The Thymeleaf ecosystem is composed of official tools and extensions, created by the Thymeleaf Team and officially supported as a part of the project, and also unofficial tools and extensions, linked from this page but developed and maintained by Thymeleaf users outside of the Thymeleaf Project and distributed under their own license and support terms.
Official Tools & Extensions
The artifacts listed in this section are auxiliary libraries, tools or integration modules that are not directly a part of the Thymeleaf core but are part of the project, developed and supported by the Thymeleaf Team.
| Thymeleaf Testing library | |
|
The Thymeleaf Testing library allows developers to create automated tests for Thymeleaf applications and extensions in a very easy and declarative way. Among its features:
Test specifications can be as simple as this: More at the project site: https://github.com/thymeleaf/thymeleaf-testing |
|
| Thymeleaf Eclipse IDE plugin | |
|
The Thymeleaf plugin for Eclipse IDE adds content assist features that make working in Thymeleaf templates nicer and much more comfortable.
Content assist makes your life easier: More at the project site: https://github.com/thymeleaf/thymeleaf-extras-eclipse-plugin |
|
| Thymeleaf + Apache Tiles 2 | |
|
The Thymeleaf Extras Tiles 2 library provides a dialect that allows using Apache Tiles 2 as the layout method of Thymeleaf-based applications. Features:
With this library, Tiles definitions can specify Thymeleaf templates, or even only fragments of them (in the usual th:include notation): ...and templates can call the Thymeleaf Tiles Dialect to include other parts of the layout: More at the project site: https://github.com/thymeleaf/thymeleaf-extras-tiles2 |
|
| Thymeleaf + Spring Security | |
|
The Thymeleaf Extras Spring Security library provides a dialect that allows integrating several authorization and authentication aspects of Spring Security (versions 3.x and 4.x) into Thymeleaf-based applications. Features:
With this library, role-based access restrictions defined in Spring Security can be easily used: The security-related objects can also be included in your normal Thymeleaf expressions: More at the project site: https://github.com/thymeleaf/thymeleaf-extras-springsecurity |
|
| Thymeleaf + IE Conditional Comments | |
|
The Thymeleaf Extras Conditional Comments library provides support for Internet Explorer conditional comments in Thymeleaf templates.
IE Conditional comments look like this: ...and thanks to this library, they are correctly executed like: More at the project site: https://github.com/thymeleaf/thymeleaf-extras-conditionalcomments |
Unofficial Tools & Extensions
The artifacts listed in this are developed, maintained and hosted by the community. They are therefore not an official part of the Thymeleaf Project.
Note that a small number of these unofficial projects keep a close relation to the Thymeleaf Project or the Thymeleaf Team and they are especially recommended, which is why they appear highlighted.
Dialects
-
Layout Dialect
by Emanuel Rabina
Layout is a dialect for Thymeleaf that allows you to use layout/decorator templates to style your content, as well as pass entire fragment elements to included pages, all to help improve code reuse.
If you've ever used SiteMesh or JSF with Facelets, then the concepts of this library will be very familiar to you.
-
Dandelion Dialects
by Thibault Duchateau and Romain Lespinasse
Dandelion is a free and Open Source Java framework aimed at making web development simpler in JVM-based environments.
It helps to manipulate the web assets (JS, CSS) in many ways: good organization and classical optimizations like minification, merging, compression or caching. It also facilitates the integration of powerful JavaScript libraries thanks to a set of extensible components.
All components below, including Dandelion-Core on which they rely on, provide a Thymeleaf dialect:
- Dandelion-Core: http://dandelion.github.io/dandelion
- Dandelion-DataTables: http://dandelion.github.io/datatables
http://dandelion.github.io (Main site)
-
PagesDialect for Thymeleaf
by José Samper
PagesDialect is a custom dialect that provides some Collection processing utilities, like pagination, sorting or exporting.
-
Thymeleaf With Dialect
by Martin Frey
A dialect for Thymeleaf that allows you to use attributes with a "with" prefix to avoid having long "th:with"-expressions.
-
Thymeleaf Cache Dialect
by Martin Frey
Some parts of our webpage will not change often during the lifetime of the application or is dependent only on a usersession.
This dialect will cache the resulting output of the element it is declared on and will replace the element on a cache hit. -
HTML5 Validation Dialect
by Francisco Pérez and José Samper
This dialect reads JSR-303 annotations and modifies the HTML code introducing HTML5 form validation code matching the annotations.
-
WUIC Dialect
by Guillaume Drouet
WUIC is a Java project that helps developers manage their web statics. JS/CSS minification and aggregation, sprites computation, server/browser cache with eviction on any changes, etc. The dialect helps Thymeleaf users use WUIC features when writing their templates.
-
Data Attribute Dialect
by Max Bruchmann
Thymeleaf Data Attributes dialect evaluates thymeleaf expressions in data:* attributes and sets the result as data-* attribute of the HTML tag.
Tools and Integrations
-
Thymol
by Jim Benson
Thymol is a useful JavaScript library that allows developers to apply their th:include / th:replace fragment inclusions statically (without executing the application).
Additionally, it provides a lot of powerful features for static prototyping like allowing developers to statically evaluate conditional fragments (th:if / th:unless) on their prototypes, improving the experience of Natural Template development.
-
HDIV + Thymeleaf
by The HDIV Project
HDIV is a web application security framework that helps to avoid most common web security risks (OWASP top ten). HDIV controls the data flow between the server and the client side, applying security validations transparently and without updating applications source code.
HDIV applies integrity checks (avoiding for instance parameter tampering and URLs manipulation) to all the data that is sent to the client from the server and generic input validations to the data that come from text fields. In addition to that HDIV adds aleatory tokens to each link and form in order to avoid CSRF web risk.
-
Thymus
by Will Hoover
thymus.js is a Thymeleaf inspired JQuery plug-in that can be used as a Thymeleaf client-side controller for fragmented model/view updates via the client's browser. thymus.js is flexible enough to be ran independent of Thymeleaf, but can also be used as a powerful production companion to Thymeleaf and/or as an offline protoyping engine.
-
Spring MVC Quickstart Maven Archetype
by Rafał Borowiec
A maven archetype for web applications including Thymeleaf, Spring MVC, Spring Security, Bootstrap, JPA (Hibernate / HSQLDB / Spring Data JPA), mongoDB and JUnit.
https://github.com/kolorobot/spring-mvc-quickstart-archetype
-
Thymeleaf + Spring MVC Maven Archetype
by Álex Soto
A maven archetype for bootstrapping web applications using Spring MVC and Thymeleaf.
http://www.lordofthejars.com/2012/01/once-upon-time-and-long-ago-i-heard.html
-
Thymesheet
by Adam Perry
Thymesheet is an extension for Thymeleaf which allows you to move attributes such as th:if, th:text etc, into an external CSS3 file. This means that absolutely no Java/server logic is embedded in the HTML at all - taking natural templating one step further! Compatible with Tiles, Spring, Conditional Comments, and any Thymeleaf dialect.
-
Thymeleaf module for Play Framework 1.2
by Satoshi Takata
This module allows you to use Thymeleaf as a substitute for the groovy templates in the view layer of Play Framework 1.2.
http://www.playframework.org/modules/thymeleaf-1.0/home
https://github.com/choreo/play-thymeleaf -
Thymeleaf module for Play Framework 2 (Scala)
by Dmitry Avershin
A module for Play Framework (Scala) to use Thymeleaf template engine as an alternative to Twirl, which is a standard Play Framework template engine.
-
Thymeleaf JAWR Extension
by Miloš Milivojević
A dialect for Thymeleaf template engine enabling the use of Jawr (a tunable packaging solution for Javascript and CSS which allows for rapid development of resources in separate module files).
Examples
-
Demo Arkadias
by Arkadia Systems
An example application created with Spring Roo + Thymeleaf + HTML5 +jQuery, hosted on AppFog.
-
SQL dialect and standalone servlet
by Jose Samper
This example web application introduces a way of doing PHP-like web pages using Thymeleaf with zero Java code.
For that, a new SQL dialect and a servlet for standalone execution of templates are introduced.https://github.com/jmiguelsamper/thymeleaf-extras-sqldialect


Close
Defines styles for a close button that can be combined with different components.
Usage
To apply this component, add the .uk-close
class to an
or <button>
element.
Example
Markup

Style modifier
Add the .uk-close-alt
class to apply an alternative styling to the close button.
Example
Markup

Close in alerts
This is an example of how this component is used with an alert box from the Alert component.
Example
Close in modals
This is an example of how this component is used with the Modal component.
Example


Welcome to bitbook!
This book was created to:
- Give back to a growing community
- Teach a subject, to master a subject
- Provide maximum understanding, with minimal effort
Cryptocurrencies can be complex, but understanding them does not need to be difficult or painful. By the end of this book you will have a deep enough understanding to have meaningful conversations with anyone about cryptocurrencies.
Learn About Cryptocurrencies
This book is intended for anyone looking to learn about cryptocurrencies. This book is not intended to provide any investment advice or as a recommendation regarding a course of action. It is not a "how to" or instruction manual. It is intended to provide information and illustrations for educational and entertainment purposes.
A Living Book
This book will remain free and open to the community under the creative commons attribution license which you can read about in a human readable version. It will continually be edited, updated, and refined as needed and with feedback from readers and new information. The book is divided into mini chapters which are single pages that can be read like a lesson.


By driving leads and working to find solutions for our clients, Penbo has grown to become one of the largest and most successful branding agencies.
Founded in 2000, we are servicing more than 150 clients worldwide. Our decades of experience in connecting buyers is the basis for our future success. We know where to find the leads and convert them to revenue streams.
We are marketing scientists. Everything we do is based on the strongest possible foundation. Our work is defined by measurable objectives and proven techniques, and our team helps pilot programs that lead to a positive business impact for our clients.
Our strategy Team converts brand values into actionable brand behaviout.We implement and measure e-business strategies to provide maximum exposure to consumers everywhere around the globe
Being a social media marketing agency, we have developed a didital strategy to maximize our organization's engagement and benefits from existing and powerful communication platform
A major benefit of online and digital media is the ability to track audience responses.We have a best in class team that vigorously gathers data that we harness to improve the quality and results of our clients
We love feedback. Fill out the form below and we'll get back to you as soon as possible.


