A H2OFrame represents a 2D array of data where each column is uniformly typed.
The data may be local, or it may be in an H2O cluster. The data are loaded from a CSV file or the data are loaded from a native python data structure, and is either a python-process-local file or a cluster-local file, or a list of H2OVec objects.
H2O’s parser supports data of various formats coming from various sources. Briefly, these formats are:
- SVMLight
- CSV (data may delimited by any of the 128 ASCII characters)
- XLS
- Data sources may be:
NFS / Local File / List of Files
HDFS
URL
- A Directory (with many data files inside at the same level – no support for
recursive import of data)
S3/S3N
Native Language Data Structure (c.f. the subsequent section)
It is possible to transfer the data that are stored in python data structures to H2O by using the H2OFrame constructor and the python_obj argument. (Note that if the python_obj argument is not None, then additional arguments are ignored).
The following types are permissible for python_obj:
- tuple ()
- list []
- dict {}
- collections.OrderedDict
The type of python_obj is inspected by performing an isinstance call. A ValueError will be raised if the type of python_obj is not one of the above types. Notably, sets, byte arrays, and un-contained types are not permissible.
In the subsequent sections, each data type will be discussed in detail. Each discussion will be couched in terms of the “source” representation (the python object) and the “target” representation (the H2O object). Concretely, the topics of discussion will be on the following: Headers, Data Types, Number of Rows, Number of Columns, and Missing Values.
Aside: Why is Pandas’ DataFrame not a permissible type?
There are two reason that Pandas’ DataFrame objects are not included. First, it is desirable to keep the number of dependencies to a minimum, and it is difficult to justify the inclusion of the Pandas module as a dependency if its raison d’être is tied to this small detail of transferring data from python to H2O.
Second, Pandas objects are simple wrappers of numpy arrays together with some meta data; therefore if one was adequately motivated, then the transfer of data from a Pandas DataFrame to an H2O Frame could readily be achieved.
In what follows, H2OFrame and Frame will be used synonymously. Technically, an H2OFrame is the object-pointer that resides in the python VM and points to a Frame object inside of the H2O JVM. Similarly, H2OFrame, Frame, and H2O Frame will all refer to the same kind of object. In general, though, the context is from the python VM, unless otherwise specified.
Essentially, the tuple is an immutable list. This immutability does not map to the H2OFrame. So pythonistas be ware!
The restrictions on what goes inside the tuple are fairly relaxed, but if they are too unusual, a ValueError will be raised.
A tuple looks as follows:
(i1, i2, i3, ..., iN)Restrictions are really on the types of the individual iJ (1 <= J <= N).
If iJ is {} for some J, then a ValueError will be raised.
If iJ is a () (tuple) or [] (list), then iJ must be a () or [] for all J; otherwise a ValueError will be raised.
If iJ is a () or [], and if it is in fact a nested () or nested [], then a ValueError will be raised. In other words, only a single level of nesting is valid, all internal arrays must be flat – H2O will not flatten them for you.
If iJ is not a () or [], then it must be of type string or a non-complex numeric type (float or int). In other words, if iJ is not a tuple, list, string, float, or int, for some J, then a ValueError will be raised.
- Some acceptable inputs are:
- Example A: (1,2,3)
- Example B: ((1,2,3), (4,5,6), (“cat”, “dog”))
- Example C: ((1,2,3), [4,5,6], [“blue”, “yellow”], (321.239, “green”,”hi”))
- Example D: (3284.123891, “dog”, 89)
Note that it is perfectly fine to mix () and [] within a tuple.
Onward.
Headers, Columns, Rows, Data Types, and Missing Values:
The form of the H2OFrame is as follows:
column1 column2 column3 ... columnN a11, a12, a13, ..., a1N ., ., ., ..., . ., ., ., ..., . ., ., ., ..., . aM1, aM2, aM3, ..., aMN It looks exactly like an MxN matrix with an additional header “row”. This header cannot be specified when loading data from a () (or from a [] but it is possible to specify a header with a python dictionary, see below for details).
Headers:
Since no header row can be specified for this case, H2O will generate a column header on your behalf and the column header will look like this:
C1, C2, C3, ..., CNNotably, these columns have a 1-based indexing (i.e. the 0th column is “C1”).
Rows and Columns and Missing Data:
- The shape of the H2OFrame is determined by the two factors:
- the number of arrays nested in the () the number of items in each array
If there are no nested arrays (as in Example A and Example D above), then the resulting H2OFrame will have shape (rows x cols):
1 x len(tuple)(i.e. a Frame with a single row).
If there are nested arrays (as in Example B and Example C above), then (given the rules stated above) the resulting H2OFrame will have ROWS equal to the number of arrays nested within and COLUMNS equal to the maximum sub array:
max( [len(l) for l in tuple] ) x len(tuple)Note that this handles the issue with ragged sub arrays by assuming that shorter sub arrays will pad themselves with NA (missing values) at the end so that they become the correct length.
Because the Frame is uniformly typed, mixing and matching data types within a column may produce unexpected results. Please read up on the H2O parser for details on how a column type is determined for a column of initially mixed type.
The same discussion applies for lists as it does for tuples. Lists are mutable objects so there is no semantic difference regarding mutability between an H2OFrame and a list (as there is for a tuple).
Additionally, a list [] is ordered (as is a tuple ()) and the data appearing within
Each entry in the {} is expected to represent a single column. Keys in the {} must be character strings following the pattern: ^[a-zA-Z_][a-zA-Z0-9_.]*$ without restriction on length. That is a valid column name may begin with any letter (capital or not) or an “_”, it can then be followed by any number of letters, digits, “_”s, or ”.”s.
Values in the {} may be a flat [], a flat (), or a single int, float, or string value. Nested [] and () will raise a ValueError. This is the only additional restriction on [] and () that applies in this context.
Note that the built-in dict does not provide any guarantees on ordering. This has implications on the order of columns in the eventual H2OFrame, since they may be written out of order from which they were initially put into the dict.
collections.OrderedDict will preserve the order of the key-value pairs in which they were entered.
Retrieve the column names (one name per H2OVec) for this H2OFrame. :return: A character list[] of column names.
Generate an in-depth description of this H2OFrame.
The description is a tabular print of the type, min, max, sigma, number of zeros, and number of missing elements for each H2OVec in this H2OFrame.
| Returns: | None (print to stdout) |
|---|
Column selection via integer, string(name) returns a Vec Column selection via slice returns a subset Frame :param i: Column to select :return: Returns an H2OVec or H2OFrame.
Retrieve the column names (one name per H2OVec) for this H2OFrame. :return: A character list[] of column names.
Get the number of columns in this H2OFrame. :return: The number of columns in this H2OFrame.
A single column of data that is uniformly typed and possibly lazily computed.
Append a value during CSV read, convert to float.
| Parameters: | data – An element being appended to the end of this H2OVec |
|---|---|
| Returns: | void |
| Parameters: | seed – A random seed. If None, then one will be generated. |
|---|---|
| Returns: | A new H2OVec filled with doubles sampled uniformly from [0,1). |


--- layout: post author: Marton Meszaros authorname: Marton Meszaros title: Global Day of Codereterat in Budapest preview: I've posted notes from the global event in Hungary to the following pagehttp://alternateillusion.com/global-day-of-coderetreat-budapest ---
I've posted notes from the global event in Hungary to the following page:
http://alternateillusion.com/global-day-of-coderetreat-budapest


Akaroa
A scenic one hour drive from Christchurch, Akaroa is a quaint little fishing town situated on the southern side of Bank Peninsula. The town has a distinct French flavour to it. Many street names are of French origin because of its French Whaling history.
Akaroa is quiet, relaxed and perfect for anyone wishing to unwind from a hectic day in the city. For a little more adventure, try the Akaroa Harbour Cruises which take you to see a Seal colony along with the opportunity to swim with Hectors dolphins. French Farm Winery on the western side of the harbour is also worth a visit.
Banks Peninsula is an extinct volcano which lies east of Christchurch and is characterised by its circular shape, steep sided hills that sweep down to beautiful inlets and bays. A great way to exlore the rugged beauty of this area is to walk the Banks Peninsula Track, a multi-day walk across farmland and the Hinewai reserve covering 35 km of spectacular volcanic coastline, native bush, waterfalls and sandy beaches.


