the body of the entry.
The title consists of a single line of plain text. You can have whatever characters you like in the title of your entry. The title doesn't have to be the same as the entry file name.
The metadata section is between the title line and the body of the entry. It consists of a series of lines that start with the hash mark (#), then a metadata variable name, then the metadata variable value.
The body of the entry is written in HTML and comprises the rest of the entry file.
Here's an example first post entry:
This is my first post!
 This is the body of the first post to my blog.

Here's a more complex example:
The rain in Spain....
 The rain

 in Spain

 is mainly on the plain.

Here's an example of a post with metadata:
The rain in Spain.... #mood bored #music The Doors - Greatest Hits Vol 1
 The rain

 in Spain

 is mainly on the plain.

The metadata variables set in the metadata section of the entry are available in your story template. So for the above example, the template variable $mood would be filled in with bored and $music would be filled in with The Doors - Greatest Hits Vol 1.
The posting date of the entry file is the modification time (also known as mtime) on the file itself as stored by your file system. Every time you go to edit an entry, it changes the modification time. You can see this in the following example of output:
willg ~/blogdata/blosxom/site: vi testpost.txt [1] willg ~/blogdata/blosxom/site: ls -l total 16 -rw-r--r-- 1 willg willg 764 Jul 20 2003 minoradjustments.txt -rw-r--r-- 1 willg willg 524 Jul 24 2003 moreminoradjustments.txt -rw-r--r-- 1 willg willg 284 Aug 15 2004 nomorecalendar.txt -rw-r--r-- 1 willg willg 59 Mar 21 16:30 testpost.txt [2] willg ~/blogdata/blosxom/site: vi testpost.txt [3] willg ~/blogdata/blosxom/site: ls -l total 16 -rw-r--r-- 1 willg willg 764 Jul 20 2003 minoradjustments.txt -rw-r--r-- 1 willg willg 524 Jul 24 2003 moreminoradjustments.txt -rw-r--r-- 1 willg willg 284 Aug 15 2004 nomorecalendar.txt -rw-r--r-- 1 willg willg 59 Mar 21 16:34 testpost.txt [4]
Warning
A warning about mtimes:
There are some issues with this method for storing the posting date. First, if you ever change the blog entry, the mtime will change as well. That makes updating blog entries very difficult down the line.
There's a utility that comes with the contributed plugins pack called editfile.py. This will note the mtime of the file, open up your favorite editor to edit the file, and when you're done, it'll reset the mtime of the file back to what it was.
PyBlosxom supports only one format for entry files by default. This format is the same format that blosxom uses. The extension for this format is .txt. The first line of the file is in plain text and forms the title of the entry. The second line through the end of the file is in HTML and is the body of the entry.
A sample blog entry could look like this:
First post
 Here's the body of my first post.

Some people really detest writing in HTML which is valid. Other people use their entries in other places, so they need a markup format that's less web-oriented. Some folks write a lot of material in a non-HTML markup format and would like to use that same format for blog entries. These are all very valid reasons to want to use other markup formats.
PyBlosxom allows you to install entry parser plugins which are PyBlosxom plugins that implement an entry parser. These entry parser plugins allow you to use other markup formats. Check the Plugin Registry at http://pyblosxom.sourceforge.net/ for which entry parsers are available.
In general, we only have entry parsers written by people who really wanted that markup format. If you don't see your favorite markup format represented, try looking at the code for other entry parsers and implement it yourself. If you need help, talk to us on the pyblosxom-users or pyblosxom-devel mailing lists.
Details on the various entry parsers should be at the top of the entry parser plugin itself in the Python doc-string.
There's no reason that all your entries have to come from editing blog entry text files in your datadir. You could rig up procmail to look for emails that meet a certain description and convert those emails into blog entries.
You can find the weblog-add CGI script in the Plugin Registry at http://pyblosxom.sourceforge.net/ . This script allows you to create entries using a webform. It doesn't allow you to edit entries after the fact and it's pretty basic. However, it does work and it does allow you to create entries when you don't have access to the filesystem.
To setup the weblog-add script, do the following:
copy the weblog-add.py file into your CGI root
open up the weblog-add.py file in your favorite text editor and change the line for blog_root to your datadir
set up your cgi directory so that the web-server forces the user to authenticate
FIXME - how do you do that?
make sure the weblog-add.py file has the correct permissions so that it will run as a CGI script
When you're using the weblog-add.py script, make sure you use unique file names. That gets a bit hard as your blog gets so big that you don't remember what file names exist and what don't.
PyBlosxom works with w.bloggar (http://www.wbloggar.com/). In order to use w.bloggar you have to do the following:
When you go to write a new entry, leave the title field blank and do your entire post in the data section with the first line being the title (just like blosxom entries).
One thing you should note is that pyblosxom will take the first line and use that to generate the file name of the entry. So if the title of the entry is How to use w.bloggar with pyblosxom, the file name ends up being How_to_use_w_bloggar_with_pyblosxom.txt which may get a little annoying.
FIXME - Does this still work?
FIXME - I need instructions for this
Other blog tools?
Does PyBlosxom work with other blog tools? If you have such a tool, please let us know!