--- layout: default title: Running | codez.runz.repeatz description: codez.runz.repeatz.github.io keywords: codez.runz.repeatz, open, source, open source, running, scala, c#, java, waf url: https://codez.runz.repeatz.com custom_css: running.css custom_js: running.js ---
If you run, you are a runner. It doesn’t matter how fast or how far. It doesn’t matter if today is your first day or if you’ve been running for twenty years. There is no test to pass, no license to earn, no membership card to get. You just run.


User profile
Go Back
Email
Surname
Validation error
Name
Patronymic
Age
Password
Matching password
Validation error
Roles


At the very top of the page, I would like to include an interactive navigation bar that has a transparent background with a collapsable menu. The items will connect or goto (reference) the cards at the bottom of the screen. Upon opening the page, I would like to see one full screen of photo. The background can be solid by choice but since I need skills in editing photos, it might have a background until I can get a photo in front of a green screen. Object : get a photo in front of a green screen to have a solid color background behind subject. I would also like quotes in this section to appear and disappear on timer.
In the box below the photo box and navbar, I would like to put an about me section. This area will consist of some of the groups and activities the subject is involved in at school and during the summer.
Portfolio section: The bottom section of the site will have a card grid of up to 6 cards. They will include photos and references to DCI experience, Stage performances, tech experience, Awards section, etc. Video clips would be best but photos here will work.
Would like to add sponsor section if subject has them in the footer.


This is a demonstration of the master-detail UI pattern. When you select an entry, its details will appear below the table. Changing the selection will change the details.


Speaking at Microsoft Ignite
While sitting in LAX Airport with some time to kill I thought I’d reflect on the last week.
I’ve spent the last week at the Microsoft Ignite conference in Atlanta, and what a crazy but fantastic week it has been. Starting with only finding out 2 weeks before the start of the conference that I was invited to speak, frantically trying to sort accommodation and flights, and finally ending with speaking at the conference itself.
It was my first time speaking publicly, and I was super nervous about it, but luckily I had a band of seasoned speakers at the ready to walk me through it.

Waiting for the room to fill up @ Ignite 2016

My piece was short though and more painless than expected, I feel I’ve now got a new achievement under my belt and I should make an effort to do more of these to build up confidence.
The rest of the event was a blast, I got to go see a bunch of awesome people talk, but even better was the chance to sit down and talk with them outside of the conference. I got some real insights from talking with Microsoft Employees, Vendors and other IT professionals that I wouldn’t have otherwise had access to in little old New Zealand.
I highly recommend anyone who is given the opportunity to speak publically, take it. It’ll be scary but it’s so worth it.
See the talk here: https://youtu.be/-LK2ViRGbWs?t=41m59s


Date pickers let users select a date, or a range of dates
Browser default date picker. (click on secondary icon)


Kahn was born December 23, 1938 in New York
After receiving a B.E.E. degree in electrical engineering in 1960,
Kahn went on to Princeton University where he earned a Master of Art in 1962 and Ph.D. in 1964, both
in
electrical engineering.
He first worked at Bolt Beranek and Newman Inc., then in 1972 joined
the Information Processing Techniques Office (IPTO) within DARPA.
In the fall of 1972, he demonstrated the ARPANET by connecting 20 different computers at the
International Computer Communication Conference
After he became director of IPTO, he started the United States government's billion dollar Strategic
Computing Initiative, the largest computer research and development program ever undertaken by the
U.S. federal government
Tim Berners-Lee
Tim Berners-Lee is the inventor of the World Wide Web and he created a new computer language called HTML
(Hypertext Markup Language) which most web pages are written in. The first web page was available on 6
August 1991.
Awards
In 2004, Kahn with Vint Cerf won the Turing Award for their work on TCP/IP
1997 IEEE Alexander Graham Bell Medal
1998 Marconi Prize
2010 Harold Pender Award
2013 Queen Elizabeth Prize for Engineering
1997 National Medal of Technology
2001 Charles Stark Draper Prize
2002 Prince of Asturias Award
2003 Digital ID World award for the Digital Object Architecture
2008 Japan Prize


Feel free to contact us. Just leave your Name, E-mail, and a brief message. Our team will get back to you within 2-3 business days after reviewing your message.


import Item from './item' import Button from './button' import Text from './text' import * as Icons from './icons'


The Matrix (1999) is a feature film by Lana and Lilly Wachowski.
Beats include approximate starting times in H:MM format.
Act I: Enter the unknown.
- 1 OPEN FRAME
- 0:00 Two voices speak over a monochrome computer terminal.
- 0:00 A log message appears with timestamp 1998-02-19 13:24:18.
- 0:03 Trinity calls Morpheus, who directs her to a phone booth. Agents chase Trinity through a city.
- 5 SET PINS
- 0:04 Trinity jumps between rooftops. A police officer notes that her jump is physically impossible.
- 10 RELEASE HERO
- 0:06 Neo receives a message saying
Follow the white rabbit.
- 0:09 Neo leaves his apartment to follow someone with a white rabbit tattoo.
- 12 LET IT SLIDE
- 0:11 Neo and Trinity touch for the first time.
- 0:11 Neo asks Trinity the forbidden question.
- 0:13 Neo is arrested by agents but remains defiant.
-
0:16 Agent Smith repeatedly deadnames Neo in a holding cell.
- 25 ROLL ON RUG
- 0:24 Neo learns the
bug
from last night's nightmare is real.
- 0:29 Neo takes the red pill. Silver coats his body.
- 0:32 Neo wakes up covered in cables and dripping with goo.
Act II: Return to the known.
- 30 FALL INTO PIT
- 0:33 Neo is dumped from his pod into a dark pool of water.
- 0:34 Neo recovers from surgery aboard the Nebuchadnezzar.
- 40 LOOK UNDER HOOD
- 0:37 Morpheus explains The Matrix to Neo in a simulation.
- 50 GAZE INTO VOID
- 0:45 Neo panics, yells
Let me out!
and vomits.
- 55 LIFT AND DROP
- 0:48 Neo's fighting ability is impressive.
- 0:54 Neo's leaping ability is disappointing.
- 60 ENTER TUNNEL
- 1:00 Neo and Cypher discuss porn, moonshine, and The Matrix.
- 1:03-1:10 Neo eats bland food, travels through run-down areas, waits in a waiting room, and realizes that there is no spoon.
- 75 TALK TO SOURCE
- 1:12 Neo meets The Oracle.
- 85 ARREST HERO
- 1:22 Agent Smith attacks Neo and captures Morpheus.
- 1:25 Cypher reveals his secret deal by killing most of the crew.
Act III: Finish the job.
- 90 ENLIGHTEN HERO
- 1:34 Neo believes he has the ability to rescue Morpheus.
- 100 ROLL AGAIN
- 1:40 Neo and Trinity enter combat against security guards, a SWAT team, several agents, and a helicopter gunship.
- 110 RETURN AGAIN
- 2:03 Neo and Trinity kiss inside and outside The Matrix.
- 2:08 Neo plans to show all humans that The Matrix is not real.
- 120 UPDATE SCORE
- 2:08 Neo hangs up a phone and flies away from a phone booth.


{{ partial "header.html" . }}
Welcome to StrangeNewPlaces 🎉 Here we try to collect first-hand travel tips from all over the world. Below you can navigate through all the regions in this archive. You can also use the map to drill down and search for interesting places.
The following users have contributed to this project so far:


Three pillars of Open Science: data, code, and papers.
“Having access to a plethora of denoising and modelling algorithms can be both good and bad. On one side, there are many aspects of brain anatomy and function that we can extract and use as dependent variables, which maximizes the chances of finding the most appropriate and powerful measure to ask a particular question. On the other side, the incentive structure of the current scientific enterprise combined with methodological plurality can be a dangerous mix. Scientists rarely approach a problem without a theory, hypothesis, or a set of assumptions, and the high number of “researcher degrees of freedom” can implicitly drive researchers to choose analysis workflows that provide results that are most consistent with their hypotheses.”
As we stand on the verge of a reproducibility crisis* in neuroscience and psychology research, Gorgolewski and Poldrack advocate for the adoption of open science practices to improve transparency and reproducibility. Their paper succinctly outlines best practices for dealing with data, code and publication in ways that maximize reproducibility while minimizing additional effort. Here is my bullet point version of their paper.
Data
Openly accessible data allows for:
- validation of results
- novel analyses
- combining data from multiple sources
- more citations
- maximizing benefits to research participants
But there are several hurdles to making neuroimaging data openly available:
Consent Forms
Get written consent from subject to share their data (and therefore maximize the benefits or their participation!). The authors have prepared several templates of data sharing clauses that can be inserted into consent forms. They provide clauses for normal populations and generic data and also clauses for sensitive populations/data, which may require that some of the data be approved by a data sharing committee to ensure protection of sensitive information.
Data Organization
We need common standards of data description and organization to facilitate sharing. The Brain Imaging Data Structure (BIDS) was recently proposed as a simple scheme to describe most MRI datasets.
Publishing Data
Data should be uploaded to a repository before the work is submitted for publication.
Field-specific Repositories:
- Functional Connectome Project/International Neuroimaging Data-Sharing Initiative (FCP/INDI)
- OpenfMRI
Field-agnostic repositories:
- FigShare
- Dryad
- DataVerse
Other suggestions:
- Consider long-term data retention
- Open Science Framework (OSF) to link datasets with code and preprints
- Embargo period on submitted dataset to protect against “scooping”
- Make sure the necessary data and metadata are present using BIDS or XML-based Clinical and Experimental Data Exchange (XCEDE)
- Data paper - publication to describe new dataset rather than its analysis when dataset is large or complicated
- Share preprocessed volumes, statistical maps (see NeuroVault.org), connectivity matrices (see UCLA Multimodal Connectivity Database), not just raw data.
- Accompany data with an appropriate license. The authors recommend an unrestricted Public Domain license (such as CC0 or PDDL). Note that data a treated differently than creative works or software by the legal system.
Code
Sharing of analysis code is incredibly important not just for the interpretation and validation of results but also to address new research questions and accelerate science.
Reasons people don’t share code:
- Most researchers are not trained in software engineering so the code may be undocumented and lack formal tests
- Fear of obligation to provide user support
- Few incentives to spend the time writing high-quality, well documented code
“Changes in the incentive structure of science will take years, but in the meantime, perceived poor quality of code and lack of thorough documentation should not prevent scientists from publishing it.”
Why you should do it anyway:
- Sharing undocumented code is much better than not sharing code at all. See Publish your computer code: it is good enough
- Sharing does not oblige to provide user support - consider establishing community-driven user support systems (e.g. google groups, NeuroStars.org).
How to improve the quality and “sharability” of your code:
- Use a version control system (VCS) like git. Version control will change your life, seriously. See A Quick Introduction to Version Control with Git and GitHub or this great free Udacity course.
- Automate whenever possible. A series of GUI clicks is not reproducible in the way that a script is. The authors have created a fully automated analysis pipeline.
- Adopt philosophy of “literate programming” for interactive data interrogation, combining analysis code, plots and text narrative. Tools like Jupyter (for R, Python and Julia), R Markdown (for R), and matlabweb (for MATLAB) allow you to revisit a past interactive analysis and share with collaborators.
- Share with an appropriate license, such as Apache 2.0, MIT, or GNU General Public License.
Publications
- In addition to linking to data and code, accurate and thorough description of methods and data should be included in the supplementary material, if not in the main manuscript.
- All results, even null ones, should be available somehow. For example, all additional contrasts that were not significant. Especially given how hard it is to publish null results separately.
- See the Organization for Human Brain Mapping’s Committee on Best Practices in Data Analysis and Sharing (COBIDAS) report for detailed recommendations on reporting.
- Make the manuscript publicly available. Preprints can be published on Biorxiv or arXiv. This allows for more feedback, can establish precedence, and, since preprints have DOIs, they can be referenced even before the manuscript is accepted for publication by a journal. (See Niko Kriegeskorte’s post The Selfish Scientist’s Guide to Preprint Posting)
- Consider sharing papers that have already been published in subscription-based journals. Some publishers allow for authors to post their manuscripts on noncommercial websites. See SherPa/ROMEO to check what you are allowed to share.
Emerging Trends
- Preregistration - Write and register a study plan to reduce biases in published results. Some journals are participating in the Registered Reports program, wherein an experimental plan can receive “in-principle acceptance” and the journal guarantees to publish the final version of the paper.
- Public reviews - To motivate better quality reviews and give credit to reviewers. On occasions where anonymous reviews remain important, there should still be some method of assigning credit to the reviewers.
Simple Steps towards Open Science
Data:- Include a section about data sharing in your consent forms.
- Share your raw data upon paper submission using a repository dedicated to neuroimaging.
- Consider writing a separate data paper for more complex and interesting datasets.
- Remember that sharing your data improves the impact and citation rates of your research!
- Use VCS’s for all your projects.
- Share your code on GitHub.com even if it’s not well documented.
- Set up a mailing list for user-related questions.
- People reusing the code you shared will cite the relevant papers.
- Include all extra analyses and null results in the supplementary materials without sacrificing the clarity of the message in the main body of the manuscript.
- Submit preprints to claim precedence, solicit feedback, and give access to your research.


Zend\Navigation ships with two page types:
MVC pages are link to on-site web pages, and are defined using MVC parameters (action, controller, route, params). URI pages are defined by a single property uri, which give you the full flexibility to link off-site pages or do other things with the generated links (e.g. an URI that turns into <a href="#">foo<a>).
All page classes must extend Zend\Navigation\Page\AbstractPage, and will thus share a common set of features and properties. Most notably they share the options in the table below and the same initialization process.
Option keys are mapped to set methods. This means that the option order maps to the method setOrder(), and reset_params maps to the method setResetParams(). If there is no setter method for the option, it will be set as a custom property of the page.
Read more on extending Zend\Navigation\Page\AbstractPage in Creating custom page types.
| Key | Type | Default | Description |
|---|---|---|---|
| label | String | NULL | A page label, such as ‘Home’ or ‘Blog’. |
| fragment | String | NULL | NULL | A fragment identifier (anchor identifier) pointing to an anchor within a resource that is subordinate to another, primary resource. The fragment identifier introduced by a hash mark “#”. Example: http://www.example.org/foo.html#bar (bar is the fragment identifier) |
| id | String | Integer | NULL | An id tag/attribute that may be used when rendering the page, typically in an anchor element. |
| class | String | NULL | A CSS class that may be used when rendering the page, typically in an anchor element. |
| title | String | NULL | A short page description, typically for using as the title attribute in an anchor. |
| target | String | NULL | Specifies a target that may be used for the page, typically in an anchor element. |
| rel | Array | array() | Specifies forward relations for the page. Each element in the array is a key-value pair, where the key designates the relation/link type, and the value is a pointer to the linked page. An example of a key-value pair is 'alternate' => 'format/plain.html'. To allow full flexibility, there are no restrictions on relation values. The value does not have to be a string. Read more about rel and rev in the section on the Links helper. |
| rev | Array | array() | Specifies reverse relations for the page. Works exactly like rel. |
| order | String | Integer | NULL | NULL | Works like order for elements in Zend\Form. If specified, the page will be iterated in a specific order, meaning you can force a page to be iterated before others by setting the order attribute to a low number, e.g. -100. If a String is given, it must parse to a valid int. If NULL is given, it will be reset, meaning the order in which the page was added to the container will be used. |
| resource | String | Zend\Permissions\Acl\Resource\ResourceInterface | NULL | NULL | ACL resource to associate with the page. Read more in the section on ACL integration in view helpers. |
| privilege | String | NULL | NULL | ACL privilege to associate with the page. Read more in the section on ACL integration in view helpers. |
| active | Boolean | FALSE | Whether the page should be considered active for the current request. If active is FALSE or not given, MVC pages will check its properties against the request object upon calling $page->isActive(). |
| visible | Boolean | TRUE | Whether page should be visible for the user, or just be a part of the structure. Invisible pages are skipped by view helpers. |
| pages | Array | Zend\Config | NULL | NULL | Child pages of the page. This could be an Array or Zend\Config object containing either page options that can be passed to the factory() method, or actual Zend\Navigation\Page\AbstractPage instances, or a mixture of both. |
Note
Custom properties
All pages support setting and getting of custom properties by use of the magic methods __set($name, $value), __get($name), __isset($name) and __unset($name). Custom properties may have any value, and will be included in the array that is returned from $page->toArray(), which means that pages can be serialized/deserialized successfully even if the pages contains properties that are not native in the page class.
Both native and custom properties can be set using $page->set($name, $value) and retrieved using $page->get($name), or by using magic methods.
This example shows how custom properties can be used.
1 2 3 4 5 6 7 8 9 | $page = new Zend\Navigation\Page\Mvc();
$page->foo = 'bar';
$page->meaning = 42;
echo $page->foo;
if ($page->meaning != 42) {
// action should be taken
}
|
When extending Zend\Navigation\Page\AbstractPage, there is usually no need to override the constructor or the methods setOptions() or setConfig(). The page constructor takes a single parameter, an Array or a Zend\Config object, which is passed to setOptions() or setConfig() respectively. Those methods will in turn call set() method, which will map options to native or custom properties. If the option internal_id is given, the method will first look for a method named setInternalId(), and pass the option to this method if it exists. If the method does not exist, the option will be set as a custom property of the page, and be accessible via $internalId = $page->internal_id; or $internalId = $page->get('internal_id');.
The only thing a custom page class needs to implement is the getHref() method.
1 2 3 4 5 6 7 | class My\Simple\Page extends Zend\Navigation\Page\AbstractPage
{
public function getHref()
{
return 'something-completely-different';
}
}
|
When adding properties to an extended page, there is no need to override/modify setOptions() or setConfig().
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 | class My\Navigation\Page extends Zend\Navigation\Page\AbstractPage
{
protected $foo;
protected $fooBar;
public function setFoo($foo)
{
$this->foo = $foo;
}
public function getFoo()
{
return $this->foo;
}
public function setFooBar($fooBar)
{
$this->fooBar = $fooBar;
}
public function getFooBar()
{
return $this->fooBar;
}
public function getHref()
{
return $this->foo . '/' . $this->fooBar;
}
}
// can now construct using
$page = new My\Navigation\Page(array(
'label' => 'Property names are mapped to setters',
'foo' => 'bar',
'foo_bar' => 'baz'
));
// ...or
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'type' => 'My\Navigation\Page',
'label' => 'Property names are mapped to setters',
'foo' => 'bar',
'foo_bar' => 'baz'
));
|
All pages (also custom classes), can be created using the page factory, Zend\Navigation\Page\AbstractPage::factory(). The factory can take an array with options, or a Zend\Config object. Each key in the array/config corresponds to a page option, as seen in the section on Pages. If the option uri is given and no MVC options are given (action, controller, route), an URI page will be created. If any of the MVC options are given, an MVC page will be created.
If type is given, the factory will assume the value to be the name of the class that should be created. If the value is mvc or uri and MVC/URI page will be created.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | $page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'My MVC page',
'action' => 'index',
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'Search blog',
'action' => 'index',
'controller' => 'search',
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'Home',
'route' => 'home',
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'type' => 'mvc',
'label' => 'My MVC page',
));
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | $page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'My URI page',
'uri' => 'http://www.example.com/',
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'Search',
'uri' => 'http://www.example.com/search',
'active' => true,
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'label' => 'My URI page',
'uri' => '#',
));
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'type' => 'uri',
'label' => 'My URI page',
));
|
To create a custom page type using the factory, use the option type to specify a class name to instantiate.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | class My\Navigation\Page extends Zend\Navigation\Page\AbstractPage
{
protected $_fooBar = 'ok';
public function setFooBar($fooBar)
{
$this->_fooBar = $fooBar;
}
}
$page = Zend\Navigation\Page\AbstractPage::factory(array(
'type' => 'My\Navigation\Page',
'label' => 'My custom page',
'foo_bar' => 'foo bar',
));
|
The source code of this file is hosted on GitHub. Everyone can update and fix errors in this document with few clicks - no downloads needed.