I do not have a classmate's page so I am linking this to UNA's webpage. However, form Tuesday's class and making these two pages, css styling works much faster than in-line styling.


MAM/PAMM Support
MAM/PAMM (Multiple Account Management/Percent Allocation Management Module) gives your clients the choice to become an investor and profit without trading on their own, and allows more experienced traders to profit by managing the funds of others. Extend the functionality of your website and Trader’s Room to include support for the MAM/PAMM business model.
The MAM/PAMM Support module allows you to expand your Trader’s Room functionality to cover all aspects of sign-up, engagement, and management of managers and investors.
BROKERS WILL HAVE THE FOLLOWING ABILITIES:
- approve new MAM applications and open accounts via the Trader’s Room interface
- approve investor accounts
- manage engagement/disengagement/re-engagement of investor and manager accounts
In conjunction with the MAM/PAMM Support module, a special website module provides a list of MAM accounts for potential investors to review. MAM accounts can be sorted and reviewed according to rating details such as account age, invested capital, drawdown, and daily, monthly, and total profitability. In addition, the plug-in provides graphical representation of historical profitability, history of placed trades, MAM terms, and ability to invest with a chosen account.


Favorite Color Tutorial
Overview
The iVXjs library has a lot of cool functionality out of the box, but there will be time you, as a developer would like to contribute to our library (which is cool!). So, to make it easier for you to add to the library, this tutorial is to show you how to add a new component to the UI module for iVXjs and some best practices. This tutorial is meant for anyone to jump in, but some core ideas of iVXjs could help development. These ideas are as followed:
- States
- Input State
- HTML State
- Inputs
iVXjs Core and Modules
If you have used iVXjs before, you may have encountered using the core library–in most cases angular.ivx.js–and modules–such as UI modules such as Bootstrap. But, what you may have not encountered is how these modules work and how the library uses them. So, let’s take a moment and go over some core concepts of the core library and the modules.
Core Library
The core library can be found in the folder src/core. This core folder holds two files app.js and processor.js
app.js
This file holds the main function, init()
, which does all the initializing. This function adds some very high level
components such as Logging and also pulls in a Setup class which handles all the set up for the modules.
This file also registers core functions and information to the iVXjs object which holds the information to run actions within a rendering library such as angularjs.
processor.js
The processor.js file processes actions and events. Before this was with the data module, but this processor was used enough by all the modules that moving it to this folder makes sense. Essentially, this class takes any event defined through the JSON and either resolves it in a promise or fires it on the bus. This processor can be used by developers to ensure different events get fired on the shared bus or a short cut run actions.
Modules
Modules are components that run various parts of an iVXjs experience. Each module has a singular purpose and often has specific requirements. The modules can be broken up into six categories:
- analytics - Modules that help with sending analytics to third parties outside the experience such as Google.
- audio - Modules that play sounds and voice over for various experiences
- data - Handles how data is collected and initialized. Often, this module will be hooked up to a third party that stores these interactions
- ui - Generates the various UI templates used throughout the experience. These UI templates are unique to the UI framework being used such as bootstrap.
- validation - Validates the JSON Spec using various validation methods such as Schema
- video - Video modules to hook up the iVXjs event bus to various video players.
Working on each of these modules have seperate requirements, but for this tutorial we will be focusing on working the UI module. The UI module’s development process is similar to the others, but it will show how everything interacts within the source.
Getting Started
To get started you will need to get node that supports ES6. To figure out which version meets this requirement you can go to this site node.green
After getting node, clone or pull the iVXjs library from Github. Then open up the root folder on the command line and run these commands :
npm install
npm run setup
What will happen is the following:
- A public folder will appear at the root and generate a files that will run a mini server
- All the compiled and minified files for every module and library will be autogenerated and put in both the dist and public/js folders
- Note: (this may take some time)
- Various HTML templates, CSS and other assets will move to the folders to run a local experience
After setup is done, run these commands
npm start
Wait a little bit while the process recompiles some core code and if successful, you should see this:
Contribution Tutorial: Input Type Color
Currently, the UI module only supports the following input types: text, phone, url, textarea, date, date-time, checkbox, email, buttons, and radio. Let’s say though you would like to add the HTML5 input type color to the UI modules to use in an experience. If we look at our sample story right now, we will see a text field called “Favorite Color”:
The goal of this tutorial is to be able to change the type of this input from “text” to “color” and the input state renders something that looks like this:
Step 1: Change the JSON spec
A good practice is to start at the JSON level when contributing. Since iVXjs is data driven, you should start with figuring out you want the JSON to look like at the end and change the project to reflect that.
In this case we want to change this data:
{
"id": "favorite-color",
"name": "favoriteColor",
"type": "text",
"label": "Favorite Color",
"settings": {
"width": "1/2",
"container": {},
"input": {}
},
"attributes": {
"placeholder": "Enter your favorite color..."
},
"errors": {}
}
And change it to this:
{
"id": "favorite-color",
"name": "favoriteColor",
"type": "color",
"label": "Favorite Color",
"settings": {
"width": "1/2",
"container": {},
"input": {}
},
"attributes": {
"placeholder": "Enter your favorite color..."
},
"errors": {}
}
If we do this change to our project.json file in the current project, we will see that the favorite color text box disappeared:
This is because we haven’t defined it in angular and set it up in the UI module.
Step 2: Create the color.js file in the UI Module and Angular JS
Now, let’s set up the files that will be used to create the color input in the UI module. To do this follow the steps:
- Add a file named color.js as the new input in the Default UI Module (src/modules/ui/default)
- Add a file named input.color.js to both the angular’s controllers and directives folders:
Step 3: Set up the directive file input.color.js
Since this module is a UI module, it is good practice to start at the render library level. In this case, we should start with Angular’s directives and controllers and set up those to render.
Much of the work for this type of input is done in other modules so let’s use a very similar directive file and analyze what we need and don’t need from it. In this case I will use the file input.text.js file as a reference.
Let’s break down the file a little bit:
Imports
The first import createFactoryFunction is a utility function that converts ES6 classes into Angular 1.6 factory functions. This is required to use only for services, controllers and directives that need to be converted to Factory Functions.
import createFactoryFunction from '../utilities/create-factory-function.js';
The second import is an instance of the controller for this directive. Note how we bring in the whole factory function from the the controller.
import TextInputController from '../controllers/input.text.js';
The third import is a utility class used for inputs. Specifically, this will find and set up all possible ng-errors and ng-attributes required to run this input successfully.
import { ErrorMessages } from '../utilities/messages.error.js';
So, in our input.color.js file let’s add these imports but change the controller to the one we defined in the controllers:
import createFactoryFunction from '../utilities/create-factory-function.js';
import ColorInputController from '../controllers/input.color.js';
import { ErrorMessages } from '../utilities/messages.error.js';
Class Definition
Since we are using ES6, we will be taking advantage of class definition for this directive. Using a directive as a class requires some adjustments, but do follow very familiar structures.
Let’s take a look at the constructor:
export class TextInput{
constructor($compile, $filter, iVXjs, iVXjsUIModule, pullInTemplate)
If you notice, you see some familiar angular directive and services. This constructor is exactly like the function in a factory function.
The injection for these modules happens below the class definition:
TextInput.$inject = ['$compile', '$filter', 'iVXjs', 'ivxjs.modules.ui', 'pullInTemplate'];
How converts these two elements in to a factory function is to call createFactoryFunction()
with the
class with the $inject property and export this as default:
export default createFactoryFunction(TextInput);
All these calls and set up will transform the class into something like this:
['$compile', '$filter', 'iVXjs', 'ivxjs.modules.ui', 'pullInTemplate',
function($compile, $filter, iVXjs, iVXjsUIModule, pullInTemplate){
}
]
So, following these settings lets now add our ColorInput class:
import createFactoryFunction from '../utilities/create-factory-function.js';
import ColorInputController from '../controllers/input.color.js';
import { ErrorMessages } from '../utilities/messages.error.js';
export class ColorInput{
constructor($compile, $filter, iVXjs, iVXjsUIModule, pullInTemplate){
}
}
ColorInput.$inject = ['$compile', '$filter', 'iVXjs', 'ivxjs.modules.ui', 'pullInTemplate'];
export default createFactoryFunction(ColorInput);
Directive Set Up