Introduction
As it’s shown in the first part of this chapter, the brands, producers of alternative milk, stood out from the beginning. Here we want to focus on the way they communicate themselves and if there is any relationship with the perception of the users.
The choice of the brands it’s made thanks to the first extraction of pictures’ users contents and we consider the only two brand which are present in both #almodmilk and #coconutmilk research.


2 implementations of WriteCommandDetail
System.Management.Automation (2)
engine\DefaultCommandRuntime.cs (1)
126
public void
WriteCommandDetail
(string text) { }
engine\MshCommandRuntime.cs (1)
884
public void
WriteCommandDetail
(string text)
1 reference to WriteCommandDetail
System.Management.Automation (1)
engine\cmdlet.cs (1)
524
commandRuntime.
WriteCommandDetail
(text);


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Guest lineups for the Sunday news shows
by Associated PressWASHINGTON (AP) — Guest lineups for the Sunday TV news shows:
ABC’s “This Week” — To be announced.
___
NBC’s “Meet the Press” — Rep. Adam Schiff, D-Calif.; Sen. Roger Wicker, R-Miss.
___
CBS’ “Face the Nation” — Reps. Jim Himes, D-Conn., and Kelly Armstrong, R-N.D.; Sen. Chris Coons, D-Del.
___
CNN’s “State of the Union” — Schiff; Rep. Lee Zeldin, R-N.Y.
___
“Fox News Sunday” — Rep. Eric Swalwell, D-Calif.


Milestone 2
Content Strategy
My website that is a portfolio, will consist of 4 sections. It will have also have a background image,image
of myself, and images of my projects I have done.
Introduction
My first section will be my name and my title and also a brief description of the website
About me
My second section will consist of my about me, which contains my personal achievements, a brief dive into
life, description of my talents and abilities in order to show future employers reasons why they should hire
me.
My projects
My third section will consist of a brief overview of some projects I have done with also a picture showing
the completed project.
Contact Me
My fourth and final section will consist of links of professional websites such as Twitter, and Linkedin.
It will also provide employers a way to directly message my email.
Link for Webpage
Preview of both desktop and mobile website


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|
Bullet Collision Detection & Physics Library
|
The btConvex2dShape allows to use arbitrary convex shapes as 2d convex shapes, with the Z component assumed to be 0. More...
#include <btConvex2dShape.h>
Public Member Functions | |
| BT_DECLARE_ALIGNED_ALLOCATOR () | |
| btConvex2dShape (btConvexShape *convexChildShape) | |
| virtual | ~btConvex2dShape () |
| virtual btVector3 | localGetSupportingVertexWithoutMargin (const btVector3 &vec) const |
| virtual btVector3 | localGetSupportingVertex (const btVector3 &vec) const |
| virtual void | batchedUnitVectorGetSupportingVertexWithoutMargin (const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const |
| virtual void | calculateLocalInertia (btScalar mass, btVector3 &inertia) const |
| btConvexShape * | getChildShape () |
| const btConvexShape * | getChildShape () const |
| virtual const char * | getName () const |
| void | getAabb (const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const |
| getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version More... | |
| virtual void | getAabbSlow (const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const |
| virtual void | setLocalScaling (const btVector3 &scaling) |
| virtual const btVector3 & | getLocalScaling () const |
| virtual void | setMargin (btScalar margin) |
| virtual btScalar | getMargin () const |
| virtual int | getNumPreferredPenetrationDirections () const |
| virtual void | getPreferredPenetrationDirection (int index, btVector3 &penetrationVector) const |
| Public Member Functions inherited from btConvexShape | |
| BT_DECLARE_ALIGNED_ALLOCATOR () | |
| btConvexShape () | |
| not supported on IBM SDK, until we fix the alignment of btVector3 More... | |
| virtual | ~btConvexShape () |
| btVector3 | localGetSupportVertexWithoutMarginNonVirtual (const btVector3 &vec) const |
| btVector3 | localGetSupportVertexNonVirtual (const btVector3 &vec) const |
| btScalar | getMarginNonVirtual () const |
| void | getAabbNonVirtual (const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const |
| virtual void | project (const btTransform &trans, const btVector3 &dir, btScalar &minProj, btScalar &maxProj, btVector3 &witnesPtMin, btVector3 &witnesPtMax) const |
| Public Member Functions inherited from btCollisionShape | |
| BT_DECLARE_ALIGNED_ALLOCATOR () | |
| btCollisionShape () | |
| virtual | ~btCollisionShape () |
| virtual void | getBoundingSphere (btVector3 ¢er, btScalar &radius) const |
| virtual btScalar | getAngularMotionDisc () const |
| getAngularMotionDisc returns the maximum radius needed for Conservative Advancement to handle time-of-impact with rotations. More... | |
| virtual btScalar | getContactBreakingThreshold (btScalar defaultContactThresholdFactor) const |
| void | calculateTemporalAabb (const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btVector3 &temporalAabbMin, btVector3 &temporalAabbMax) const |
| calculateTemporalAabb calculates the enclosing aabb for the moving object over interval [0..timeStep) result is conservative More... | |
| bool | isPolyhedral () const |
| bool | isConvex2d () const |
| bool | isConvex () const |
| bool | isNonMoving () const |
| bool | isConcave () const |
| bool | isCompound () const |
| bool | isSoftBody () const |
| bool | isInfinite () const |
| isInfinite is used to catch simulation error (aabb check) More... | |
| int | getShapeType () const |
| virtual btVector3 | getAnisotropicRollingFrictionDirection () const |
| the getAnisotropicRollingFrictionDirection can be used in combination with setAnisotropicFriction See Bullet/Demos/RollingFrictionDemo for an example More... | |
| void | setUserPointer (void *userPtr) |
| optional user data pointer More... | |
| void * | getUserPointer () const |
| void | setUserIndex (int index) |
| int | getUserIndex () const |
| virtual int | calculateSerializeBufferSize () const |
| virtual const char * | serialize (void *dataBuffer, btSerializer *serializer) const |
| fills the dataBuffer and returns the struct name (and 0 on failure) More... | |
| virtual void | serializeSingleShape (btSerializer *serializer) const |
Private Attributes | |
| btConvexShape * | m_childConvexShape |
Additional Inherited Members | |
| Protected Attributes inherited from btCollisionShape | |
| int | m_shapeType |
| void * | m_userPointer |
| int | m_userIndex |
The btConvex2dShape allows to use arbitrary convex shapes as 2d convex shapes, with the Z component assumed to be 0.
For 2d boxes, the btBox2dShape is recommended.
Definition at line 24 of file btConvex2dShape.h.
| btConvex2dShape::btConvex2dShape | ( | btConvexShape * | convexChildShape | ) |
Definition at line 18 of file btConvex2dShape.cpp.
|
virtual |
Definition at line 23 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 32 of file btConvex2dShape.cpp.
| btConvex2dShape::BT_DECLARE_ALIGNED_ALLOCATOR | ( | ) |
this linear upscaling is not realistic, but we don't deal with large mass ratios...
Implements btCollisionShape.
Definition at line 42 of file btConvex2dShape.cpp.
|
virtual |
getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
Implements btConvexShape.
Definition at line 49 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 54 of file btConvex2dShape.cpp.
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inline |
Definition at line 44 of file btConvex2dShape.h.
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inline |
Definition at line 49 of file btConvex2dShape.h.
|
virtual |
Implements btConvexShape.
Definition at line 64 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 73 of file btConvex2dShape.cpp.
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inlinevirtual |
Implements btCollisionShape.
Definition at line 54 of file btConvex2dShape.h.
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virtual |
Implements btConvexShape.
Definition at line 78 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 83 of file btConvex2dShape.cpp.
Implements btConvexShape.
Definition at line 37 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 27 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 59 of file btConvex2dShape.cpp.
|
virtual |
Implements btConvexShape.
Definition at line 69 of file btConvex2dShape.cpp.
|
private |
Definition at line 27 of file btConvex2dShape.h.