encoding: utf-8
4.4.3. REPLY-TO / RESENT-REPLY-TO
Note: The "Return-Path" field is added by the mail transport service, at the time of final deliver. It is intended to identify a path back to the orginator of the mes- sage. The "Reply-To" field is added by the message originator and is intended to direct replies.
trace = [return]
1*received
return = “Return-Path:” path CRLF
path = ([CFWS] “<” ([CFWS] / addr-spec) “>” [CFWS]) /
obs-path
received = “Received:” name-val-list “;” date-time CRLF
name-val-list = [CFWS] [name-val-pair *(CFWS name-val-pair)]
name-val-pair = item-name CFWS item-value
item-name = ALPHA *([“-”] (ALPHA / DIGIT))
item-value = 1*angle-addr / addr-spec /
atom / domain / msg-id
Required Files
- mail/fields/common/common_address
Classes and Modules
- MODULE Mail


CustomParticle QML Type
For specifying shaders to paint particles More...
| Import Statement: | import QtQuick.Particles 2.0 |
| Inherits: |
Properties
- fragmentShader : string
- vertexShader : string
Detailed Description
Note: The maximum number of custom particles is limited to 16383.
Property Documentation
This property holds the fragment shader's GLSL source code. The default shader expects the texture coordinate to be passed from the vertex shader as "varying highp vec2 qt_TexCoord0", and it samples from a sampler2D named "source".
This property holds the vertex shader's GLSL source code.
The default shader passes the texture coordinate along to the fragment shader as "varying highp vec2 qt_TexCoord0".
To aid writing a particle vertex shader, the following GLSL code is prepended to your vertex shader:
attribute highp vec2 qt_ParticlePos; attribute highp vec2 qt_ParticleTex; attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration attribute highp float qt_ParticleR; uniform highp mat4 qt_Matrix; uniform highp float qt_Timestamp; varying highp vec2 qt_TexCoord0; void defaultMain() { qt_TexCoord0 = qt_ParticleTex; highp float size = qt_ParticleData.z; highp float endSize = qt_ParticleData.w; highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y; highp float currentSize = mix(size, endSize, t * t); if (t < 0. || t > 1.) currentSize = 0.; highp vec2 pos = qt_ParticlePos - currentSize / 2. + currentSize * qt_ParticleTex // adjust size + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector.. + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.); gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); }
defaultMain() is the same code as in the default shader, you can call this for basic particle functions and then add additional variables for custom effects. Note that the vertex shader for particles is responsible for simulating the movement of particles over time, the particle data itself only has the starting position and spawn time.


| Our Amazing Photographers
Danielle Threlkeld
Jasyn Raifsnyder
Kelly Bayer
Kent Frost
Sarah Rue
Virginia Harold
Brandon Sloan - Videographer
|
Good people we support
PanOptic Productions
4sho Productions
Joe Grasso Productions
3rd Degree Glass Factory
Noah Arkbuilder - Graphics Designer
Fire-Dancing.com
|
Artists we admire
Burn Crew Concept
MCP
Vulcan Crew
Yuta - Poi Community Japan |


Rank
Name
Color
Size
Favorite:
Apples
Green
Medium
2nd Favorite:
Oranges
Orange
Large
3rd Favorite:
Pomegranate
A kind of greeny-red
Varies from medium to large


Overview | Reports | Quarter | Contract
| Vendor Name: | VISION CONCEPT |
| Reference number: | K1C55-13-0212 |
| Contract Date: | 2014-02-04 |
| Description of work: | 0491 Other Prof. Serv. - Management consulting - OGD or programs |
| Contract period: | 2014-02-05 to 2014-11-30 |
| Delivery Date: | |
| Contract Value: | $8,700.00 |
| Comments: | Logistics Services for holding the Forum Saint-Laurent in October 2014. |


I am experienced in software development both frontend and backend and am currently looking out for job opportunities
GPA: 3.77/4
GPA: 8.75/10
A Website where users can access the movies, view the movies and rate them. Utilized Collaborative Filtering to create a recommendation engine.
Skills Used: Java, Spring, AngularJS, MySQL
Traditional speaker recognition systems use speech features or neural networks to train the model and they recognize new users if they are trained with sufficiently long samples.
A neural network and SVM model is trained on using LPCC & MFCC features on a CNN. The new samples are passed through the CNN and trained on an SVM and we classify the speakers with very short audio samples
Designed and Implemented an SQL Interpretor


AUD/JPY Technical Analysis: 50-day EMA, multi-month-old rising trendline in focus
by Anil Panchal- AUD/JPY pulls back from 100-ay EMA.
- Bearish MACD shifts market attention to near-term key supports.
Despite marking the best day in a month on Friday, AUD/JPY sellers sneak in around 100-day EMA as the pair declines to 74.07 amid initial Asian trading on Monday.
In addition to the pair’s failure to cross key Exponential Moving Average (EMA), the bearish signal from 12-bar Moving Average Convergence and Divergence (MACD) also favors the pair’s extended pullback towards 50-day EMA level around 73.95.
Though, an upward sloping trend line since August 26, at 73.44 now, could restrict the quote’s further downside, if not then 73.00 and early-October top near 72.55 could flash on bear’s radar.
Alternatively, pair’s sustained daily closing beyond 100-day EMA level of 74.18 can trigger fresh run-up to November 07 low surrounding 74.60 whereas 200-day EMA, close to 75.45 will be in the spotlight afterward.
AUD/JPY daily chart
Trend: Pullback expected
AUD/JPY
| Overview | |
|---|---|
| Today last price | 74.08 |
| Today Daily Change | -9 pips |
| Today Daily Change % | -0.12% |
| Today daily open | 74.17 |
| Trends | |
|---|---|
| Daily SMA20 | 74.6 |
| Daily SMA50 | 73.77 |
| Daily SMA100 | 73.69 |
| Daily SMA200 | 75.66 |
| Levels | |
|---|---|
| Previous Daily High | 74.19 |
| Previous Daily Low | 73.5 |
| Previous Weekly High | 74.96 |
| Previous Weekly Low | 73.35 |
| Previous Monthly High | 75.3 |
| Previous Monthly Low | 71.73 |
| Daily Fibonacci 38.2% | 73.93 |
| Daily Fibonacci 61.8% | 73.76 |
| Daily Pivot Point S1 | 73.72 |
| Daily Pivot Point S2 | 73.26 |
| Daily Pivot Point S3 | 73.03 |
| Daily Pivot Point R1 | 74.41 |
| Daily Pivot Point R2 | 74.64 |
| Daily Pivot Point R3 | 75.1 |


Personal Finance!
Enter inputs to calculate estimated tax liability:
Select Domicile State
New York
California
Texas
Florida
Select Marital Status
Single
Married Filing Jointly
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Submit
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Budget and Actual Summary
Budget
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Actual
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Chef Jeremy:
Haven't you left yet? You'd better get that cool wine to
Information Broker Mist
right away!


Our regression model uses data from the UNCOVER COVID-19 Challenge. Shared by the Roche Data Science Coalition (RDSC), they are requesting the collaborative effort of the AI community to fight COVID-19. This challenge presents a curated collection of datasets from 20 global sources and asks you to model solutions to key questions that were developed and evaluated by a global frontline of healthcare providers, hospitals, suppliers, and policy makers.
This model uses the Machine Learning code from scikit-learn. It is a Python-based module that is simple and efficient to utilize for preditive data analysis.
Learn moreThe original data file had over 5,000 rows and over 100 columns of patient, blood test results. Similar to the our form in the home page, we only picked the following 11 columns from the blood test:
After getting all 11 columns, we cleaned up our data by dropping any patients with any missing data in any of the blood test markers. The following is the result of excluding any empty fields:
Next, we ran the total patient data through the from sklearn.model_selection import train_test_split
to divide between training and testing. This scikit-learn function will divide the data 75% and 25% between training and testing, respectively.
Finally, we ran the training data on our Logistic Regression function to produce a model and then we used this model to predict whether or not the 150 patients in the testing data had COVID-19. To summarize our results, we put it in this table, known as a confusion matrix:
| Actual Positve | Actual Negative | |
|---|---|---|
| Predict Positive | 12 |
3 |
| Predict Negative | 7 |
128 |
From the confusion matrix above, we got a total of 128 true negatives, 12, true positves, 7 false negatives, and 3 false positives. We calculate the following values when implementing the respective equations for accuracy, precision, and recall:
The following plot is an intresting one we found during our investigation. It shows the percentages of accuracy, precision, and recall versus random state, seed number. The random state, seed number, is the variable you use when splitting the data from training and testing under the function train_test_split(X_train, y_train, random_state=n)
. It really shouldn't matter what number you put in there, but we find that it does! Why? We are not entirely sure. One guess, would deal with how the data is split between training and testing data. Is the data sometimes being split where all the COVID-19 cases are in the testing portion and none are left for training data. This would be the extreme case.


BOOMTOWN WORKSHOP SCHEDULER
CREATE
ANALYZE
WORKSHOP EDITOR
Name of Workshop
Please Select Mentor(s)
Select Mentor(s)
Select a Date
Select a Start Time
Select an End Time


Good answers to all these questions are much more useful in the long term than just how long it will take
Because let's face it...
we do not really know for sure
| What | Estimation |
|---|---|
| Cross the street | ? |
| Fly to London | ? |
| Drive trough Barcelona | ? |
| Travel around the world | ? |
| What | Estimation |
|---|---|
| Cross the street | 0 days |
| Fly to London | 1 day |
| Drive trough Barcelona | 1 day |
| Travel around the world | 365 days |
A day of work on a task having all resources and no interruptions
A very precise time unit
S, M, L, XL, XXL
0, 1/2, 1, 2, 3, 5, 8, 13, 20, 40, 100
0, 1, 2, 3, 5, 8, 13, 20
| What | Estimation |
|---|---|
| Cross the street | 0 |
| Fly to London | 5 |
| Drive trough Barcelona | 2 |
| Travel around the world | 20* |
Our minds retain the first value we see...or think
Reflect on what estimation is and what value you can get from it
It is all about data, learning and not auditing
Beware of pitfalls: expansions, battles and anchoring
Time to start learning on some modern psychology =)
daniel [dot] giribet [at] schibsted [dot] com
Questions?