Looking inside in the constructor for the directive you will see some familiar looking properties you find in most angularjs directive definitions. Typically, these are returned as an object inside the directive factory functions. If you would like a more indepth on each property look at the AngularJS Directive Documentation.
So let’s go over each of the properties and explain why they are set this way.
template
The template property refers to a property in the class called templateHTML defining this input:
this.template = this.templateHTML;
transclude
We set transclude to true so we can pass down variables inside if needed
this.transclude = true;
restrict
Since this UI component should just be an element, let’s restrict it to an element
this.restrict = "E";
require
To validate and use other services, it is required that the iVXjs Form Input is above this one.
this.require = "^ivxjsFormInput";
replace
Replaces the element so the directive definition isn’t there. This is for ease of use
this.replace = true;
scope
The only thing that should passed down is input data. This data is the data defined in the JSON.
this.scope = {
inputData: '=inputData'
}
controller
The controller’s value should be value Controller Function which is created in the input.text.js in the controller:
this.controller = TextInputController;
controllerAs
As a good practice, we should mask the controller as “vm” to imply a seperation of $scope and controller
this.controllerAs = 'vm';
link
We will get to the link function in the next step and explain a little more of that. But, for the time being lets just add an empty one we will fill in the next step.
this.link = ($scope, iElm, iAttrs, controller) => {
}
All these settings will be needed in our ColorInput directive so let’s add it. We will need to change the controller though to point to the ColorInputController instead of the TextInputController. So, now our direcitve input.color.js file should look like this:
import createFactoryFunction from '../utilities/create-factory-function.js';
import ColorInputController from '../controllers/input.color.js';
import { ErrorMessages } from '../utilities/messages.error.js';
export class ColorInput{
constructor($compile, $filter, iVXjs, iVXjsUIModule, pullInTemplate){
this.template = this.templateHTML;
this.transclude = true;
this.restrict = 'E';
this.require = "^ivxjsFormInput";
this.replace = true;
this.scope = {
inputData: '=inputData'
}
this.controller = ColorInputController;
this.controllerAs = 'vm';
this.link = ($scope, iElm, iAttrs, controller) => {
}
}
}
ColorInput.$inject = ['$compile', '$filter', 'iVXjs', 'ivxjs.modules.ui', 'pullInTemplate'];
export default createFactoryFunction(ColorInput);
Step 4: Creating the Link Function in our direcitve
All the rendering for this element is in the link function of our directive. To get an idea of how to translate the input data into a rendered data, let’s go through the link function in the input.text.js directive file.
Variables
We will need the following variables defined:
let {inputData: input} = $scope;
let {id, name, errors = {}, labelHTML, label = $filter('stringParsers')('startCase', id), attributes = {}, type, settings = {}} = input;
let errorMessages = new ErrorMessages(input, errors, attributes);
let tagHTML = `ng-blur="vm.onChange(inputValue)" ng-model="inputValue"`;
The first thing we do is pull out the input information from the $scope. In this case we put it in a variable called
input
using ES6’s destructuring.
Destructuring the input
variable even further we pull out some information. Each bit of information is as follows:
- id - Id of this input. Used to target inputs for style and animations
- errors - Error messages for various validation
- name - The name attribute that will also be the key for data that is saved
- label - The label (if not defined) will be generated using a special filter that converts the id into start case word
- attributes - Other attributes for this input like required
- type - type of input. In case of this file it will be text
- settings - Various style settings for this input.
The next variable errorMessages
are the error messages for various input validation. Also, it sets up the tags to
support the validation.
tagHTML
is a variable that holds any special tags to add to the input. In this case, it is passing the directive ng-change
to
tell the input to run the various onChange events defined in the JSON specs. This is necessary to set information.
Label Validation
The next two lines sets up the label
input.label = labelHTML ? labelHTML : label;
input = pullInTemplate.convertLabel($filter('stringParsers')('startCase', id), input, $scope);
This is to make sure this input is pulled in through a label, sanitized HTML or a template url.
Initializing the Input Class
The next part sets up the iVXjs UI Module class to pull in the input data and creates a new Text Input instance.
let uiTextObj = {
input: input,
settings: settings,
tags: tagHTML,
errors: errorMessages
};
let text = new iVXjsUIModule.text(uiTextObj);
If you notice, this iVXjsUIModule is passed through Angular injection than directly pulled in from the library. This is because these classes are created during the set up process and can automatically change based on the UI set up.
Compiling the HTML from the UI Module
Now, to render the input we will now use Angular’s $compile directive and render the HTML returned from the UI Module. To do this we must set the element’s HTML to the HTML returned from the iVXjsUIModule and then compile it with the $scope:
iElm.html(text.html);
$compile(iElm.contents())($scope);
Adding this to the input.color.js directive file
Since we still haven’t defined this iVXjsUIModule in the default module code, we will just copy all of these settings directly and use the text for the time being.
So the file should look like this:
import createFactoryFunction from '../utilities/create-factory-function.js';
import ColorInputController from '../controllers/input.color.js';
import { ErrorMessages } from '../utilities/messages.error.js';
export class ColorInput {
constructor($compile, $filter, iVXjs, iVXjsUIModule, pullInTemplate) {
this.template = this.templateHTML;
this.transclude = true;
this.restrict = 'E';
this.require = "^ivxjsFormInput";
this.replace = true;
this.scope = {
inputData: '=inputData'
}
this.controller = ColorInputController;
this.controllerAs = 'vm';
this.link = ($scope, iElm, iAttrs, controller) => {
let {inputData: input} = $scope;
let {id, name, errors = {}, labelHTML, label = $filter('stringParsers')('startCase', id), attributes = {}, type, settings = {}} = input;
let errorMessages = new ErrorMessages(input, errors, attributes);
let tagHTML = `ng-blur="vm.onChange(inputValue)" ng-model="inputValue"`
input.label = labelHTML ? labelHTML : label;
input = pullInTemplate.convertLabel($filter('stringParsers')('startCase', id), input, $scope);
let uiTextObj = {
input: input,
settings: settings,
tags: tagHTML,
errors: errorMessages
};
let text = new iVXjsUIModule.text(uiTextObj);
iElm.html(text.html);
$compile(iElm.contents())($scope);
}
}
}
ColorInput.$inject = ['$compile', '$filter', 'iVXjs', 'ivxjs.modules.ui', 'pullInTemplate'];
export default createFactoryFunction(ColorInput);
Step 5: Setting Up the input.color.js controller file
Like with the directive file, let’s take a look at the input.text.js file in the controllers folder.
Imports
There are two imports:
import createFactoryFunction from '../utilities/create-factory-function.js';
import { InputControllerHelper } from '../utilities/input-controller.js';
The first one is the factory function creator function. The second one though is a special utility class. This class sets up the controllers for most inputs.
Class
The class is set up very similar like the directive, but in this case there is a key difference. Let’s look at the class definition:
class TextInputController extends InputControllerHelper {
constructor($scope, iVXjs, iVXjsActions) {
super($scope, iVXjs, iVXjsActions);
}
}
The class is very small right? Well, this is because using inheritance we can actually
set up the controller from the InputControllerHelper
class. That class handles and sets
up the controller in a uniformed fashion. The main use of this is to make sure that when the input
changes that it runs all the actions assigned to the input properly.
Note, we must pass the services and directives injected into the parents class to run properly.
Setting up the controller in the input.color.js
Since we don’t have any special validation for the color input, we can just reuse the set up in this file for our colors. So the controller file should look like this:
import createFactoryFunction from '../utilities/create-factory-function.js';
import { InputControllerHelper } from '../utilities/input-controller.js';
class ColorInputController extends InputControllerHelper {
constructor($scope, iVXjs, iVXjsActions) {
super($scope, iVXjs, iVXjsActions);
}
}
ColorInputController.$inject = ['$scope', 'iVXjs', 'ivxjs.actions'];
export default createFactoryFunction(ColorInputController)
Step 6: Registering the module to the app.js
Now that we have all the directive and controller files set up, we will need to register the Color input directive to the iVXjs module. To register do the following:
- Find the Inputs import files and add the
ColorInput
class
// Inputs
import FormInput from './directives/input.form.js';
import TextInput from './directives/input.text.js';
import Anchors from './directives/ui.anchor.js';
import CascadingOptions from './directives/ui.cascading-options.js';
import ColorInput from "./directives/input.color.js" // Color Import Statement
import ButtonsInput from './directives/input.buttons.js';
import EmailInput from './directives/input.email.js';
import UrlInput from './directives/input.url.js';
import DateInput from './directives/input.date.js';
import DateTimeLocalInput from './directives/input.datetime-local.js';
import OptionsInput from './directives/input.options.js';
import RadioInput from './directives/input.radio.js';
import CheckboxInput from './directives/input.checkbox.js';
import NumberInput from './directives/input.number.js';
import TextareaInput from './directives/input.textarea.js';
- Register the directive in the module declaration under directives.
.directive('ivxjsFormInput', FormInput)
.directive('ivxjsTextInput', TextInput)
.directive('ivxjsRadioInput', RadioInput)
.directive('ivxjsButtonsInput', ButtonsInput)
