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# Stern–Gerlach experiment with photons?

1. ### cragar

If we did this experiment with photons , the photon can have a spin of 1, 0 , -1 ,
right , so then we would expect to see 3 paths correct .

2. ### xlines

96
No, because photons are unaffected by gradient of magnetic field. I believe we discussed this three weeks ago. See:

There is a difference between spin and magnetic dipole moment.

3. ### cragar

ok i see , thanks for the answer. Then why are neutrons affected by the magnetic field

Last edited: Mar 29, 2010
4. ### xlines

96
They have magnetic dipole moment. Reason this is so is neutron is composite particle made of three charged quarks.

Last edited: Mar 29, 2010
5. ### xlines

96
And, just to be clear - photons always have spin 1. They can have different projections of spin 1 and -1. If it was ordinary particle, it would also have 0 projection, but it doesn't. Long story short: lack of rest mass removes that state. If photons had 0 projection state, that would be seen as longitudinal polarized light.

6. ### eaglelake

128
If you replace the Stern-Gerlach apparatus with a calcite crystal then you can do the analogous experiment with photons.

7. ### Frame Dragger

Fair enough, but what would be the point? With AgBr (or some other silver) -> Silver Halide you're exploring the photographic process. With photons you'd be doing some kind of bastardized version of better experimental apparatus'.

8. ### eaglelake

128
I thought that the original post had to do with doing the
Stern-Gerlach experiment with photons. As pointed out, we cannot do the Stern-Gerlach experiment with photons. I am only pointing out that, just as Stern-Gerlach magnets are used to measure spin, Calcite crystals can be used to measure polarization. As you know, spin 1/2 particles have two eigenvalues, as does polarization. The Stern-Gerlach (Calcite crystal) experiment has two output channels, one for each possible value the spin (polarization). The physics of the two experiments is almost identical. If you understand one, then you understand the other. That's all I was trying to say!
Best wishes

9. ### Frame Dragger

Hence the "fair enough" that preceeded everything I said. I take your point.

10. ### cragar

ok so if we did this experiment with neutrons , then would we see two different paths for the neutrons , and would the neutrons deflect because of their spin or because of their magnetic moment .
And if we did this expirment with neutrinos what would we excpect to see , Neutrino's are neutral in charge but have a spin of 1/2

Last edited: Mar 29, 2010
11. ### Frame Dragger

WRONG>They would behave as a silver atom would, determined by their dipole moment, not their spin.<WRONG

EDIT: Ok... that's true for neutrons, which is what I read in the first sentence, then apparantly ran with it an ignored that you were talking about neutrinos. The spin really should have given it away... sorry!

Last edited: Mar 30, 2010
12. ### cragar

so a neutrino with no charge has a dipole moment , what gives it a dipole moment

13. ### Frame Dragger

EDIT: Sorry, tired... I forget we're talking about a neutrino, not a neutron; In my post #11 I was thinking "neutron".

So, yes, their spin can be determined, but they have no magnetic dipole moment, but maybe a gravitoelectric one. and would fly past the apparatus as they would pass through the Earth.

Truly sorry, I shouldn't comment when tired... I tend to miss things like "-ino" at the end of "neutron" and I probably could have spared you confusion.

Last edited: Mar 30, 2010
14. ### cragar

But the neutrino has no subparticles

15. ### Frame Dragger

Yeah, I'm in EST (Eastern Standard time aka GMT -5:00) so... yeah, I was just being stupid and sleepy. Sorry crager.


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# Tag Info

5

The problem here is that you've neglected the effect of firing the bullet on the plane itself. It turns out we can account for the bullet's extra energy by examining the energy lost by the plane. To resolve this apparent contradiction, we need to examine the problem in terms of conservation of momentum: In the second case, where the bullet is fired from a ...