Methods
Public Instance methods
[ show source ]
# File vendor/rails/actionpack/lib/action_controller/vendor/html-scanner/html/sanitizer.rb, line 47 47: def sanitizeable?(text) 48: !(text.nil? || text.empty? || !((text.index("<a") || text.index("<href")) && text.index(">"))) 49: end
Protected Instance methods
[ show source ]
# File vendor/rails/actionpack/lib/action_controller/vendor/html-scanner/html/sanitizer.rb, line 52 52: def process_node(node, result, options) 53: result << node.to_s unless node.is_a?(HTML::Tag) && included_tags.include?(node.name) 54: end


- AddPlayerToLeaderboard(String, int) - Static method in class com.mygdx.game.LeaderboardBackend
-
This method handles adding new players to the end of the Game save file
- addTableRow(Table, Actor, float, float, float, float, float, float, int) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
- addTableRow(Table, Actor, float, float, float, float, float, float) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Assumes that the new cell to be created has a width of 1 column
- addTableRow(Table, Actor, float, float, float, float, int) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Fits the dimensions of the new cell around the contents of the surrounding cells and the provided actor's size
- addTableRow(Table, Actor, float, float, float, float) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Assumes that the new cell to be created has a width of 1 column
Fits the dimensions of the new cell around the contents of the surrounding cells and the provided actor's size
- addTableRow(Table, Actor, float, float, int) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Does not pad the new cell
- addTableRow(Table, Actor, float, float) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Assumes that the new cell to be created has a width of 1 column
Does not pad the new cell
- addTableRow(Table, Actor, int) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Fits the dimensions of the new cell around the contents of the surrounding cells and the provided actor's size
Does not pad the new cell
- addTableRow(Table, Actor) - Method in class com.mygdx.game.Drawer
-
Automatically adds an actor on to a new row within a specified table
Exists primarily to cut down on statement quantities
Assumes that the new cell to be created has a width of 1 column
Fits the dimensions of the new cell around the contents of the surrounding cells and the provided actor's size
Does not pad the new cell
- assignCollege(College) - Method in class com.mygdx.game.Player
-
Changes the college of the player to the one that is specified.
- assignPlayer(Player) - Method in class com.mygdx.game.College
-
Assigns a player to the college.
- assignRoboticon(Roboticon) - Method in class com.mygdx.game.Tile
-
Adds a Roboticon to the roboticon list.
- assignTile(Tile) - Method in class com.mygdx.game.Player
-
Adds the specified tile to the players list of tiles.
- calculateScore(Market) - Method in class com.mygdx.game.Player
-
Calculates the score of the player based on the resources that they own.
- changeCustomName(String) - Method in class com.mygdx.game.College
-
Setter for the custom name.
- changeEnergyCount(int) - Method in class com.mygdx.game.Tile
-
Setter for the ore count of the tile.
- changeFoodCount(int) - Method in class com.mygdx.game.Tile
-
- changeOreCount(int) - Method in class com.mygdx.game.Tile
-
Setter for the ore count of the tile.
- claimTile() - Method in class com.mygdx.game.GameEngine
-
Claims the last tile to have been selected on the main GameScreen for the active player
This grants them the ability to plant a Roboticon on it and yield resources from it for themselves
Specifically registers the selected tile under the object holding the active player's data, re-colours its
border for owner identification purposes and moves the game on to the next player/phase
- closeUpgradeOverlay() - Method in class com.mygdx.game.GameScreen
-
Closes the upgrade overlay and restores the functionality of the game's main stage
- College - Class in com.mygdx.game
-
- College(String) - Constructor for class com.mygdx.game.College
-
The constructor for the College class
This will assign a name and a logo to the College based on the ID provided
- com.mygdx.game - package com.mygdx.game
-
- create() - Method in class com.mygdx.game.Main
-
Automatically set the game-state to load the splash-screen as soon as the game window opens
- currentPlayer() - Method in class com.mygdx.game.GameEngine
-
Returns the data pertaining to the player who is active at the time when this is called
- currentPlayerIcon() - Method in class com.mygdx.game.GameScreen
-
Returns the icon object used to visualise the logo of the current player's associated college
The GameEngine class uses this method to update said logo when it changes the active player
- currentPlayerID() - Method in class com.mygdx.game.GameEngine
-
Returns the ID of the player who is active at the time when this is called
- debug(Stage) - Method in class com.mygdx.game.Drawer
-
Draws debug lines around all actors on the specified stage
- decreaseRoboticonInventory() - Method in class com.mygdx.game.Player
-
Decrements the number of Roboticons owned by the player
- deployRoboticon() - Method in class com.mygdx.game.GameEngine
-
Deploys a Roboticon on the last tile to have been selected
Draws a Roboticon from the active player's Roboticon count and assigns it to the tile in question
- deselectTile() - Method in class com.mygdx.game.GameScreen
-
Run this to deselect the currently selected tile
Specifically resets the labels and icons that identify the selected tile and disables the buttons for
manipulating said tile (as no tile can be deemed as being "selected" after this is run)
- dispose() - Method in class com.mygdx.game.GameScreen
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.HowToPlay
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.LeaderboardFrontend
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.MainMenu
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.PubScreen
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.SplashScreen
-
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
- dispose() - Method in class com.mygdx.game.TTFont
-
Clears the object's internal font from memory
- draw() - Method in class com.mygdx.game.Overlay
-
Draws every actor on the core stage (along with a complementary bordered background) on to the next frame in
the game's rendering pipeline
- drawBorder() - Method in class com.mygdx.game.Tile
-
Draws the tile's coloured border on the game's stage
This must be called during the construction of each frame in which the border is to be shown
Note that the border must only be shown if the tile is owned by someone
- Drawer - Class in com.mygdx.game
-
- Drawer(Game) - Constructor for class com.mygdx.game.Drawer
-
Class constructor
Stores the game's state inside the drawer class
- drawTooltip() - Method in class com.mygdx.game.Tile
-
Draws the tile's tooltip on the game's stage
Specifically draws the tooltip region in the space to the top- or bottom-left of the cursor's position
(depending on how high up the cursor is in the game's window) before drawing textual and visual contents inside
that region
This must be called during the construction of each frame in which the tooltip is to be shown
- gamble(Integer, Player) - Method in class com.mygdx.game.Market
-
A method that allows gambling as specified in the brief.
- GameEngine - Class in com.mygdx.game
-
- GameEngine(Game, GameScreen, String, String, College, College) - Constructor for class com.mygdx.game.GameEngine
-
Constructs the game's engine.
- GameEngine.State - Enum in com.mygdx.game
-
Encodes possible play-states
These are not to be confused with the game-state (which is directly linked to the renderer)
- GameScreen - Class in com.mygdx.game
-
- GameScreen(Game, String, String, College, College) - Constructor for class com.mygdx.game.GameScreen
-
The game-screen's initial constructor
- GameTimer - Class in com.mygdx.game
-
- GameTimer(int, int, TTFont, Color, Color, Runnable) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Works by instantiating the timer as label, changing that label's appearance to reflect the provided time and
setting up the label's internal Timer object to run the provided terminal method when the "minutes" and "seconds"
variables both reach 0 (after being changed enough times following each Timer interval)
- GameTimer(int, int, TTFont, Color, Color) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that forgoes setting a terminal method
- GameTimer(int, TTFont, Color, Color, Runnable) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that sets the timer based on a total number of seconds (rather than a combination
of minutes and seconds)
- GameTimer(int, TTFont, Color, Color) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that sets the timer based on a total number of seconds (rather than a combination
of minutes and seconds) and forgoes setting a terminal method
- GameTimer(int, int, TTFont, Color) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that forgoes setting a terminal method and renders the timer gray when paused
- GameTimer(int, TTFont, Color, Runnable) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that sets the timer based on a total number of seconds (rather than a combination
of minutes and seconds) and renders the timer gray when paused
- GameTimer(int, TTFont, Color) - Constructor for class com.mygdx.game.GameTimer
-
Sets up the timer for later use
Overloaded constructor that sets the timer based on a total number of seconds (rather than a combination
of minutes and seconds), forgoes setting a terminal method and renders the timer gray when paused
- getCollege() - Method in class com.mygdx.game.Player
-
Returns the college assigned to the player
- getColor() - Method in class com.mygdx.game.College
-
Returns the Color object for this college
- getEnergyBuyPrice() - Method in class com.mygdx.game.Market
-
Getter for EnergyBuyPrice.
- getEnergyCount() - Method in class com.mygdx.game.Player
-
Getter for EnergyCount
- getEnergySellPrice() - Method in class com.mygdx.game.Market
-
Getter for EnergySellPrice
- getEnergyStock() - Method in class com.mygdx.game.Market
-
Getter for EnergyStock
- getEnergyUpgradeCost() - Method in class com.mygdx.game.Roboticon
-
Provides the roboticon's current energy-generating upgrade cost
- getFoodBuyPrice() - Method in class com.mygdx.game.Market
-
Getter for FoodBuyPrice.
- getFoodCount() - Method in class com.mygdx.game.Player
-
Getter for FoodCount
- getFoodSellPrice() - Method in class com.mygdx.game.Market
-
Getter for FoodSellPrice
- getFoodStock() - Method in class com.mygdx.game.Market
-
Getter for FoodStock
- getFoodUpgradeCost() - Method in class com.mygdx.game.Roboticon
-
Provides the roboticon's current food-growing upgrade cost
- getFunction() - Method in class com.mygdx.game.Tile
-
Returns the tile's associated function
- getIcon() - Method in class com.mygdx.game.Roboticon
-
Returns an Image object with the texture of the roboticon's icon mapped to it
- getIconTexture() - Method in class com.mygdx.game.Roboticon
-
Returns the texture file encoding the roboticon's icon
- getID() - Method in class com.mygdx.game.College
-
Returns the college's associated ID
- getID() - Method in class com.mygdx.game.Tile
-
Returns the tile's associated getID value
- getInventoryRoboticons() - Method in class com.mygdx.game.Player
-
Getter for Inventory Roboticon Count
- getLevel() - Method in class com.mygdx.game.Roboticon
-
Function to get the current roboticon Level
- getListofScores() - Method in class com.mygdx.game.LeaderboardBackend
-
Returns the array list of the leaderboard scores
- getLogo() - Method in class com.mygdx.game.College
-
Returns an Image object with the texture of the college's logo mapped to it
- getLogoTexture() - Method in class com.mygdx.game.College
-
Returns the texture file encoding the college's logo
- getMaxLevel() - Method in class com.mygdx.game.Roboticon
-
Provides the maximum level to which this roboticon can be upgraded to (across all three individual upgrade types)
- getMoney() - Method in class com.mygdx.game.Player
-
Getter for the money attribute of the player
- getName() - Method in class com.mygdx.game.College
-
Returns the college's assigned name
- getName() - Method in class com.mygdx.game.Player
-
- getOreBuyPrice() - Method in class com.mygdx.game.Market
-
Getter for OreBuyPrice.
- getOreCount() - Method in class com.mygdx.game.Player
-
Getter for OreCount
- getOreSellPrice() - Method in class com.mygdx.game.Market
-
Getter for OreSellPrice
- getOreStock() - Method in class com.mygdx.game.Market
-
Getter for OreStock
- getOreUpgradeCost() - Method in class com.mygdx.game.Roboticon
-
Provides the roboticon's current ore-mining upgrade cost
- getOwner() - Method in class com.mygdx.game.Tile
-
Returns the class of the player who owns the tile
- getPlayerID() - Method in class com.mygdx.game.Player
-
- getResources() - Method in class com.mygdx.game.Tile
-
- getRoboticonBuyPrice() - Method in class com.mygdx.game.Market
-
Getter for RoboticonBuyPrice
- getRoboticonID() - Method in class com.mygdx.game.Roboticon
-
- getRoboticonInventory() - Method in class com.mygdx.game.Player
-
Returns the number of Roboticons owned by the player
- getRoboticonStock() - Method in class com.mygdx.game.Market
-
Returns the number of Roboticons currently held in the market
- getRoboticonStored() - Method in class com.mygdx.game.Tile
-
Retuns the Roboticon assigned to this tile
- getTerminalMethod() - Method in class com.mygdx.game.GameTimer
-
Returns the timer's terminal method inside of a Runnable object
- getTileList() - Method in class com.mygdx.game.Player
-
Getter for the tile list of the Player
- GetTopThree() - Method in class com.mygdx.game.LeaderboardBackend
-
A function that that returns the players names and the scores that have the top three highest scores.
- RandomEffect - Class in com.mygdx.game
-
- RandomEffect() - Constructor for class com.mygdx.game.RandomEffect
-
- randomlyChooseEffect(Player) - Method in class com.mygdx.game.RandomEffect
-
This has a 50/50 chance of a random effect happening to a player, And then each random effect has an equal chance of happening if an effect is going to happen
- rectangle(ShapeRenderer.ShapeType, Color, int, int, int, int, int) - Method in class com.mygdx.game.Drawer
-