Pen War轻松的小游戏v1.6.2 Product Build (No longer under support) |
aLOTools实用工具v0.0.2 Development Build (No longer under support) |
Maths Study数学小游戏v1.3.4 Product Build (No longer under support) |
Memory记忆&反应v0.0.1 Development Build |
飞花令风靡全国的诗词游戏v0.0.3 Development Build |
Music Mode所有游戏中的音乐Enjoy~ |
Heartbeat大逃亡游戏：无处不在的风险v1.0.0 Product Build |
Atom Era已鸽No longer under support |
憾事 RegretUnder Beta Development |
|
OI Games一些来自有趣题目的游戏 |
Englearner一个帮助背诵单词的程序Under development Collaborators welcomed |
©2019 LAWArthur


Manuel Fokam is a Master’s by Dissertation Student in Computer Science. His current research interests revolve around Self-Supervised Representation Learning. He is currently a DeepMind Scholar at his university and has had the honor to be featured in a series of short docs called #AIByYou. Other than that, he often explores different fields of Artificial Intelligence with a particular interest in the mathematical foundations and engineering aspect.


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--- layout: nohead ---
网页还在开发中，网页由GitHub管理代码和运行。
<EMAIL_ADDRESS>an issue
bug report: open an issue on Github or email to<EMAIL_ADDRESS>Github repository
Official website: http://www.efcie.org
Github website: https://efcie.github.io
Local test: http://localhost:4000
please refer to README.md


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sthttpd is working. Excellent! One step closer to total world domination!
sthttpd is a fork of, and drop in replacement of, thttpd.
sthttpd home page
thttpd home page


open fun init(eglCoreFactory: EglCoreFactory): Unit
Initialize view with factory to create EglCore objects to hold/share EGL state
eglCoreFactory - : EglCoreFactory - Factory to create EglCore objects to hold EGL state
eglCoreFactory


{% extends "base.html" %} {% block page_title %}Donate{% endblock page_title %} {% block content %}
In a world which is increasingly concerned about the effect of the internet on democracy, we're using digital and data to expand access for everyone.
Democracy Club is a non-profit Community Interest Company. About half of our work is funded by donations from individuals and philanthropic organisations. The other half is from sales revenue for our APIs and other services.
By supporting Democracy Club, you'll be helping us to deliver our core election information services to millions of UK voters, as well as supporting our research and the development of new products.
Find out more about the impact we've already made in the UK.
If you are an institution that is interested in supporting our work, please get in touch to discuss the most cost-effective way to do so.