5

Yes, $B$ does rotate when seen from a static frame of coordinates outside the disk: As to velocities and accelerations, see the article in Wikipedia. It says, $$\vec {v_s} = \vec {v_r} + \vec {\Omega} \times \vec r,$$ where $v_s$ is the velocity in the static frame and $v_r$ in the rotating. If you apply this formula for both points $A$ and $B$, their ...

5

If I understand your question correctly you are saying that: $$v = r\omega$$ and therefore: \begin{align} v_A &= r\omega \\ v_B &= \tfrac{1}{2}r\omega \\ v_A &= 2v_B \end{align} but how can $A$ and $B$ have different velocities when they are both attached to the disk so the separation between is fixed? The answer is that $A$ and ...

3

Things will be bigger/smaller/slower with speed as $\frac{1}{\sqrt{1-\frac{v^2}{c^2}}}$. Thus, as $v \rightarrow c$, Mass (or energy) goes to infinite, Time goes to zero. But it is only a limit, which is unreachable (at least in the special relativity), because of (1).

2

No, for several reasons. First, the idea of time "slowing down" is a little bit of a misnomer. If you were traveling at relativistic speeds, you would not perceive the passage of time any differently than you do right now. It's only when you compare your clocks to an observer in another reference frame (let's me, sitting in my living room, at rest with ...

2

If you are looking at the Earth's rotation from the outside, the direction of rotation would suggest a z-axis that points upwards to make a right-handed coordinate frame. A possible explanation for the reversed z-axis could be, that when you are stationary on Earth, you see the sky move in the opposite direction; forming a right-handed coordinate frame ...

2

I don't know what papers you are referring to, but in the normal definition of the Earth-Centered Inertial reference frame, the Z-axis is defined by the Earth's spin, and therefore points up through the North Pole. Unless you are standing on the North or South Pole, the Z-axis won't be vertical either up or down. There are several other coordinate systems ...

1

If we assume that mechanical energy (K+U) is conserved in both the earth frame and the initially co-moving, constant velocity frame, then it's not the differences in velocities which are the same; it's the differences in the squares of the velocities which are the same. $$\frac{1}{2}v_{1e}^2=\frac{1}{2}v_{0e}^2+2gh$$ and ...

1

A rotating reference frame is an accelerated reference frame so $A$ and $B$ are at rest in an accelerated reference frame. Assume an inertial reference frame $S_0$ and another reference frame $S$, with a common origin and rotating with respect to $S_0$. Let the (constant) angular velocity vector of $S$ be $\mathbf \Omega$. Then, the time rate of change of ...

1

Einstein's equivalence principal states that an accelerated reference point is indecipherable from a reference frame in a gravitational field, so an accelerated reference frame will act in the same way that a gravitational field with the same acceleration would act. As for if all reference points are equally valid, the answer is generally "yes" with some ...

1

But then someone talked to me about Principle of Equivalence and not possibly being able to identify what is proper acceleration and what is coordinate acceleration with an accelerometer. Is it true ? That's not true. By definition, an ideal accelerometer measures proper acceleration. It appears you (and possibly the acquaintance who talked to you) are ...

1

It appears that the confusion both in your question and in the question linked stem from a confusion of reference frames, leading to an apparent difference in outcomes across multiple tests of the "same" process. The original question regards a cannon that fires a 2kg shell at 1km/s muzzle velocity, i.e. imparts 1MJ energy to the projectile. The question ...

1

The thing about Lagrange points is there is always two ways of viewing the system. Method 1: The Inertial Frame. Position yourself "above" the Solar System, looking down at the objects moving in ellipses. Here the force of gravity is the only force. Earth doesn't crash into the Sun because the constant inward acceleration merely bends its path into an ...

1

An object at L3 orbits the Sun through exactly the same mechanisms that the Earth does: it feels the Sun's gravitational attraction, and this is exactly the centripetal force it needs to perform a uniform circular motion about the Sun. The slight problem, as you point out, is that it also needs to contend with the Earth's gravity, which at L3 also pulls it ...