Draws a rectangle on the next frame to be rendered
Works by kickstarting a rendering pipeline and drawing a rectangle in that pipeline before disposing of it again
- refreshButtonAvailability() - Method in class com.mygdx.game.Market
-
Enables/disables the market's purchase/sale buttons and updates their colours to reflect the player's current
amount of money, the game's current phase and the player's inventory
GRAY: Cannot buy/sell resource on the current phase
GREEN: Can buy/sell resource
RED: Cannot buy/sell resource due to a lack of money or stock
- removeBorder() - Method in class com.mygdx.game.TTFont
-
Removes the borders around the internal BitmapFont's characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the border removal
- removeRoboticon(Roboticon) - Method in class com.mygdx.game.Tile
-
Removes the first instance of the roboticon from the list.
- removeShadow() - Method in class com.mygdx.game.TTFont
-
Removes the shadows beneath the internal BitmapFont's characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the shadow removal
- render(float) - Method in class com.mygdx.game.GameScreen
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the game deploys
- render(float) - Method in class com.mygdx.game.HowToPlay
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the screen deploys
- render(float) - Method in class com.mygdx.game.LeaderboardFrontend
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the screen deploys
- render(float) - Method in class com.mygdx.game.MainMenu
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the screen deploys
- render(float) - Method in class com.mygdx.game.PubScreen
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the screen deploys
- render(float) - Method in class com.mygdx.game.SplashScreen
-
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the screen deploys
- resize(int, int) - Method in class com.mygdx.game.GameScreen
-
- resize(int, int) - Method in class com.mygdx.game.HowToPlay
-
- resize(int, int) - Method in class com.mygdx.game.LeaderboardFrontend
-
- resize(int, int) - Method in class com.mygdx.game.MainMenu
-
- resize(int, int) - Method in class com.mygdx.game.PubScreen
-
- resize(int, int) - Method in class com.mygdx.game.SplashScreen
-
- resume() - Method in class com.mygdx.game.GameScreen
-
- resume() - Method in class com.mygdx.game.HowToPlay
-
- resume() - Method in class com.mygdx.game.LeaderboardFrontend
-
- resume() - Method in class com.mygdx.game.MainMenu
-
- resume() - Method in class com.mygdx.game.PubScreen
-
- resume() - Method in class com.mygdx.game.SplashScreen
-
- resumeGame() - Method in class com.mygdx.game.GameEngine
-
Resumes the game and re-opens the primary in-game inteface
Specifically increments the in-game timer by 1 second, restarts it and marks the engine's internal play-state
to [State.PAUSE]
Note that the timer is incremented by 1 second to circumvent a bug that causes it to lose 1 second whenever
it's restarted
- Roboticon - Class in com.mygdx.game
-
- Roboticon(int, Player, Tile) - Constructor for class com.mygdx.game.Roboticon
-
Constructor of the class
- runFunction() - Method in class com.mygdx.game.Tile
-
Runs the tile's associated function
- runTerminalMethod() - Method in class com.mygdx.game.GameTimer
-
Runs the timer's terminal method upon being called
This can be called at any time
- seconds() - Method in class com.mygdx.game.GameTimer
-
Returns the number of seconds currently clocked on the timer (within the current minute)
- selectedTile() - Method in class com.mygdx.game.GameEngine
-
Returns the data pertaining to the last Tile that was selected by a player
- selectTile(Tile) - Method in class com.mygdx.game.GameScreen
-
The code to be run whenever a particular tile is clicked on
Specifically updates the label identifying the selected tile, the college icon linked to the player who owns
it, the icon representing the Roboticon planted on it and the available options for the tile in the main
in-game interface
- sell(String, int, Player) - Method in class com.mygdx.game.Market
-
A method that allows selling resources to the market.
- setBorder(float, Color) - Method in class com.mygdx.game.TTFont
-
Changes the properties of the borders around the internal BitmapFont's characters
This overloaded method produces rounded borders around the resultant BitmapFont's characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the border change
- setBorder(float, Color, boolean) - Method in class com.mygdx.game.TTFont
-
Changes the properties of the borders around the internal BitmapFont's characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the border change
- setEnergyBuyPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for EnergyBuyPrice.
- setEnergyCount(Integer) - Method in class com.mygdx.game.Player
-
Setter for Energycount
- setEnergyCounterValue(int) - Method in class com.mygdx.game.GameScreen
-
Sets the value represented by the energy-counter rendered within the main in-game interface
- setEnergySellPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for EnergySellPrice.
- setEnergyStock(Integer) - Method in class com.mygdx.game.Market
-
Setter for EnergyStock.
- setFont(FileHandle) - Method in class com.mygdx.game.TTFont
-
Changes the object to encode a new font from a provided file
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the .TTF file change
- setFoodBuyPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for FoodBuyPrice.
- setFoodCount(Integer) - Method in class com.mygdx.game.Player
-
Setter for Foodcount
- setFoodCounterValue(int) - Method in class com.mygdx.game.GameScreen
-
Sets the value represented by the food-counter rendered within the main in-game interface
- setFoodSellPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for FoodSellPrice.
- setFoodStock(Integer) - Method in class com.mygdx.game.Market
-
Setter for FoodStock.
- setMeteor() - Method in class com.mygdx.game.Tile
-
- setMoney(Integer) - Method in class com.mygdx.game.Player
-
Setter for the money attribute
- setMoneyCounterValue(int) - Method in class com.mygdx.game.GameScreen
-
Sets the value represented by the money-counter rendered within the main in-game interface
- setOreBuyPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for OreBuyPrice.
- setOreCount(Integer) - Method in class com.mygdx.game.Player
-
Setter for Orecount
- setOreCounterValue(int) - Method in class com.mygdx.game.GameScreen
-
Sets the value represented by the ore-counter rendered within the main in-game interface
- setOreSellPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for OreSellPrice.
- setOreStock(Integer) - Method in class com.mygdx.game.Market
-
Setter for OreStock.
- setOwner(Player) - Method in class com.mygdx.game.Tile
-
Changes the owner of the tile to the one specified
- setProductionModifier(int, int, int) - Method in class com.mygdx.game.Roboticon
-
- setResource(String, int) - Method in class com.mygdx.game.Tile
-
Sets a certain resource count to the specified amount.
- setRoboticonBuyPrice(Integer) - Method in class com.mygdx.game.Market
-
Setter for RoboticonBuyPrice
- setRoboticonCounterValue(int) - Method in class com.mygdx.game.GameScreen
-
Sets the value represented by the Roboticon-counter rendered within the main in-game interface
- setRoboticonStock(Integer) - Method in class com.mygdx.game.Market
-
Sets the market's Roboticon stock level
Also updates the appropriate stock label to reflect the new quantity given
- setShadow(int, int, Color) - Method in class com.mygdx.game.TTFont
-
Changes the properties of the shadows beneath the internal BitmapFont's characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the shadow change
- setSize(int) - Method in class com.mygdx.game.TTFont
-
Changes the (consistent) size of the internal BitmapFont's encoded characters
Internal FreeTypeFontGenerator re-generates the encapsulate BitmapFont following the size change
- setSolarFlare() - Method in class com.mygdx.game.Tile
-
- setTerminalMethod(Runnable) - Method in class com.mygdx.game.GameTimer
-
Sets a new method for the timer to execute when it hits 0
- setTileBorderColor(Color) - Method in class com.mygdx.game.Tile
-
Sets the colour of the tile's border
This must only be called if and when a player acquires the tile
- setTime(int, int) - Method in class com.mygdx.game.GameTimer
-
Clocks the timer to the provided time
Specifically changes the internal minutes/seconds variables as necessary and updates the core label's
appearance to visualise the new timer provided
- setWall() - Method in class com.mygdx.game.Tile
-
- shadowColor() - Method in class com.mygdx.game.TTFont
-
Returns the (consistent) colour of the shadows beneath the internal BitmapFont's characters
- show() - Method in class com.mygdx.game.GameScreen
-
Executes when the game-screen is loaded up, typically from the point of another screen
Serves as an extension of the screen's constructor that primarily builds visual elements
Currently instantiates Drawer object, the main stage, the font used to render on-screen text and the image of
the game's map before constructing the three primary tables that make up the in-game interface (along with the
auxiliary pause menu)
- show() - Method in class com.mygdx.game.HowToPlay
-
Secondary constructor of the main menu which focuses on preparing visual elements
Specifically instantiates the menu's stage; spatial construction table; fonts; background image and buttons
before adding the stage containing the table (which itself contains the menu's labels, buttons and background
image) to the screen's rendering pipeline, which is also set up at the beginning of this method
- show() - Method in class com.mygdx.game.LeaderboardFrontend
-
Secondary constructor of the main menu which focuses on preparing visual elements
Specifically instantiates the menu's stage; spatial construction table; fonts; background image and buttons
before adding the stage containing the table (which itself contains the menu's labels, buttons and background
image) to the screen's rendering pipeline, which is also set up at the beginning of this method
- show() - Method in class com.mygdx.game.MainMenu
-
Secondary constructor of the main menu which focuses on preparing visual elements
Specifically instantiates the menu's stage; spatial construction table; fonts; background image and buttons
before adding the stage containing the table (which itself contains the menu's labels, buttons and background
image) to the screen's rendering pipeline, which is also set up at the beginning of this method
- show() - Method in class com.mygdx.game.PubScreen
-
- show() - Method in class com.mygdx.game.SplashScreen
-
Acts as a secondary constructor for the screen.
- size() - Method in class com.mygdx.game.TTFont
-
Returns the (consistent) size of the internal BitmapFont's characters
- solarFlares(Tile) - Method in class com.mygdx.game.RandomEffect
-
The Solar flare divides a player's resource by 2
- SplashScreen - Class in com.mygdx.game
-
- SplashScreen(Game) - Constructor for class com.mygdx.game.SplashScreen
-
The constructor for the splash screen.
- start() - Method in class com.mygdx.game.GameTimer
-
Starts the timer (and changes the timer's colour appropriately)
- state() - Method in class com.mygdx.game.GameEngine
-
Return's the game's current play-state, which can either be [State.RUN] or [State.PAUSE]
This is not to be confused with the game-state (which is directly linked to the renderer)
- stop() - Method in class com.mygdx.game.GameTimer
-
Stops the timer (and changes the timer's colour appropriately)
- stretchCurrentCell(Table) - Method in class com.mygdx.game.Drawer
-
Stretches the last row in the provided table to span across the maximum number of columns in that table
- switchTextButton(TextButton, boolean, Color) - Method in class com.mygdx.game.Drawer
-
Simplifies simultaneously changing TextButtons' colours and enabling/disabling them on the fly
- table() - Method in class com.mygdx.game.Overlay
-
Returns the table that serves as the overlay's spatial framework
- text(String, TTFont, int, int) - Method in class com.mygdx.game.Drawer
-
Prints text directly on to the next frame, foregoing the need to generate any labels or scenes
Works by orthographically projecting the bitmaps in the provided TTFont object's internal BitmapFont during
a rendering pipeline which only exists while the method itself exists
- Tile - Class in com.mygdx.game
-
- Tile(Game, int, int, int, int, boolean, Runnable) - Constructor for class com.mygdx.game.Tile
-
Construct's the tile's visual interface and logical underpinnings.
- tileBorderColor() - Method in class com.mygdx.game.Tile
-
Returns the colour of the tile's border
- tiles() - Method in class com.mygdx.game.GameEngine
-
Collectively returns every Tile managed by the engine in array
- timer() - Method in class com.mygdx.game.GameEngine
-
Returns the GameTimer declared and managed by the engine
- toggleActive() - Method in class com.mygdx.game.Player
-
Toggles the 'active' attribute of the player from True to False or False to True.
- TTFont - Class in com.mygdx.game
-
- TTFont(FileHandle, int, Color, float, Color, boolean, int, int, Color) - Constructor for class com.mygdx.game.TTFont
-
Constructor that automatically creates a BitmapFont object from a given .TTF file during the construction of
the TTFont object itself.
- TTFont(FileHandle, int, Color, int, int, Color) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border parameters
- TTFont(FileHandle, int, int, int, Color) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border parameters and produces white characters
- TTFont(FileHandle, int, Color, float, Color, boolean) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores shadow parameters
- TTFont(FileHandle, int, float, Color, boolean) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores shadow parameters and produces white text
- TTFont(FileHandle, int, Color) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border parameters and shadow parameters
- TTFont(FileHandle, int) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border/shadow parameters and produces white text
- TTFont(FileHandle, Color) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border/shadow parameters and produces coloured text of size 16
- TTFont(FileHandle) - Constructor for class com.mygdx.game.TTFont
-
Overloaded TTFont constructor that ignores border/shadow parameters and produces white text of size 16