--- layout: post status: publish published: true title: My Favorite WCF Features author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 126 wordpress_url: http://winterdom.com/2007/09/myfavoritewcffeatures date: '2007-09-22 07:55:14 +0000' date_gmt: '2007-09-22 07:55:14 +0000' categories: - WCF tags: [] comments: [] ---
After working with Windows Communication Foundation for a while, I've reached the conclusion that the two features in WCF that I like the most are:
1. Generic Service Contracts: That is, the combination of using simple contracts with a single, catch-all operation and untyped data contracts (a.k.a. the System.ServiceModel.Channels.Message class). Particularly for one way, scenarios, these are really powerful and flexible. In other words, stuff like this:
[ServiceContract]
public interface IGenericOneWayService
{
[OperationContract(Action="*", IsOneWay=true)]
void Execute(Message msg);
}
2. Custom Bindings: Creating custom bindings by composing arbitrary sets of BindingElements is extremely flexible and a provides an excellent extensibility mechanism, particularly when you introduce custom protocol channels (i.e. above the transport channel) into the mix.
It took a bit of time for these to finally "click" for me, but I know fully realize this is a pretty cool thing to have in the framework. I do wish there was better validation of custom bindings, as well as a way to specify declaratively the requirements and capabilities of binding elements.


| 174 | (A) | and vnnethes ware those wordis wele wonnen to the Ende |
| (C) | ---- no text ---- | |
| 170 | (D) | Or þes wordis were wele warpyn to þe ende |
| 168 | (E) | ¶ Ar these wurdes were yseyd . fulliche to þe ende |
| (Ex) | ---- no text ---- | |
| 173 | (L) | & or þis wordes were wonne to þe ende |
| 167 | (P) | Or thre woredes war wele won to þe ende |
| 168 | (U) | ¶ Ere thise wordes weren al / worpen to the ende |
| (V) | ---- no text ---- |


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Once a battery is spent, 98% of them end up in landfill. 2% end up being recycled. These batteries are collected in limited collection locations in the United States. They are then shipped to processing facilties. At the processing facility, they are sorted into different chemistries. Once sorted, these batteries are recycled for the raw materials they contain. For an alkaline battery, this includes the steel, manganese, zinc, paper and plastic. These materials are used in other industries. Energizer's EcoAdvanced uses 4% recycled battery material. However, today, all the zinc in a battery comes from a recycled source (although not necessarily from a battery).
We did a survey of 203 people and asked them what they recycle. Most people recycle paper and plastic. Far fewer recycle batteries. In the mean time, the number of battery-powered devices continues to increase in the United States and around the world.
Paper Plastic BatteriesWe asked them about their battery recycling behavior. People find is too difficult to find a place to recyle batteries and most don't even know that the laws for battery disposal are in their state. As of January 2016, California and Vermont are the only two states where single-use batteries must be recycled. However, rechargeable batteries must be recycled in all 50 states according to the law! Click here to view the state laws for battery disposal. http://www.call2recycle.org/recycling-law-map/. Note that the map has not been updated for legislation in Vermont.
Too Hard What laws?There is certainly a need to improve the collecion process of used batteries. Outside the US, batteries are collected everywhere they are sold. There are collection boxes on the streets, in stores and in schools. In the United States, collection is only in certain stores. These stores are sometimes far away (and not where someone visits weekly). In addition, although all alkalines can be recycled and 100% of an alkaline can be recycled, there are very few places in the US that will collect alkaline batteries.
There is certainly a need for consumer education. 70% of the people we talked to don't even know if there are laws in their states about batteries in the trash. Many consumers are recycling their batteries with their household recyclable bin which is actually not allowed!
Used battery transportaion is an issue. Lithium batteries can explode. Proper handling of the batteries (taping the leads) costs time and money. This is why many stores charge a fee to recycle batteries.
Ultimately, the biggest problem we identified is cost. It costs more to recycle an alkaline battery than the materials recovered from them. Lowering these costs begins by looking at the process of battery recycling.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. of Quisque ultricies vestibulum molestie. Graphic Design the power of Suspendisse potenti.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. of Quisque ultricies vestibulum molestie. Graphic Design the power of Suspendisse potenti.
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Solution 1
Solution 2
All battery types can be recycled. They are NOT to be placed in your recycling bin. While one-time use batteries are not dangerous to the environement, they still contain valuable resources. Rechargeable batteries actually contain materials that are harmful to the environment. Finding a place to recycle alkaline batteries is hard. We need to make sure that organizations who are helping to pass legislation hear this and create more places to drop off alkalines.
As your community center, local town offices, schools and libraries if they would be willing to keep a drop off box for spent batteries.
Sample Survey Comments
I live in a place that doesn't have anywhere to recycle batteries. I've transported them to places up to an hour's drive away to have friends take them away. I've searched and talked to numerous people about it. I still have a drawer of batteries that I can't put in the garbage.
For now, I just keep adding them to the stash on my kitchen counter, hoping that there will be someplace to dispose of them.
In California, it is illegal to throw away batteries. However, it is inconvenient, and not cost-effective. Most locations such as Home Depot or Lowe's or some local recycling centers do NOT recycle alkaline batteries.
There are limited drop off locations, and many of them only accept rechargeable batteries (no alkalines).
 I cannot keep carrying them around.
I don't know any place that is a weekly destination that recycles batteries.
We do recycle large ones that come out of laptops and big games. But the little AA, AAA, 9V, C and D which come out of toys, flashlights and smoke detectors are too difficult to recycle.