Only top voted, non community-wiki answers of a minimum length are eligible

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### NUMERICAL TECHNIQUE FOR CALCULATION OF THREE-DIMENSIONAL MANTLE CONVECTION AND TECTONICS OF CONTINENTAL PLATES

V. V. Rykov and V. P. Trubitsyn

Abstract

We present an algorithm for numerical modeling of three-dimensional viscous flows governed by Stokes', continuity, and thermoconvection equations in a rectangular three-dimensional region. We apply the finite-difference technique to these equations written in terms of natural variables, that is, velocity components, pressure, and temperature. At each time step we solve one parabolic and five elliptic equations, one after another. Lithospheric plates are assumed to be thin and perfectly rigid, drifting on the surface of a viscous fluid. The thermomechanical coupling between the flow and the plates is introduced through boundary conditions representing no-slip and zero heat flux conditions at the bottom of the plates. The translatory and rotary motions of the plates depend on the velocity of mantle flows and on mechanical interaction between the plates. We calculated movements of Laurasia and Gondwana supercontinents, including formation and breakup of Pangea. Initially, steady convection is assumed in a three-dimensional rectangular $3\times 3\times 1$ box. The initial positions of the continents are taken from geological reconstruction data for 1 billion years ago. Numerical results show that the continents approach each other and converge into Pangea covering the descending mantle flow. Then the convection pattern changes due to thermal insulation at the boundary. An ascending flow forms in place of the formerly descending flow, which leads to the breakup of Pangea after several hundred million years.

Back to
Computational Seismology, Vol. 3.


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# Is this proof of Markov's inequality correct?

Markov's inequality states:

Let $$X$$ be a non-negative random variable and suppose that $$\mathbb{E}(X)$$ exists. For any $$t > 0$$:

$$\mathbb{P}(X > t) \leq \frac{\mathbb{E}(X)}{t}$$

My text contains the following proof:

Since $$X > 0$$,

\begin{align} \mathbb{E}(X) &= \int_0^{\infty} xf_X(x)dx \\ &= \int_0^{t} xf_X(x)dx + \int_t^{\infty} xf_X(x)dx \\ &\geq \int_t^{\infty} xf_X(x)dx \\ &\geq t\int_t^{\infty} f_X(x)dx \\ &= t\mathbb{P}(X > t) \end{align}

My concern is the step where we remove $$x$$ from the integral. I think the assumption is that since we know $$x$$ is non-negative, that removing multiplication by $$x$$ can only make things smaller. However, for $$0 < x < 1$$ removing multiplication by $$x$$ should actually make them bigger. If $$f_X$$ only has density in that range, then I don't think you can say that $$\int_t^{\infty} xf_X(x)dx \geq \int_t^{\infty} f_X(x)dx$$. Unless somehow multiplying by $$t$$ at the same time gets rid of this problem?

Note that the range of integration is $$x = t$$ to $$x=\infty$$. On that range, you have $$x \geq t$$, so you can lower bound $$x$$ by $$t$$. Since the density is always nonnegative, $$f_X(x) \geq 0$$ for any $$x$$, you can write $$xf_X(x) \geq tf_X(x)$$ whenever $$x \geq t$$.
To elaborate, the calculation is $$\int_t^\infty xf_X(x) dx \geq \int_t^\infty tf_X(x)dx = t \int_t^\infty f_X(x)dx.$$


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# Who knows what's goin' on?

1. Oct 7, 2005

### saltydog

Who in this group, the whole PF for that matter, knows what's goin' on during a Windows XP startup? What does it take to have a real good understanding of everything that's goin' on while Windows XP starts up?

I have "Autoruns" and even that is a bit complex.

Can or is anyone willing to summarize for me in a short paragraph, the boot-up process for Windows XP?

You know, I see what those chopper dudes see in stripping down a motorcycle to it's barest bones. That would work for me with my PC.

2. Oct 7, 2005

3. Oct 7, 2005

### saltydog

Thank you Ranger. That however only describes the boot-strap and what the operating system first does when it gets loaded. Mainly I was interested in the procedure (exact sequence) in which all the varous application programs startup in windows. Like, all the ones in Windows Task Manager.