.directive('ivxjsAnchor', Anchors)
.directive('ivxjsCascadingOptionsInput', CascadingOptions)
.directive('ivxjsColorInput', ColorInput) //The name of the directive must follow "ivxjsTypeInput"
.directive('ivxjsOptionsInput', OptionsInput)
.directive('ivxjsEmailInput', EmailInput)
.directive('ivxjsUrlInput', UrlInput)
.directive('ivxjsDateInput', DateInput)
.directive('ivxjsDatetimeLocalInput', DateTimeLocalInput)
.directive('ivxjsCheckboxInput', CheckboxInput)
.directive('ivxjsNumberInput', NumberInput)
.directive('ivxjsTextareaInput', TextareaInput)
If you followed the steps correctly your “Favorite Color” input should reappear and look like it did initially.
Step 6: Changing the UI Module Input Class from text to color
This means that we set up the controller and directive correctly. So, now let’s update the directive to use the
UI Module ColorInput
class.
- Go to the input.color.js directive file
- Go to the link function and find this code
let uiTextObj = {
input: input,
settings: settings,
tags: tagHTML,
errors: errorMessages
};
let text = new iVXjsUIModule.text(uiTextObj);
iElm.html(text.html);
- Change the code to pull in the iVXjsUiModule.color
let uiColorObj = {
input: input,
settings: settings,
tags: tagHTML,
errors: errorMessages
};
let color = new iVXjsUIModule.color(uiColorObj);
iElm.html(color.html);
Changing this code will remove the color input again and error out on the console. This is good! This means that it using a UI Module not defined. So, let’s define it!
Step 7: Setting up the color.js file in the Default UI Module folder
Like with the directive and controller files, let’s use the text input file, text.js, in the default UI module folder to see if we can pull code from it to set up. Before we do let’s go over some of the parts
imports
The file imports three classes:
import { Style } from "./style";
import { ErrorMessages } from "./messages.js";
import { AttributeTags } from "../utilities/attributes.js";
The three classes serve the following purposes:
- Style - brings in functions that sets the style for this input. Primarily used to set up container classes to set up the form in a grid
- ErrorMessages - Generates the HTML for displaying error messages based on the Framework imported
- AttributeTags - Generates the attributes HTML for the input
Globals
Initializes a global style instance to use in the class:
let style = new Style();
Class Setup
The Text
class used to generate the HTML have the following settings
Contructor
The constructor takes two arguments:
- inputObj: Information to render this input element
- errorMessages: Since some frameworks might not have a specific way to display errors, this makes sure something does appear when they do
constructor(inputObj = {}, errorMessages = ErrorMessages) {
}
Inside the constructor, we take the settings from the inputObj
variable and add its
contents to various properties of the class:
let {input = {}, settings = {}, tags = {}, errors = {}} = inputObj;
this.input = input; //All input information
this.settings = settings; //All input settings
this.tags = tags; //Tags to put on the input
this.errors = errors; //Error triggers
this.errorMessages = errorMessages; //Error Message Generator
this.attributeTags = AttributeTags; //Attribute Tag Generator
uiClasses and uiAttributes
These are classes and attributes defined from the UI Framework to add to all inputs. In this case, since no framework is defined, these properties return an empty string
get uiClasses() {
return ''
}
get uiAttributes() {
return ''
}
html
This property is the template HTML that gets rendered from all the input data that is passed down. We will define all of the properties in the a future step so, for now we will just add it to the class
get html(){
}
Add these to the color.js file.
For the most part, we can take all of these properties without html
to get started with out color input.
So our color.js file should look like this:
import { Style } from "./style";
import { ErrorMessages } from "./messages.js";
import { AttributeTags } from "../utilities/attributes.js";
let style = new Style();
export class Color {
constructor(inputObj = {}, errorMessages = ErrorMessages) {
let {input = {}, settings = {}, tags = {}, errors = {}} = inputObj;
this.input = input;
this.settings = settings;
this.tags = tags;
this.errors = errors;
this.errorMessages = errorMessages;
this.attributeTags = AttributeTags;
}
get uiClasses() {
return ''
}
get uiAttributes() {
return ''
}
get html() {
}
}
Step 8: Register the color input to the UI Module
Before we go forward, to make sure we are setting things up correctly, let’s register this class to the Default UI Module.
- Open the index.js file in the UI Default Module
- Add the necessary import statement to bring in the
Color
input class
// Form/Input HTML
import { Form } from './form.js';
import { Anchor } from './anchor.js';
import { Buttons } from './buttons.js';
import { Checkbox } from './checkbox.js';
import { Color } from "./color.js"; // Input here
import { Date } from './date.js';
import { DatetimeLocal } from './datetime-local.js';
import { Email } from './email.js';
import { Number } from './number.js';
import { Options } from "./options.js";
import { Radio } from "./radio.js";
import { Style } from "./style.js";
import { Text } from './text.js';
import { Textarea } from './textarea.js';
import { Url } from './url.js';
- Add it as a property to the class in the index.js class’s constructor
constructor() {
this.form = Form;
this.anchor = Anchor;
this.buttons = Buttons;
this.checkbox = Checkbox;
this.color = Color;
this.date = Date;
this.datetimeLocal = DatetimeLocal;
this.email = Email;
this.number = Number;
this.options = Options;
this.radio = Radio;
this.style = new Style();
this.text = Text;
this.textarea = Textarea;
this.url = Url;
this.videoControls = VideoControls;
this.states = {
input : InputState,
video : VideoState,
navigation: NavigationState
}
}
Doing this will remove the error from the console, but the element shouldn’t appear. So, let’s add the HTML
Step 8: Adding the input html
Let’s break down how the Text
class’s html is set up
Variables
Here are the variables defined:
let {input, settings, tags, errors, uiClasses, uiAttributes} = this;
let {label = '', labelHTML, name = '', id = ''} = input;
let {input: inputSettings = {}, showLabel = true} = settings;
let {classes = ''} = inputSettings;
The first variables before classes are pulling all the input data from the JSON. Below that the classes for this input are defined:
classes = `${classes} ${uiClasses}`;
These classes are classes passed down from the JSON and any classes that are global to the framework. These will be added to the input element directly.
let {messages: errorMessages = [], attributes: errorAttributes = '', nonValidate = [], tags: errorTags = ''} = errors;
let errorHTML = new this.errorMessages(errorMessages).html;
let nonValidateAttributesHTML = new this.attributeTags(errorAttributes, nonValidate).html;
nonValidateAttributesHTML = `${nonValidateAttributesHTML} ${uiAttributes}`;
This sets up all thhe error messages and attribute tags for this element. For the most part, this is standard and shouldn’t change.
if (labelHTML) label = labelHTML;
Replaces the label with the labelHTML
passed from the JSON.
Setting up the HTML
After initializing and rendering the various components for the HTML, the text input pulls in these settings and attaches them correctly. Let’s look at the template string for this element:
let inputHTML = `
<label for='${name}'> ${label} </label>
<input class="${classes}" id="${id}" name="${name}" type="text" ${nonValidateAttributesHTML} ${errorTags} ${tags}>
${errorHTML}
`;
return `${inputHTML}`;
The various parts are as follows:
- label - The label is wrapped in a
<label>
tag - classes - Classes are added to the class attribute
- id - Id is assigend to the id attribute
- name - Name set to name attribute. This will be used by angular for the setting values
- type - type of input
- nonValidateAttrubtesHTML - All attributes that don’t require validation. Generated by the attribute tags service
- errorTags - Render level error tags to generate tag messages
- tags - additional tags that need to be added
- errorHTML - The rendered error display messages for when the input is wrong for validation
After this whole inputHTML
is set up, we return it as the template HTML
Adding the HTML from text to color
For the most part, since color and text are similar we can use the same html in this section. The key change thous is on the input is to change “text” to “color”. So our final color.js file should look like this:
import { Style } from "./style";
import { ErrorMessages } from "./messages.js";
import { AttributeTags } from "../utilities/attributes.js";
let style = new Style();
export class Color {
constructor(inputObj = {}, errorMessages = ErrorMessages) {
let {input = {}, settings = {}, tags = {}, errors = {}} = inputObj;
this.input = input;
this.settings = settings;
this.tags = tags;
this.errors = errors;
this.errorMessages = errorMessages;
this.attributeTags = AttributeTags;
}
get uiClasses() {
return ''
}
get uiAttributes() {
return ''
}
get html() {
let {input, settings, tags, errors, uiClasses, uiAttributes} = this;
let {label = '', labelHTML, name = '', id = ''} = input;
let {input: inputSettings = {}, showLabel = true} = settings;
let {classes = ''} = inputSettings;
classes = `${classes} ${uiClasses}`;
let {messages: errorMessages = [], attributes: errorAttributes = '', nonValidate = [], tags: errorTags = ''} = errors;
let errorHTML = new this.errorMessages(errorMessages).html;
let nonValidateAttributesHTML = new this.attributeTags(errorAttributes, nonValidate).html;
nonValidateAttributesHTML = `${nonValidateAttributesHTML} ${uiAttributes}`;
if (labelHTML) label = labelHTML;
let inputHTML = `
<label for='${name}'> ${label} </label>
<input class="${classes}" id="${id}" name="${name}" type="color" ${nonValidateAttributesHTML} ${errorTags} ${tags}>
${errorHTML}
`;
return `${inputHTML}`;
}
}
Once you added this it should look like the final result:
Conclusion
As you can see from above, the library is very systematic in how to update the various modules and also there is enough in the library to help guide you to how to use it. This is the main goal for contributing, that rather than keep rebuilding the wheel, you build upon the existing foundation.