The concepts talked about seemed pretty familiar to me. They all seem like things that I've strived to do in the past. While not having any formal practice, I've always valued looking at other people's viewpoints and trying to take on what I think I'd feel in the same context.
I think it was a unique experience for me. Something I hadn't tried to do much of before.
Liberating. Like letting go of a weight. Or floating. It made me feel like a kid again. I used to imagine what it would be like if conflict didn't exist. There was a similar feeling this time, as if the world embraced me and stroked my hair, like a loved one would. The non-hippie version is, I felt really happy. :O)
The situation; my girlfriend at the time was urging me to go back to university and finish a degree. I didn't want to. I wanted to make my own way in any other way possible.
For me, it was drudgery. I didn't know how to express it at the time, but I wanted to feel that I was affecting the world. University felt like endless unengaging live performances. Talking about the world rather than actually doing something real and tangible. I felt I could accomplish more by getting to work and building up real skills in the real world. Not some artificial environment where I would just learn to parrot information and record it.
She obviously knew that it was important nonetheless. As much as I didn't like it, it's the system we've had in place to, theoretically, develop skills and knowledge that will be recognised and desired and help one to achieve their goals. I've been a housekeeper for a while and this was a way to 'level up'.


I don't see why this has to be as an extension, which uses more ram, slows down the browser itself.
It could've been done as "simple" userscript with no mentioned side effects.
Thanks.
Topicstarter
Guest
With userscript it could've been used on almost any browsers.
BrainFooLong
Administrator
I never said that it is impossible with greasemonkey or other userscript. But my way is a addon, so its not the place to talk about the "why it is so" here.
Also for userscripts you need some addons which slow down your browser.
Feel free to create your own script if you dont like this addon.
Topicstarter
Guest
Don't need to get into defense pose here, it was just a simple request...
P.S.
Mark a rejected request as "Done" is....a lie.
BrainFooLong
Administrator
Sorry, i misunderstood your "request". But you wrote "has to be", it sounds like i said that it must be so. I also just explained my oppinion.
In this "tracker" there is no rejected state for a request, also i marked it as "Done" because it needs no more "focus" for me.


The paper describes a method to explain/interpret the representations learned by individual neurons in deep neural networks.
The explanations are generated by searching for logical forms defined by a set of composition operators (like OR, AND, NOT) over primitive concepts (like water).
Given a neural network f, the goal is to explain a neuron’s behavior (of this network) in human-understandable terms.
Previous work builds on the idea that a good explanation is a description that identifies the inputs for which the neuron activates.
Given a set of pre-defined atomic concepts $c \in C$ and a similarity measure $\delta(n, c)$ where $n$ represents the activation of the $n^{th}$ neuron, the explanation, for the $n^{th}$ neuron, is the concept most similar to $n$.
For images, a concept could be represented as an image segmentation map. For example, the water concept can be represented by the segments of the images that show water.
The similarity can be measured by first thresholding the neuron activations (to get a neuron mask) and then computing the IoU score (or Jaccard Similarity) between the neuron mask and the concept.
One limitation of this approach is that the explanations are restricted to pre-defined concepts.
The paper expands the set of candidate concepts by considering the logical forms of the atomics concepts.
In theory, the search space would explode exponentially. In practice, it is restricted to explanations with at most $N$ atomics concepts, and beam search is performed (instead of exhaustive search).
Image Classification Setup
Neurons from the final 512-unit convolutional layer of a ResNet-18 trained on the Places365 dataset.
Probing for concepts from ADE20k scenes dataset with atomic concepts defined by annotations in the Broden dataset
NLI Setup
BiLSTM baseline followed by MLP layers trained on Stanford Natural Language Inference (SNLI) corpus.
Probing the penultimate hidden layer (of the MLP component) for sentence-level explanations.
Concepts are created using the 2000 most common words in the validation split of the SNLI dataset.
Additional concepts are created based on the lexical overlap between premise and hypothesis.
Image Classification Setup
As $N$ increases, the mean IoU increases (i.e., the explanation quality increases) though the returns become diminishing beyond $N=10$.
Manual inspection of 128 neurons and their length 10 explanations show that 69% neurons learned some meaningful combination of concepts, while 31% learned some unrelated concepts.
The meaningful combination of concepts include:
perceptual abstraction that is also lexically coherent (e.g., “skyscraper OR lighthouse OR water tower”).
perceptual abstraction that is not lexically coherent (e.g., “cradle OR autobus OR fire escape”).
specialized abstraction of the form L1 AND NOT L2 (e.g. (water OR river) AND NOT blue).
NLI Setup
As $N$ increases, the mean IoU increases (as in the image classification setup) though the IoU keeps increasing past $N=30$.
Many neurons correspond to lexical features. For example, some neurons are gender-sensitive or activate for verbs like sitting, eating or sleeping. Some neurons are activated when the lexical overlap between premise and hypothesis is high.
In image classification setup, the more interpretable the neuron is, the more accurate is the model (when the neuron is active).
However, the opposite trend is seen in NLI models. i.e., the more interpretable neurons are less accurate.
Key takeaway - interpretability (as measured by the paper) is not correlated with performance. Given a concept space, the identified behaviors may be correlated or anti-correlated with the model’s performance.
The idea is to construct examples that activate (or inhibit) certain neurons, causing a change in the model’s predictions.
These adversarial examples are referred to as “copy-paste” adversarial examples.
For example, the neuron corresponding to “(water OR river) AND (NOT blue)” is a major contributor for detecting “swimming hole” classes. An adversarial example is created by making the water blue. This prompts the model to predict “grotto” instead of “swimming hole.”
Similarly, in the NLI model, a neuron detects the word “nobody” in the hypothesis as highly indicative of contradiction. An adversarial example can be created by adding the word “nobody” to the hypothesis, prompting the model to predict contradiction while the true label should be neutral.
These observations support the hypothesis that one can use explanations to create adversarial examples.