4. Oct 7, 2005

### ranger

Sorry. I hope this is what you are looking for.

To see a list of what services and programs are loaded, type msconfig in the run box (located in the start menu).

Last edited: Oct 7, 2005
5. Oct 7, 2005

### saltydog

Well you go Ranger! I think you got the dibs in here dude. Other people in here too. Don't wish to offend anyone. That's a good start for me. I just need to sit down and spend some time with it.

Thanks.

6. Oct 7, 2005

7. Oct 7, 2005

### saltydog

What I though was interesting to read is that during the loading of the operating system kernel, NToskrnl.exe, the "HAL" files are loaded . . . hummm . . . interesting. Does that mean HAL is in everybody's PC?

8. Oct 7, 2005

### saltydog

That just looks like a debugger Brad. I've used the debugger with MicroSoft Visual C++ a ton debugging applications I've written.

Wanna' tell me what a checked build is and how to get it?

9. Oct 7, 2005

### ranger

HAL(Hardware Abstraction Layer) - This is the code that produces the interface between the hardware and any software using it; for example, a graphics adapter, and an API.
Definition from www.futuremark.com/community/hardwarevocabulary/

Well according to that definition, it sure seems so. On my linux system, I can recall seeding a "HAL daemon" load at boot time.

10. Oct 7, 2005

### saltydog

Dude, that's just a driver then: usually assembly code which interfaces the hardware electronics with the CPU. I once did an update, and there was something about 64k and old software with 64K+1byte data blocks, and then oh no, "our data has been compromized" . . . "we are our of regulatory compliance", bla, bla, bla, yada you know. Big problem, one measly byte. Anyway, solution was to modify about 5 lines of assembly code in the tape driver.

Good to be a bit-head sometimes.

11. Oct 8, 2005

### saltydog

Well, I'd like to take this one step further if I can:

You know how when you use a debugger, you can "step through" all the calls to the various functions?

It would be nice to have that ability to "step through" the boot process for XP. I realize that's the "cart before the horse" (what's gonna' run the debugger"). But it doesn't have to be real. It could just be a simulator that you run which "simulates" the boot process but you could "step-through" it just like you would an application in a debugger.

Any body have any ideas?

Oh yea, the reason for having such is to learn about the boot process in detail. That to me gives you more control on your PC. Frankly, I do not like using a PC in which all kinds of stuf is runnin' and I don't know what it is. Also don't want to slow down my PC.

Last edited: Oct 8, 2005
12. Oct 8, 2005


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# How to elegantly find the remainder of $en$ divided by $n+1+\frac{n-1}{d}$

1. Motivation:

Let $$n,e,d$$ be positive integers greater than 2, such that $$e\mid n-1$$ and $$d\mid n-1$$. Denote $$N=en$$, $$M=n+1+\frac{n-1}{d}$$. Find $$q,r\in \mathbb{Z}$$ such that $$N=qM+r, 0\le r < M.$$

2. My trying:

Since $$N$$ and $$M$$ are intgeres, there uniquely exist such integers $$q,r$$ by division algorithm.

Obviously it has $$q. If $$q=e-1$$, then $$r=n+1-e-\frac{(e-1)(n-1)}{d}$$ under the condition that $$n\ge e-1+\frac{(e-1)(n-1)}{d}.$$ Furthermore, If $$q=e-k$$ with $$1\le k\le e-1$$, then $$r=k(n+1)-e-\frac{(n-1)(e-k)}{d}$$.

Next I try to require $$r$$ to satisfy $$0\le r < M=n+1+\frac{n-1}{d}$$. Then I get $$0\le kd(n+1)-ed-(n-1)(e-k)< d(n+1)+(n-1).$$

However, the inequality looks very complicatied.

3.Questions

Question:

How to elegantly find the remainder of $$N$$ divided by $$M$$ Or how to simplify the inequality? $$0\le kd(n+1)-ed-(n-1)(e-k)< d(n+1)+(n-1).$$

Thanks for any replies.