@(registerForm: Form[RegisterDetails])(implicit currentUser: Option[ApplicationUser]) @import helper._ @main(Some("Registered"), None) {
You have to manually add this user to the configuration files
To find the encrypted password please read your logs


The chipa guazu is a cake made with corn grains, and one of the 70 varieties of “chipa”, a food that is original of Paraguay but also widely eaten in parts of Northeast of Argentina.<ref>Ministry of Social Development (President of Argentina): "Sabores con sapucay", Rescatando lo autóctono desde la historia familiar.</ref> Its taste is considered absolutely delicious by many and is often served in “asados” (social meetings where diverse cuts of grilled cow meat, pork and sausages are eaten, the Paraguayan version of the American barbecue).
Like every meal of Paraguayan gastronomy, and also Northeastern Argentina, it contains, for reasons that are historically refuted, a high value in calories.
Contents |
The “chipa guasu” owes its name to the conjunction of two words. The first, “chipa” refers generically to a diverse group of cakes that has corn as a base for its preparation and that is part of the “Tyra”, a Guaraní term that names every food consumed to accompany the "mate cocido", milk or coffee, or prepared just to be an addition to other dishes. The second word that intervenes in the composition of the name, “guasu”, means “big” by which it can be inferred that “chipa guasu”, is the biggest of all “chipas”.
In the preparation of “chipa guasu” are used: medium size onions, water, salt, eggs, Cinnamon, Paraguay cheese (a very fresh cheese), Criollo cheese or Mar del Plata cheese, milk, and corn grains.
Chopped onions, water and salt, are boiled in a pot for about 10 minutes, and then let cool down. The pork fat is whipped until it turns creamy and a much lighter color, then the eggs are added one by one along pieces of fresh cheese, all without stop whipping. The boiled onions are added to this creamy preparation, and also the grains of corn (that have been previously mollified) and the milk.
Mix all together and the result is a paste that is put in a buttered or floured oven tray.
It’s cooked in the oven, at low heat (around 200°C) for about an hour and a half.
A variant of “chipa guasu” may not contain eggs, in which case it requires more milk.
“Chipa guasu” is prepared similar to sopa paraguaya, substituting corn grains for corn flour.
According to some scholars in Paraguay, Paraguayan popular gastronomy established itself as a small family industry after the Paraguayan War, fought between 1864 and 1870 between Paraguay and the Triple Alliance composed of Argentina, Brazil and Uruguay. Its high caloric content owes to the scarcity of food that plagued the country during and after the conflict. Basic foodstuffs were limited and groceries almost nonexistent, leading to hearty meals intended to provide a full day's nourishment.
{{Reflist}}