i'm eid jamal sukariah a mechanical engineer and web developer passionate about training and working for a reputable company. And learning from those with experience and developing self-skills.
| experience | courses |
|---|---|
| Medical supplies | full-stack web development |
| Boilers maintenance and operation | HAP program |
| Fundamentals of Digital Marketing |
my experience
- Boilers maintenance and operation
- Medical supplies
- graphic designer
the courses i toke
- HAP program
- Fundamentals of Digital Marketing
- full-stack web development
my top fav movies
- the shawshank redemption
- the godfather
- Memento
- seven
- inception
- gladiator
- the lion king
- the dark knight
- pulp fiction
- avatar


The Indian Premier League (IPL) is a professional Twenty20 cricket league in India contested during March or April and May of every year by eight teams representing eight different cities in India.[3] The league was founded by the Board of Control for Cricket in India (BCCI) in 2008, and is regarded as the brainchild of Lalit Modi, the founder and former commissioner of the league. IPL has an exclusive window in ICC Future Tours Programme.
There have been eleven seasons of the IPL tournament. The current IPL title holders are the Chennai Super Kings, who won the 2018 season.
The Chennai Super Kings is an Indian franchise cricket team based in Chennai, Tamil Nadu, founded in 2008.
More about CSKThe Mumbai Indians are a franchise cricket team based in the city of Mumbai, Maharashtra. Founded in 2008.
More about MIThe Kolkata Knight Riders are a franchise cricket team representing the city of Kolkata in the Indian Premier League.
More about KKRThe Board of Control for Cricket in India (BCCI) is the national governing body for cricket in India.[1] The board was formed in December 1928 as a society, registered under the Tamil Nadu Societies Registration Act. It is a consortium of state cricket associations and the state associations select their representatives who in turn elect the BCCI Chief. It's headquarters are in Wankhede Stadium , Mumbai. C.K. Khanna was acting as the first president.
The BCCI logo is derived from the emblem of the Order of the Star of India, the British Raj emblem during the colonial period.
Board Of Control For Cricket In India (BCCI) is an India cricket board authority which regulates all the cricket activities in India under Government of India.Â It was founded in year 1928 and it has been affiliated by International Cricket Council.Â BCCI Corporate Trophy, Ranji Trophy, NKP Salve Challenger Trophy, Duleep Trophy, Vijay HAzare Trophy, Deodhar Trophy, Indian Premier League, Syed Mushtaq Alit Trophy, Irani Cup etc. are the demostic cricket tournaments which are being organised by BCCI.
If you are willing to contact with BCCI, we recommend you to fill the registration form and if there are any queries refer B.C.C.I official website for contact details like office address, phone number, email id, website, fax number, social profiles and pages etc.