As you wrote, we have $$q=e-k\qquad\text{and}\qquad r=k\left(n+1+\frac{n-1}{d}\right)-e\left(1+\frac{n-1}{d}\right)$$ under the condition that $$0\le r\lt M,$$ i.e. $$0\le k\left(n+1+\frac{n-1}{d}\right)-e\left(1+\frac{n-1}{d}\right)\lt n+1+\frac{n-1}{d},$$ i.e. $$\frac{e(d+n-1)}{dn+d+n-1}\le k\lt \frac{e(d+n-1)}{dn+d+n-1}+1,$$ i.e. $$k=\left\lceil \frac{e(d+n-1)}{dn+d+n-1}\right\rceil$$

It follows that the answer is $$q=e-\left\lceil \frac{e(d+n-1)}{dn+d+n-1}\right\rceil$$ and $$r=\left\lceil \frac{e(d+n-1)}{dn+d+n-1}\right\rceil\left(n+1+\frac{n-1}{d}\right)-e\left(1+\frac{n-1}{d}\right)$$

• Wonderful! the ceiling function plays an important role. – zongxiang yi Mar 15 at 2:30


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# Regression with incomplete basis [closed]

Suppose that $$f(x) = \frac{1}{2}\text{max}(x+10,0) + \frac{1}{3}\text{max}(x+20,0) + \frac{1}{4}\text{max}(x+110,0) + \frac{1}{5}\text{max}(x+120,0)$$

If I randomly simulate values for $$x$$ such that $$\text{max}(x+10,0), \text{max}(x+20,0), \text{max}(x+110,0), \text{max}(x+120,0)$$ are linearly independent and make a regression of $$f(x)$$ on these, I am quite convinced that regression coefficients will be close to $$\frac{1}{2}, \frac{1}{3}, \frac{1}{4}, \frac{1}{5}$$ and will converge to this as I simulate more values for regression. (am I right?)

What interests me is what happens if I omit one of the functions and make a regression:

$$f(x) = \beta_1max(x+10,0) + \beta_2max(x+110,0) + \beta_3max(x+120,0)$$

Can we say that since $$\text{max}(x+10,0)$$ is closer to $$\text{max}(x+20,0)$$ than $$\text{max}(x+110,0)$$ or $$\text{max}(x+120,0)$$ the coefficient of $$\text{max}(x+10,0)$$ will grow more than coefficients of the last two.

Intuitively I feel like the coefficient of $$\text{max}(x+10,0)$$ will absorb the most of the coefficient of $$\text{max}(x+20,0)$$ and something will be left for other two.

Of course my question right now is not mathematically precise. I didn't define what I mean by the closeness of functions for example.

Was this question studied before? Ideally I would like to know what happens if $$f(x)$$ has infinite dimensional basis:

$$f(x) = \alpha_1g_1(x) + \alpha_2g_2(x)+...+\alpha_ng_n(x)+...$$

and we make a regression on some finite set of functions $$g_i(x), g_{i+1}(x),...g_{i+k}(x)$$

I understand that it is a projection on the space spanned by these functions, but what happens to the coefficients? Will they somehow absorb the coefficients of the functions that are close to them (in some metric )

## closed as off-topic by Alexey Ustinov, user44191, Chris Godsil, LSpice, StoppleMay 17 at 16:50

This question appears to be off-topic. The users who voted to close gave this specific reason:

• "MathOverflow is for mathematicians to ask each other questions about their research. See Math.StackExchange to ask general questions in mathematics." – Alexey Ustinov, user44191, Chris Godsil, Stopple
If this question can be reworded to fit the rules in the help center, please edit the question.