Before Change
bad_parcels = [x for x in bad_parcels if x is not None]
indices=[]
for bad_parcel in bad_parcels:
indices.append(bad_parcels.index(bad_parcel))
label_names_adj=list(label_names)
coords_adj = list(tuple(x) for x in coords)
parcel_list_adj = parcel_list
After Change
overlap_count = len(np.unique(np.where((mask_data.astype("uint8")==1) & (parcel_vol.astype("uint8")==1))))
////Count number of total unique voxels within the parcel
total_count = len(np.unique(np.where(((parcel_vol.astype("uint8")==1)))))
////Calculate % overlap
overlap = float(overlap_count/total_count)
if overlap >= perc_overlap:
print(str(round(100*overlap,1)) + "% of parcel " + str(label_names[i]) + " falls within mask...")
else:


Do you really want to delete module "{{ module_to_delete["module-name"] }}"? This action can not be undone!
Unable to delete module! Following instances are using the module: "{{ module_to_delete['module-name'] }}"
Detailed information about node


New landlord promises revamped pub is 'the best in Derby'
He's moved to Normanton from Leeds
by Anna WhittakerA Derby landlord says his new pub is the best in Derby.
Kelvin Garvey, the new landlord at the Loudon Arms, in Normanton said: “Most pubs in Derby don’t have what we’ve got.
“Everything has been changed inside the whole pub. We’ve got Sky Sports, live music, DJs on a Friday and Saturday and Caribbean food on a Sunday.
“I’m appealing to everybody. People are coming from town just to come here. It’s the best pub in Derby."
The 46-year-old, who has moved to Normanton from Leeds for the business venture, said he’s enjoying the area.
He said: “I’ve been getting to know the customers and I’m like a local now. There are lots of regulars.
“It’s very multicultural and I feel more at home here."
Mr Garvey, who owns two pubs in Crewe, also claims to be selling the cheapest lager in the city.
He said: “Our Carlsberg and John Smith's are £2.50 and our Carling is £2.80.
“It’s the cheapest pint in Derby.”
He added: “We’re very busy at weekends and we’ve got lots of events coming up for Christmas, from December 24 into the New Year.”
The Loudon Arms is open from 11am – 11pm Monday to Wednesday and Sundays and 11am – 12pm Thursday to Saturday.


emnlp emnlp2013 emnlp2013-165 emnlp2013-165-reference knowledge-graph by maker-knowledge-mining
Source: pdf
Author: Martin Riedl ; Chris Biemann
Abstract: We introduce a new highly scalable approach for computing Distributional Thesauri (DTs). By employing pruning techniques and a distributed framework, we make the computation for very large corpora feasible on comparably small computational resources. We demonstrate this by releasing a DT for the whole vocabulary of Google Books syntactic n-grams. Evaluating against lexical resources using two measures, we show that our approach produces higher quality DTs than previous approaches, and is thus preferable in terms of speed and quality for large corpora.


# FFFB = ?
`0x00ff000004000100` red candle effect on
`0x00ff0000ff000100` red, no candle effect
`0x0018ff0004000100` green, candle efffect
`0x0018ff0003000100` cycle through colours. Not from app command.
`0x0018ff0003000100` cycle very rapidly (flash) through colours. Not from app command.
`0x006e00ff03001400` rainbow fade, max speed
`0x006e00ff01000300` single colour, fade in and out. more of a pop back into colour.
`0x00000000ff004000` when solid blue full hue. Changing hue value does not change this.
`0x00ff000000001400` when in max speed red flashing. 2nd to last byte controls speed of flash. 00-FF. When on FF period is about 2s. 0F
`0x00ffff0002001400` rainbow, max speed
`0x0000ff000200ae00` rainbow, min speed. 2nd to last byte is speed. 00-FF. FF=2s on each colour, 80 = 1s per colour, 00 = strobe.
[rgb][rgb][effect byte][? byte]
`0x00ff000001001400` when max speed red pulse. 2nd to last byte is speed of flash. 00-FF. 5s full cycle time when 00, 1s full cycle time when 01, 9s fct when 10, 2mins full cycle time on FF.
`0x00ff000004000100` red candle effect on
`0x00ff0000ff000100` red, no candle effect
`0x0018ff0004000100` green, candle efffect
`0x006e00ff01000300` single colour, fading
`0x006e00ff03001400` rainbow fade, max speed
`0x00ffff0002001400` rainbow, max speed
Writing a control library
<insert cross platform rant here>
Fuzzing
Homebrew Formula
# New repo named hombrew-playbulb-candle
brew create [repo]
# To test:
brew install --build-from-source ./playbulb-candle.rb
brew tap ajesler/playbulb-candle
brew install playbulb-candle
require "language/go"
class PlaybulbCandle < Formula
desc "Control MiPOW Playbulb Candles from the terminal"
homepage "https://github.com/ajesler/playbulb-candle"
url "https://github.com/ajesler/playbulb-candle/archive/v0.2.0.tar.gz"
sha256 "4952e8b80bfbbf140a9361b19d65be14fc3cedd229e64443bfd0e291c39500f5"
head "https://github.com/ajesler/playbulb-candle.git"
depends_on "go" => :build
def install
ENV["GOPATH"] = buildpath
dir = buildpath/"src/github.com/ajesler/playbulb-candle"
dir.install buildpath.children - [buildpath/".brew_home"]
Language::Go.stage_deps resources, buildpath/"src"
cd dir do
system "make", "build"
bin.install "pkg/candle-cli"
end
end
test do
system "#{bin}/candle-cli"
end
end


{% extends "base_analyze.html" %} {% set active_page = 'bct_analysis' %} {% block head %} {% endblock %} {% block title %}Bootstrap Consensus Tree{% endblock %} {% block options %}
This feature is still in Beta. If you have problems, please open an issue on our GitHub site.