This Activator Template is a simple demonstration of integrating Play, Akka, AngularJS and Elasticsearch to create a reactive, real-time log entry search application. The log entry data is in this example is just 'randomly' generated for the purposes of keeping things simple. The tutorial assumes you've grasped at least the very basic concepts of a Play! application. (Note: the code is currently lacking example tests).
Play and Akka are used to implement the reactive server-side application. The application favours SSE (Server Sent Events) to push updates to the client. The template introduces a number of interesting topics, including Play Iteratees/Enumerators and Akka Actors.
AngularJS has been chosen on the client-side to demonstrate how simple it can be to build a dynamic, single page user experience with very little code.
The "bonsai cool" percolation feature of Elasticsearch achieves the real-time search aspect of the application. The application starts up an embedded Elasticsearch node, so no need to run your own external instance. Take a look at /app/utils/EmbeddedESServer.scala for the embedded server code. There is a custom /app/Global.scala where the embedded server is started and shutdown as part of the application lifecycle.
The application has three actors:
This actor's job is to coordinate the reactive parts of the application and supervise the other actors. It is the main dependency of the application's single Play controller /app/controllers/Application.scala.
Starting/stopping a search
The actor responds to a StartSearch
message by 'replying' with an Enumerator
to the sender. The Enumerator
wraps a unicast channel to which log entries are pushed that match the query string sent within the message. Let's take a look at some code:
private def startSearching(startSearch: StartSearch) =
Concurrent.unicast[JsValue](
onStart = (c) => {
channels += (startSearch.id -> c)
elasticSearchActor ! startSearch
},
onComplete = {
self ! StopSearch(startSearch.id)
},
onError = (str, in) => {
self ! StopSearch(startSearch.id)
}
).onDoneEnumerating(
callback = {
self ! StopSearch(startSearch.id)
}
)
The Play Iteratees library has the very handy Concurrent
utilities. In this case, Concurrent.unicast
is called to create an Enumerator
that encloses a Concurrent.Channel
. When the channel starts (onStart
), it is stored in a map local to the actor (using UUID as key) and the StartSearch
message is forwarded onto the ElasticSearchActor
where the query will be percolated in Elasticsearch. It's worth noting that this code is not production ready - it ought to be a transactional operation, i.e. we should only store the channel once we know Elasticsearch has successfully percolated the query. You will notice that a StopSearch
message is sent to self
such that the channel is removed from the local map, and the percolated query is deleted, when the channel is no longer useful (i.e. is closed by the client, or an error occurs).
Broadcasting matching results
The actor will receive a SearchMatch
message when a log entry has matched a percolated query.
private def broadcastMatch(searchMatch: SearchMatch) {
searchMatch.matchingChannelIds.foreach {
channels.get(_).map {
_ push searchMatch.logEntry.data
}
}
}
On receipt of the message, each matching id is iterated over and the corresponding channel is retrieved from the local map. The log entry is then pushed to the channel, and thus onto the client.
Scheduling log entry creation
The actor uses the Akka scheduler to send a Tick
to the LogEntryProducerActor
every second - in the real world, this would obviously be unnecessary, as genuine log entries would be fed into the application in some other way. The Tick
is sent to self
before being forwarded on to the LogEntryProducerActor
.
This actor has responsibility for both registering queries in Elasticsearch and percolating log entry documents against those queries. Rather than utilise the Elasticsearch Java Client, the code, instead, crafts the Elasticsearch API calls manually, demonstrating the use of the asynchronous Play WS API to execute them. For simplicity, the calls are hard coded to talk to Elasticsearch on localhost:9200 (where the embedded server will be listening).
The code is fairly self explanatory within this actor. Do note that there is a lack of error handling on the API calls thus making this actor unsuitable for production use in its current form. It is recommended you read the Elasticsearch documentation on percolation to learn more about this powerful feature.
There's one little important gotcha this code has avoided - closing over the sender
ref in an asynchronous callback block. The sender
ref is part of the shared mutable state of the actor and so, if the actor were to reply to the sender in the percolate callback, a race condition would be encountered if another thread had modified the actor's state before the percolation call to Elasticsearch had completed. This race condition has been avoided by ensuring to 'freeze' the sender
ref, by sending it to a private function:
private def percolate(logJson: JsValue, requestor: ActorRef)
and close over the parameter instead.
We won't go into the detail of this actor. Suffice to say, its job is to generate a random, JSON formatted log event whenever it receives a Tick
message. In reality, a genuine source of log events would replace this actor.
As most of the server-side logic exists within the actors, the single Play controller is very simple. The most interesting aspect of the controller is the action that opens an event stream connected with the client:
def search(searchString: String) = Action {
Async {
(searchActor ? StartSearch(searchString = searchString)).map {
case SearchFeed(out) => Ok.stream(out &> EventSource()).as("text/event-stream")
}
}
}
The most important thing to note is the use of the Akka 'ask' pattern of message exchange (notice the use of '?' instead of '!'). This differs from the more typical fire-and-forget approach in that we're able to asynchronously pick up a reply from the recipient actor. In this scenario, a StartSearch
message is sent to the MainSearchActor
which replies with an Enumerator
used to stream search results to the client. Given the use of the 'ask' pattern, we wrap the action logic in an Async
block - so not to hold up other requests - rather than blocking until the Future
yields a result.
The key parts of the application UI are:
The application makes use of the WebJars project to simplify the introduction of its JS and CSS dependencies (e.g. AngularJS and Twitter Bootstrap).
The UI template can be found at /app/views/index.scala.html.
Firstly, the opening

is linked to the controller SearchCtrl
that subsequently enables the automagical databinding power of AngularJS. A simple search form captures an Apache Lucene formatted query string. A search can be started by clicking on the 'Search' button which invokes the startSearching()
function defined in the controller. Finally, you can see the use of AngularJS two-way databinding to render matching search results contained within the view model (only displays the latest 10 matches):

The AngularJS controller /app/assets/javascripts/controllers.js is fairly straightforward. The key part is handling a new search:
$scope.startSearching = function () {
$scope.stopSearching()
$scope.searchResults = [];
$scope.searchFeed = new EventSource("/search/" + $scope.searchString);
$scope.searchFeed.addEventListener("message", $scope.addSearchResult, false);
};
Firstly, an existing search is stopped (if running) and the results model cleared (will automagically clear any existing results from the HTML markup). Secondly, an event stream connection is made to the server and an event listener is added that pushes matching search results into the model as they arrive from the server.
As we are updating the model (in the addSearchResult
function) outside of it's knowledge, we've had to explicitly tell Angular that we've pushed a new result to the model by wrapping the code in a function passed to $scope.apply
. See the Angular docs for the $scope object for more information.
Fire up the application using play run
and point your browser (not IE - it doesn't support SSE. Doh!) to http://localhost:9000. Using the application is as simple as entering an Apache Lucene formatted query. Please read the Lucene query parser syntax documentation for more information on how to construct Lucene query strings. A simple example would be to enter "GET" as your query string, thus matching all log entries for GET requests.