Send Receive Example
Visual Perspective and Feedback Guidance for VR Free-Throw Training
@article{Covaci_2015, title={Visual Perspective and Feedback Guidance for VR Free-Throw Training}, volume={35}, ISSN={0272-1716}, url={http://dx.doi.org/10.1109/mcg.2015.95}, DOI={10.1109/mcg.2015.95}, number={5}, journal={IEEE Computer Graphics and Applications}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={Covaci, Alexandra and Olivier, Anne-Helene and Multon, Franck}, year={2015}, month={Sep}, pages={55–65}}


--- layout: default ---
As PHP developers, we are often stuck with hosts that support insanely old versions of PHP. This means that some projects end up supporting those insanely old versions, and we all get stuck in this "Mexican Standoff" situation.
Some developers force their requirements to be much higher than these default versions in a bid to force the hosting companies to upgrade, but in reality we just end up with people reducing their software to try and get it onto old servers.
Let's keep close tabs on who is offering which versions of PHP, so we can help those less in the know find good companies to host their stuff on.
Shared hosting is the most common type of hosting. It means that multiple websites owned by various people are all jammed onto the same server. These are often the slowest to update PHP versions because of the potential for breaking many sites. Still, manual upgrade options should be offered to move from one PHP version to another, and automatic updates at the patch level (0.0.X) should be provided.
| Host | 5.2 | 5.3 | 5.4 | 5.5 | 5.6 | 7.0 | Default | Manual Upgrade | Auto Upgrade |
|---|---|---|---|---|---|---|---|---|---|
| {{ host.name }} | {% if host.php52 %}{{ host.php52 }}{% else %}-{% endif %} | {% if host.php53 %}{{ host.php53 }}{% else %}-{% endif %} | {% if host.php54 %}{{ host.php54 }}{% else %}-{% endif %} | {% if host.php55 %}{{ host.php55 }}{% else %}-{% endif %} | {% if host.php56 %}{{ host.php56 }}{% else %}-{% endif %} | {% if host.php70 %}{{ host.php70 }}{% else %}-{% endif %} | {% if host.default %}{{ host.default }}{% else %}???{% endif %} | {% if host.manual_update %}{{ host.manual_update }}{% endif %} | {% if host.auto_update %}{{ host.auto_update }}{% endif %} |
| Host | 5.2 | 5.3 | 5.4 | 5.5 | 5.6 | 7.0 | Default |
|---|---|---|---|---|---|---|---|
| {{ host.name }} | {% if host.php52 %}{{ host.php52 }}{% else %}-{% endif %} | {% if host.php53 %}{{ host.php53 }}{% else %}-{% endif %} | {% if host.php54 %}{{ host.php54 }}{% else %}-{% endif %} | {% if host.php55 %}{{ host.php55 }}{% else %}-{% endif %} | {% if host.php56 %}{{ host.php56 }}{% else %}-{% endif %} | {% if host.php70 %}{{ host.php70 }}{% else %}-{% endif %} | {% if host.default %}{{ host.default }}{% else %}???{% endif %} |
| Distribution | Default |
|---|---|
| {{ distro.name }} | {{ distro.default }} |


'Oh the look'
Numan on Rangers transfer and making Advocaat his personal flight attendant
by Gary TaylorARTHUR NUMAN has lifted the lid on his transfer to Rangers and how he made Dick Advocaat his personal flight attendant.
The new Feyenoord boss, who will come up against his old employers in the Europa League last this month, left PSV for Ibrox in 1998.
Numan was made his first priority signing - despite interest from the likes of Atletico Madrid.
Advocaat made it clear to the defender he would be following him to Glasgow and Numan has told how he had a bit of fun with his boss on David Murray's private jet.
He told the Sunday Post: "I remember the day Dick pulled me aside, quietly, and told me he was going to Glasgow Rangers and that I was going with him.
"He made it clear he wanted to sign me.
"I told him I wanted to consider other options because I knew Atletico Madrid also wanted me.
"But he made it clear I was going to Rangers and that was the end of the conversation.
"Before I signed we flew over to Scotland from Holland in David Murray's private jet.
"I think there was only three people on the plane.
"I decided to have a bit of fun with Dick, so I told him that if he wanted me to sign then he should make me a coffee and bring me sandwiches. Oh the look he gave me!