Edit
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Video description
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Post
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Select video visibility
Select rating visibility
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Django Live Validation provides quick and easy client-side form validation which validates as you type. It uses the Live Validation JS library in conjunction with Django Forms. This is by no means a replacement to Django's built in form validation, but it is a suppliment which is purely client-side baed which cuts down on server-side requests for validation. This version of django-livevalidation requires Django >= 1.2, for previous versions please use this project: http://opensource.washingtontimes.com/projects/django-livevalidation/
Place 'livevalidaiton' into your INSTALLED_APPS and make sure it is above the Django admin since it overrides some of the admin templates:
INSTALLED_APPS = ( 'livevalidation', ... 'django.contrib.admin', )
To use livevalidation in your templates, make sure you load the headers first before doing anything:
{% include 'livevalidation/header.html' %}
This loads the JS library at js/livevalidation_standalone.compressed.js and the CSS at css/livevalidation.css. Feel free to tweak the CSS to your liking
Now you can use the templatetag to validate a form instance:
{% live_validate form [option=value ...] %}
Where the form is any django.forms.Form (or subclass) instance. The optional option=value kwargs are in pairs as follows:


| << Mïsn | Table of Contents | Öops >> |
Nëbu Resource
Nëbu resources contain info on the nebulae (or other space phenomena) which are displayed in the background of the star map. These images don't actually have any effect on events in the game, they're just there to look pretty. You can, however, combine nëbu background images with custom asteroid or interference data in the sÿst resources for cool localized effects, and you can also use the nëbu resource's OnExplore field to enable events when the player explores a certain nebula.
The PICT resources associated with the 32 available nëbu resources are numbered 9500-9724. Each nebula can have up to seven PICT resources associated with it; the first nebula's PICTs are 9500-96, the second's are 9507-13, etc. The engine will pick the best nebula image to display for a given map scale (the map scales used in Nova are 42.1%, 56.2%, 75.0%, 100.0%, 133.3%, 177.7%, and 237.0%). If a nebula image of the proper size for the current map scale isn't available, Nova will pick the closest one and stretch it as necessary. PICTs for a given nebula should be sorted by size in ascending order.
The effects of the nëbu resource's fields are as follows:
XPos The image's position on the star map. These coordinates are YPos expressed in the scale of the "normal" map zoom level (not zoomed in or out) and are relative to the upper-left corner of the image. XSize The image's size on the star map. These values are expressed in YSize the scale of the "normal" map zoom level (not zoomed in or out) and tell Nova how big to make the image when the map is at normal zoom. ActiveOn Control bit test expression. Leave blank if unused. OnExplore Control bit set expression that is evaluated whenever the nebula is tested for visibility and found to be visible. Note that this field is handled a little differently from other control bit set expressions in Nova, because the explored state of the nebulae isn't saved from game to game; rather, it is recalculated every time based on the systems the player has explored. As a result, this expression may get evaluated multiple times, so you shouldn't use the random operator or any operators which do anything but set or clear control bits here.
| << Mïsn | Table of Contents | Öops >> |
(©) 2000-2002 by Matt Burch and Ambrosia Software, Inc.


false
OS/161 Reference Manual
Name
false - return false value
Synopsis
/bin/false
Description
false exits with exit code 1, signifying failure.
Requirements
false uses the _exit system call.
false should function properly once assignment 2 is completed.
See Also
true


I love playing 🎮 and taking 📷
Interaction Multimedia Design at Carleton University with a minor in Computer Science.


distributions.
Normal
Implement normal distribution
cdf
Evaluate CDF at x
pdf
Evaluate PDF at x
Contents:


The Classroom Organizer - Add Grade
Home
View Teachers
View Classes
View Students
View Grades
Add Grade:
Student: {{ rows[0][0][1]}} {{ rows[0][0][2]}}
Class: {{ rows[1][0][1]}}
Grade:


Polarity
: polarity
| Values: | Neg | Pos |
Polarity is typically a feature of verbs,
adjectives, sometimes also adverbs and
nouns in languages that negate using bound
morphemes.
In languages that negate using a function word, Polarity
is used to mark
that function word, unless it is a pro-form already marked with
PronType=Neg
(see below).
Positive polarity (affirmativeness) is rarely, if at all, encoded using overt
morphology. The feature value Polarity=Pos
is usually used to signal that a lemma
has negative forms but this particular form is not negative. Using the feature
in such cases is somewhat optional for words that can be negated but rarely are.
For instance, all Czech verbs and adjectives can be negated using the prefix
ne-. In theory, all nouns can be negated too, with the meaning “anything
except the entities denotable by the original noun”. However, negated nouns
are rare and it is not necessary to annotate every positive noun with
Polarity=Pos
. Language-specific documentation should define under which
circumstances the positive polarity is annotated.
In English, verbs are negated using the particle not and adjectives are also negated using prefixes, although the process is less productive than in Czech (wise – unwise, probable – improbable).
Note that Polarity=Neg
is not the same thing as
PronType=Neg
. For pronouns and other pronominal parts of speech
there is no such binary opposition as for verbs and adjectives. (There
is no such thing as “affirmative pronoun”.)
The Polarity
feature can be also used to distinguish response
interjections yes and no.
Pos
: positive, affirmative
Examples
- [cs] přišel “he came”
- [cs] velký “big”
- [en] yes
Neg
: negative
Examples
- [cs] nepřišel “he did not come”
- [cs] nevelký “not big”
- [en] not
- [en] no as in no, I don’t think so; but not as in we have no bananas
Polarity in other languages: [u]


| 1 | /* | |
| 2 | * Licensed to the Apache Software Foundation (ASF) under one or more | |
| 3 | * contributor license agreements. See the NOTICE file distributed with | |
| 4 | * this work for additional information regarding copyright ownership. | |
| 5 | * The ASF licenses this file to You under the Apache License, Version 2.0 | |
| 6 | * (the "License"); you may not use this file except in compliance with | |
| 7 | * the License. You may obtain a copy of the License at | |
| 8 | * | |
| 9 | * http://www.apache.org/licenses/LICENSE-2.0 | |
| 10 | * | |
| 11 | * Unless required by applicable law or agreed to in writing, software | |
| 12 | * distributed under the License is distributed on an "AS IS" BASIS, | |
| 13 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 14 | * See the License for the specific language governing permissions and | |
| 15 | * limitations under the License. | |
| 16 | */ | |
| 17 | ||
| 18 | package org.apache.commons.math3.geometry.euclidean.threed; | |
| 19 | ||
| 20 | import org.apache.commons.math3.exception.MathIllegalStateException; | |
| 21 | import org.apache.commons.math3.exception.util.LocalizedFormats; | |
| 22 | ||
| 23 | /** This class represents exceptions thrown while extractiong Cardan | |
| 24 | * or Euler angles from a rotation. | |
| 25 | ||
| 26 | * @version $Id: CardanEulerSingularityException.java 1416643 2012-12-03 19:37:14Z tn $ | |
| 27 | * @since 1.2 | |
| 28 | */ | |
| 29 | public class CardanEulerSingularityException | |
| 30 | extends MathIllegalStateException { | |
| 31 | ||
| 32 | /** Serializable version identifier */ | |
| 33 | private static final long serialVersionUID = -1360952845582206770L; | |
| 34 | ||
| 35 | /** | |
| 36 | * Simple constructor. | |
| 37 | * build an exception with a default message. | |
| 38 | * @param isCardan if true, the rotation is related to Cardan angles, | |
| 39 | * if false it is related to EulerAngles | |
| 40 | */ | |
| 41 | public CardanEulerSingularityException(boolean isCardan) { | |
| 42 | 1 | super(isCardan ? LocalizedFormats.CARDAN_ANGLES_SINGULARITY : LocalizedFormats.EULER_ANGLES_SINGULARITY); |
| 43 | } | |
| 44 | ||
| 45 | } | |
Mutations | ||
| 42 |
negated conditional : SURVIVED |