{{boxofficePurchase.id | padWithZeros : 4}}
PRINT
CLOSE
{{reservation.category.name}}
{{reservation.event.name}} - {{reservation.event.location}}, {{reservation.event.dateandtime}}
REDUCED
{{reservation.price}} {{currency}}


FLUID CALCULATION
Maintenance fluids calculation
| Weight |
ml/kg/day |
mls |
| {{data.Rweight*100}}kg |
10">0kg |
100 |
0 |
| 10-20 kg |
1000ml+ 50ml per each kg above 10 |
1500 |
| 20-70 kg |
1500 ml+20ml per each kg above 20 |
0 |
| Over 70 kg |
2500 ml (adult requirment) |
70">2500 |
0 |
| Total ml/kg/24 hours |
1500 |
| Total maintenance over 48 hours |
3000 |
| Subtract bolus fluid given |
2980 |
| Rehydration value |
600 |
| Total volume to be given over 48 hours |
3580 |
| Hourly fluid rate |
75 mls/hour |
Choice of fluid:
Start with 0.9% Saline Once BG < 17 mmol/l OR falling by >5 mmol/l/hour change to 5% dextrose/0.45% saline
Insulin
Start IV Insulin infusion after 1-2 hours of IV fluids
Dilute 50 units Actrapid or Novorapid in 50 mls of 0.9% Saline to make a 1 unit/ml solution
Initial Insulin Rate : 1mls/hour
| Weight |
|
mls/hour |
| 0-20 kg |
0.05 units / kg / hour |
{{data.Rweight*0.05}} |
| 20-35 kg |
0.075 units / kg / hour |
{{data.Rweight*0.075}} |
| >35 kg |
0.1 units / kg / hour |
{{data.Rweight*0.1}} |


Hannah Diamond - Love Goes On
A pop-perfect love song in the signature PC Music style.
by Jemima Skala| Label / PC Music PC036 |
Released / November 2019 |
Style / Pop |
Known for shiny production and delightfully crunchy sounds, Hannah Diamond has been a key member of the PC Music crew for years. "Love Goes On," a single from her forthcoming debut album, is Diamond at her most pensive, singing at the tail-end of a bad breakup and pondering how life can continue.
Much of the conversation around PC Music focuses on its singular production style, but not enough credit is given to candid vocalists, like Diamond, whose stark British accent often makes them sound a lot younger. On "Love Goes On," it plays to her advantage, layering vulnerability over pop-perfect production. The chorus pays homage to Celine Dion's immortal offering to the love-song canon, but Diamond makes it her own: raw, true and sincere.
Tracklist /
01. Love Goes On


| Address | Weight | {{#each signatories 'MULTISIG'}}
|---|---|
| {{ this.address_hex}} | {{ this.weight }} | Threshold for spend | {{ threshold }} |
{{this.name}} ({{this.symbol}})
{{#if this.nft.providerDetails.known}} {{this.nft.providerDetails.name}} (0x{{this.nft.id}}) Verified Provider {{else}} Unverified Provider (0x{{this.nft.id}}) {{/if}}
{{else}} {{/if}}The OTS tracker uses the blockchain to determine OTS key usage. It will not account for transactions which have not yet been confirmed into the blockchain.
More about OTS key use is contained in the documentation
None found for this address
{{/if}}


Andrea's Favorite Things
My Favorite Things
These are a few of my favorite things
People
Here are some of my favorite people
- My sister
- My Roommates:
- My friend Phlox
- My friend Lil
My Favrite Sweet Treats
This order depends on the time of year and my mood
- Cadbury Mini Eggs
- Chocolate Chip Cookies
- Cashwe Yogurt, honey, and cacao nibs
Check outwhat I'm learning in Epicodus!
Thanks for reading.


Header
Identify a common landmark at the top of every view
Example component
{% include "includes/patterns/header-code.html" %}
Content principles
- pick a good service name. Find out more about naming your service in the Service Manual
- for internal systems, only use the 'Digital by default' logo if your service has a public-facing element on GOV.UK
- for internal systems, there is no need to use th GOV.UK blue bar which is for "branding" only
Interaction principles
- the service name should link to the logical starting (home) page
- if users need to sign in to the service under different roles, ensure the starting page is appropriate for them
- the header can be used for global actions. For example, search and sign out
- do not add more than two global actions, unless their is a proven need to do so
Accessibility principles
- correct link labelling
User research
- need to add some user research findings
Prototype code
- Layout — header.html
- Styles — header.scss
- Enhanced functionality — header.js
Services using this pattern
- Do all services use this pattern?
Things to do
- Questions arose around placement of a username in top right of the header with additional options as a dropdown - we haven't got enough evidence to support a decision in terms of layout, but options shouldn't be hidden if we can avoid it as the user doesn't know what's there until they look.
- The big question is, do users need to see their name, or do they just need to know how to sign out?
- Add notes from user research.