Steven Gerrard's current Rangers crop travel to Rotterdam on November 28 knowing a victory will see them join Celtic in the Europa League last 32.
Numan, who will be in attendance at the match, loved his time with the Light Blues and has hailed Rangers' 'unique' support.
He added: "Speaking from my own point of view, Rangers was the most fantastic football club to play for. It's special, very special.
"I still go back to Glasgow six or seven times a year. The supporters treat me brilliantly, like a king, to be honest.
"When I have friends or family over from Holland with me they cannot believe the adulation and warmness because it doesn't happen in Holland.
"I can walk down the street in Holland and nobody will look at me twice. It's different in Glasgow.
"Mikey Mols, Bert Konterman and all the lads will tell you the same thing. Glasgow and the Rangers supporters are so unique.
"The Dutch guys all love the club. That's why all come back time after time.
"I'm sure Dick feels the same. I had conversations with him and I know he felt something very special for Rangers.
"He loved the Treble success of 1999 and the Champions League nights. He just wanted to win more games and do even better. We all did."
Keep u p to date with ALL the latest news and transfers at the Scottish Sun football page


This document describes the changes made to the Javadoc tool between versions 1.2.2 and 1.3.
Added {@docRoot}
- This is a new Javadoc tag that represents the path from any class
page up to the root directory of the generated documentation
hierarchy. The purpose of this tag is to allow you to make a link
to a single web page from all generated pages, such as to a
copyright page or corporate logo from the footers of all generated
pages. (This tag was broken in 1.3 Beta) (Request #a4197510).
MIF doclet. This adds the ability to generate MIF output, for importing into FrameMaker and eventual conversion to PDF, PS, RTF, Word, or WordPerfect.
4260169: Added <code> HTML tag to "Overrides", "Specified By" and "Tags copied from".
4276757: Fixed Javadoc to document inherited public members of package-private classes.
4214932: Fixed bug where private fields/methods were documented as inherited.
4216836: The "Specified by:" link has been added for a method in an interface implementing a method from a superinterface.
4227539: We now list interfaces found walking all the way up the hierarchy tree. For interfaces, added "All superinterfaces: A, B, C". For classes, added "All implemented interfaces: A, B, C".
4233601: In inner class summary, fixed bug where Exceptions were mistakenly listed as Interfaces.
4216434: Fixed Javadoc -help option which didn't print all the options (-helpfile, -stylesheetfile).
4235271: Fixed bug where overriding method in Interface is now shown as "Specified By".
4231274: Added a missing space ahead of parenthetical phrase "(also extends...)"
4285930: Changed second argument of -linkoffline
so
that if supplying a relative path, you should make it relative to
the destination directory (supplied with -d
) rather
than relative to the current directory from where javadoc is
run.


GENERAL FORMULA II
Celebrant
Brothers and sisters, as we
now make our prayer for our community and for the world, let us all pray to
Christ the Lord, not only for ourselves and our own needs, but for the entire
people.
Intentions
1a† V. For the
whole Christian people, let us beseech the abundance of divine goodness.
†††††† R. Christ hear us. or Christ, graciously hear us.
1b† V. For
all who do not yet believe, let us implore the giver of all spiritual gifts.
†††††† R. Christ hear us.
2a† V. For For those who hold
public office, let us call upon the power of the Lord.
†††††† R. Christ hear us.
2b† V. For favorable weather and
abundant fruits from the earth, let us entreat the Lord, the ruler of the world.
†††††† R. Christ hear us.
3a† V. For our brothers and sisters
who cannot be present at this sacred assembly, let us beseech him who observes
all things.
†††††† R. Christ hear us.
3b† V. For the repose of the souls
of the faithful departed, let us call upon the judge of all humanity.
†††††† R. Christ hear us.
4a† V. For all of us who pray in
faith and ask the mercy of the Lord, let us entreat the compassion of our
Saviour.
†††††† R. Christ hear us.
4b† V. For ourselves and those
close to us who await the Lordís goodness, let us call upon the mercy of Christ
the Lord.
†††††† R. Christ hear us.
Celebrant
Incline your merciful ear to
our prayers, we ask, O Lord, and listen in kindness to the supplications of
those who call on you. Through Christ our Lord.
††† R. Amen.


Bill Kariri
Name your event and tell event-goers why they should come. Add details that highlight what makes it unique.
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How you can survive a plane crash (it’s not as rare as you think)
by Desmond NgPassengers can do a lot more to stay safe when flying, and avoid or even survive an accident. The programme Why It Matters finds out eight things you should know.
SINGAPORE: Last year was one of the deadliest for the aviation industry in recent years.
The number of people killed in commercial plane crashes jumped by more than 10 times from 50 deaths in 2017 — aviation’s safest year on record — to 514 deaths last year, reported the International Civil Aviation Organisation (ICAO).
As the year end approaches, safety is always a concern for those getting ready for their holiday overseas.
But statistically speaking, the odds of dying as a plane passenger are low: 1 in 188,364, compared with 1 in 1,117 for drowning and 1 in 103 for a motor vehicle crash, based on 2017 United States census data.
And surviving a plane accident might not be as rare as you think. The European Transport Safety Council categorised 90 per cent of aircraft accidents as survivable in a study in 1996, and airline safety has since improved.
WATCH: How to survive/avoid being in a plane crash (3:00)
So here are eight things the programme Why It Matters found out about surviving or avoiding plane crashes. (Watch the episode here.)
1. LISTEN TO THE AIRCREW
About two and a half hours into Singapore Airlines flight SQ368 to Milan three years ago, there was a strong smell of jet fuel.
Then came the captain’s announcement that the plane was losing fuel and had to return to Changi Airport. Upon landing, its right wing burst into flames.
Ex-crew member Siti Noor Mastura recalled that the cabin erupted into chaos as passengers started leaping from their seats and climbing over other passengers.
“One of the gentlemen came forward, yelling at me, “Open your door! Open your door!’” said the 29-year-old. But the captain made it clear that “no matter what you do, don’t open the doors”.
“He was in communication with the fire crew on the ground,” added Noor. And as the tarmac and the bottom of the plane were coated with fuel, “if we’d opened our doors, it would’ve been a disaster”.
She survived the accident along with the 222 passengers and other 18 crew members, thanks to the captain and the firefighters, who brought the blaze under control within five minutes of the engine catching fire.
2. KEEP THE SHADES UP
When the plane is taxiing, taking off or landing, the cabin crew would announce that the window shades are to be kept open.
There are several reasons for this, mainly to allow both the crew and passengers to see any danger outside the aircraft.
It allows passengers to quickly alert the crew members to developments such as fuel leaks, sparks in the wing area or fire in the engine, stated the Civil Aviation Authority of Singapore on its website.
With a view of the exterior, passengers would know what is happening outside during an emergency, “be able to better orientate themselves and keep clear of the danger”.
3. BE AWARE DURING LANDING AND TAKE-OFF
When Boeing conducted a study of commercial plane accidents between 2008 and 2017, it found that 14 per cent of fatal accidents occurred during take-off and the initial climb.
That is when planes run into the danger of veering off the runway or colliding with things like a flock of birds.
Cruising accounted for 11 per cent of fatal accidents, which were largely a result of planes losing control.
The deadliest part of any flight, however, is the final approach and landing — when 49 per cent of fatal accidents happen, owing to hard landings or missing the runway.
Retired pilot Lim Khoy Hing explained that there is a lot of manoeuvring involved in landing a plane.
“(Closer) to the ground, your reaction time would be reduced, especially when you’re landing,” he said. “With strong winds, it makes it more difficult.”
So being aware of what is going on during these times may just increase one’s chances of survival.
4. CHOOSE AIRPORTS WITH AUTO LANDING SYSTEM
The risk of a fatal accident occurring between the final approach and landing can be reduced if pilots are able to rely on automatic landing systems to ensure safe navigation.
One example is the Instrument Landing System, an assisted navigational aviation facility that provides guidance to pilots while the flight is approaching the runway.
Such automation increases the reliability of landing and removes possibilities of human error. Not all airports, however, are equipped with an auto landing system, Lim pointed out.
“It’s very expensive to ensure that the airfield is complying with a low-visibility landing certification,” he said. “Airports with these auto landing facilities are usually in the European countries where there is a lot of fog and (where there’s) winter.”
Some airports like in Hong Kong, Japan and Singapore also have this facility. So while passengers do not get to cherry-pick their pilot, they can opt for airports equipped with such technology.
5. HOW SAFE ARE BUDGET AIRLINES?
When it comes to choosing airlines, passengers may have a nagging worry that something “budget” is not necessarily quality. Yet in just a decade, the seat capacity of low-cost carriers has more than quadrupled in the Asia-Pacific.
And in terms of safety, there is no difference between a low-cost carrier and a full-service carrier, as both must meet the same safety standards, said AirAsia Group’s head of safety Ling Liong Tien.
Most airlines in the world are members of the ICAO, which provides a set of global standards to help with regulation in areas such as aviation safety, efficiency and security.
Budget airlines must also be certified by their country’s civil aviation authority before they are issued with an air operating certificate, added the captain. “So there’s no way any airline (can) take any shortcut.”
6. AVOID AIRLINES WITH PROBLEMS
Asian Aviation editor Matt Driskill recommends googling the airline first and looking beyond the International Air Transport Association (IATA) Operational Safety Audit certification. He cited the website airlineratings.com for the safety ratings of airlines.
“They look at whether or not (the airlines) have had an accident in the last 10 years that caused fatalities. They look at the kind of fleet that they have … (and if) they have the latest equipment,” he said.
Personally he would “think twice about flying on any airline that’s having labour problems”.
“Not because a pilot’s going to intentionally crash a plane to make a point, but because … when (he’s) angry and trying to do a checklist, (his) mind is on a possible strike, and (he can) forget something on the checklist,” he explained.
“It leads to those kinds of problems. So that’s what you have to worry about.”
7. LISTEN TO THE SAFETY TALK
If there is one thing few people do, it is to read the safety guide or watch the safety demonstration.
Passengers recall only 32 per cent of the key messages from standard pre-flight safety briefings, according to research published in the International Journal of Aviation Psychology.
But if a passenger wants to increase his chances of survival in an accident, then he must pay attention to this, said Blair Cowles, IATA’s regional director for Safety and Flight Operations (Asia-Pacific).
“And you can do other things; I’d leave my shoes on for take-off and landing, and that’s sound advice,” he added.
As safety information may vary with different aircraft types, it is important to read the safety information card before every flight, the CAAS noted on its website. The location of emergency exits, for example, may differ.
8. BRACE FOR IMPACT
Should the worst happen, passengers need to assume the brace-for-impact position during an emergency landing.
This brace position reduces flailing and secondary-impact injuries by having passengers position their body (predominantly the head) against whatever they are most likely to be thrown against upon impact, Australia’s Civil Aviation Safety Authority explained in a safety bulletin.
One need not, however, become overly worried about air travel.
“Since 2009, we’ve gone from 2.5 billion journeys a year to well over four billion journeys a year. And yet in absolute terms, the number of accidents (and) the number of fatalities have continued to decrease,” said Cowles.
“If you hop on a plane right now, you’d have to fly every day for the next 241 years before you’re on a flight that is involved in an accident that has one fatality or more.”
Watch this episode here. Why It Matters is telecast every Monday at 9pm.


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Accessed 11 May 2016
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