Reads in a BYU file and constructs field data from it.
Parameters
The following lists all of the parameters found in the parameter block ReadMovieBYUParams, which are accessed by the module ReadMovieBYUFile and the UI Macro ReadMovieBYUUI.
Name Type Description UI Control filename string BYU file to be read 'Read MOVIE-BYU File Name' Output Ports
Name Type Description out Mesh+Cell_Data+Node_Data field data representing the BYU model. obj DataObject directly renderable output object.
read_movie_byu reads in a BYU data file and generates both field data and renderable Data Objects from the information contained in the file. The BYU file format was created by the Brigham Young University and contains the information necessary for reconstructing one or more surfaces consisting of 3-D polygons. The BYU file to read can be specified through a simple user interface.
filename
A member of the ReadMovieBYUParams parameter block group, this string value is used to specify the name of the BYU file that should be loaded.
out
The most primitive output field of the read_movie_byu macro. This contains the model read from the BYU file represented as field data.
obj
The directly renderable output field of the read_movie_byu macro. This contains a DataObject object that can be rendered by the standard data viewers. The Data Object is generated directly from the field data created from the BYU file.
The low-level ReadMovieBYUFile module is used in this User Macro read_movie_byu.
An example application ReadMovieBYUEg is provided, which uses the read_movie_byu macro to load a BYU file that is then animated by the read_movie_animate macro.
xp_comm_proj/rdmovbyu/rdmbmacs.v contains the read_movie_byu User Macro, the ReadMovieBYU Functional Macro, the ReadMovieBYUUI UI Macro, and the example application ReadMovieBYUEg V definitions. The file also contains several other macro definitions.
The ReadMovieBYUMacs library inherits its process. As this library contains no procedural code, the process is not important. The low-level ReadMovieBYUFile module, executes under the process specified in its library, not the process defined in the high-level library.
Ian Curington Paul G. Lever Andrew Dodd
ReadMovieBYUParams, ReadMovieBYUUI, ReadMovieBYU and ReadMovieBYUFile.


| who {tidyr} | R Documentation |
A subset of data from the World Health Organization Global Tuberculosis Report, and accompanying global populations.
who population
A dataset with the variables
Country name
2 & 3 letter ISO country codes
Year
Counts of new TB cases recorded by group. Column names encode three variables that describe the group (see details).
The data uses the original codes given by the World Health
Organization. The column names for columns five through 60 are made by
combining new_
to a code for method of diagnosis (rel
=
relapse, sn
= negative pulmonary smear, sp
= positive
pulmonary smear, ep
= extrapulmonary) to a code for gender
(f
= female, m
= male) to a code for age group (014
=
0-14 yrs of age, 1524
= 15-24 years of age, 2534
= 25 to
34 years of age, 3544
= 35 to 44 years of age, 4554
= 45 to
54 years of age, 5564
= 55 to 64 years of age, 65
= 65 years
of age or older).
http://www.who.int/tb/country/data/download/en/


adaptivetau: Tau-Leaping Stochastic Simulation
Implements adaptive tau leaping to approximate the
trajectory of a continuous-time stochastic process as
described by Cao et al. (2007) The Journal of Chemical Physics
<doi:10.1063/1.2745299>. This package is based upon work
supported by NSF DBI-0906041 and NIH K99-GM104158 to Philip
Johnson and NIH R01-AI049334 to Rustom
Antia.
| Version: |
2.2-1 |
| Depends: |
R (≥ 2.10.1) |
| Enhances: |
compiler |
| Published: |
2016-10-25 |
| Author: |
Philip Johnson |
| Maintainer: |
Philip Johnson <plfj at umd.edu> |
| License: |
GPL (≥ 3) |
| NeedsCompilation: |
yes |
| Materials: |
NEWS |
| In views: |
DifferentialEquations |
| CRAN checks: |
adaptivetau results |
Downloads:
Reverse dependencies:
Linking:
Please use the canonical form
https://CRAN.R-project.org/package=adaptivetau
to link to this page.


The Bézier curve visualization is a university project by Nicolas Stuhlfauth & Benedikt Rauch at Ruhr West University of Applied Sciences Explore the code and read API docs.


You’re watching YouTube when you see a strange video entitled “No matter what, the work stays on!” …
The scene opens to a large set of balance scales resting on a low platform. A man puts a big shiny metal weight embossed with the word “work” on the left side of the scales. Next to it, he puts another weight. This one is marked “learning”.
At first, the weights for "learning" and "work" seemed heavy, but now they look small by comparison to the stack of bricks. Somehow, though, he’s keeping everything in place. He seems satisfied with his work.
Just as he’s appraising his efforts, a large cinder block flies through the air and strikes the man in the back of the head! He falls forward, knocking over the scales along with all the bricks and the metal weights.
 Disoriented and confused, he stands and looks at the cinder block with disgust. Then he proceeds to set up the scales again. First placing the metal weights, then each brick just as before. Finally, he picks up the cinder block and, placing both feet on the base of the scale, he carefully balances it on top of the other bricks. Now we can see what’s engraved in the side of the cinder block… "mental health".
Our protagonist, sweating, bloody, and exhausted, glances up at the "work" and "learning" weights before looking directly at the camera and, flashing his best winning smile, gives a thumbs up before the scene fades to black.
"That was weird." you say out loud before clicking thumbs down. Then you click on a "related" video about work / life balance from someone who quit their job to be a full-time YouTuber. "He must know what he’s talking about." you think to yourself… "He has over 100,000 subscribers!"
What am I supposed to put in my portfolio? Ideally, I’d have several projects that I built while learning as well as links to past employers’ websites that I contributed to. I should also have some testimonials from people I’ve worked with in the past, but I don’t have any of this.
What I do have is over 175 pens at CodePen.io, 27 repositories at GitHub, and 17 "projects" I completed for freeCodeCamp. None of this is professional-quality code worthy of a portfolio.
In short, everything I’ve ever done to show my skills or experience is either gone or an embarassment, and that makes it difficult to actively look for work right now.
This is very disheartening… I’ve been working with computers professionally since 1990 and focused on Web Development since 2001, but I’ve got nothing to show for it.
Nothing right now, at least…
To quote the mantra of the excellent Shop Talk Show podcast "Just Build Websites!" In that vein, I’ve got some ideas for sites to build for the sole purpose of putting them in my portfolio. My first portfolio project, a search engine, is in progress.


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and

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Caption starts with a capital letter

 Head 1	 Head 2

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appears as
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In this case of table captions, the table name (Tab.) including
the table enumeration (1,2,...) has to be displayed bold using

and
. The
table name and enumeration should look like this: Tab.
1: Tables have to be enumerated manually.

Tab 2: Caption starts with a capital letter

 Head 1	 Head 2

 Entry 1	 Entry 2

 Entry 3	 Entry 4

appears as
| Head 1 | Head 2 |
|---|---|
| Entry 1 | Entry 2 |
| Entry 3 | Entry 4 |


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