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## GNU Astronomy Utilities

Next: , Previous: , Up: Arithmetic   [Contents][Index]

#### 6.2.2 Arithmetic operators

The recognized operators in Arithmetic are listed below. See Reverse polish notation for more on how the operators and operands should be ordered on the command-line. The operands to all operators can be a data array (for example a FITS image) or a number, the output will be an array or number according to the inputs. For example a number multiplied by an array will produce an array. The conditional operators will return pixel, or numerical values of 0 (false) or 1 (true) and stored in an unsigned char data type (see Numeric data types).

+

Addition, so “4 5 +” is equivalent to $$4+5$$.

-

Subtraction, so “4 5 -” is equivalent to $$4-5$$.

x

Multiplication, so “4 5 x” is equivalent to $$4\times5$$.

/

Division, so “4 5 /” is equivalent to $$4/5$$.

%

Modulo (remainder), so “3 2 %” is equivalent to $$1$$. Note that the modulo operator only works on integer types.

abs

Absolute value of first operand, so “4 abs” is equivalent to $$|4|$$.

pow

First operand to the power of the second, so “4.3 5 pow” is equivalent to $$4.3^{5}$$.

sqrt

The square root of the first operand, so “5 sqrt” is equivalent to $$\sqrt{5}$$. The output will have a floating point type, but its precision is determined from the input: if the input is a 64-bit floating point, the output will also be 64-bit. Otherwise, the output will be 32-bit floating point (see Numeric data types for the respective precision). Therefore if you require 64-bit precision in estimating the square root, convert the input to 64-bit floating point first, for example with 5 float64 sqrt.

log

Natural logarithm of first operand, so “4 log” is equivalent to $$ln(4)$$. The output type is determined from the input, see the explanation under sqrt for more.

log10

Base-10 logarithm of first operand, so “4 log10” is equivalent to $$\log(4)$$. The output type is determined from the input, see the explanation under sqrt for more.

minvalue

Minimum (non-blank) value in the top operand on the stack, so “a.fits minvalue” will push the minimum pixel value in this image onto the stack. Therefore this operator is mainly intended for data (for example images), if the top operand is a number, this operator just returns it without any change. So note that when this operator acts on a single image, the output will no longer be an image, but a number. The output of this operand is in the same type as the input.

maxvalue

Maximum (non-blank) value of first operand in the same type, similar to minvalue.

numbervalue

Number of non-blank elements in first operand in the uint64 type, similar to minvalue.

sumvalue

Sum of non-blank elements in first operand in the float32 type, similar to minvalue.

meanvalue

Mean value of non-blank elements in first operand in the float32 type, similar to minvalue.

stdvalue

Standard deviation of non-blank elements in first operand in the float32 type, similar to minvalue.

medianvalue

Median of non-blank elements in first operand with the same type, similar to minvalue.

min

For each pixel, find the minimum value in all given datasets. The output will have the same type as the input.

The first popped operand to this operator must be a positive integer number which specifies how many further operands should be popped from the stack. All the subsequently popped operands must have the same type and size. This operator (and all the variable-operand operators similar to it that are discussed below) will work in multi-threaded mode unless Arithmetic is called with the --numthreads=1 option, see Multi-threaded operations.

Each pixel of the output of the min operator will be given the minimum value of the same pixel from all the popped operands/images. For example the following command will produce an image with the same size and type as the three inputs, but each output pixel value will be the minimum of the same pixel’s values in all three input images.

$astarithmetic a.fits b.fits c.fits 3 min  Important notes: • NaN/blank pixels will be ignored, see Blank pixels. • The output will have the same type as the inputs. This is natural for the min and max operators, but for other similar operators (for example sum, or average) the per-pixel operations will be done in double precision floating point and then stored back in the input type. Therefore, if the input was an integer, C’s internal type conversion will be used. max For each pixel, find the maximum value in all given datasets. The output will have the same type as the input. This operator is called similar to the min operator, please see there for more. number For each pixel count the number of non-blank pixels in all given datasets. The output will be an unsigned 32-bit integer datatype (see Numeric data types). This operator is called similar to the min operator, please see there for more. sum For each pixel, calculate the sum in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the min operator, please see there for more. mean For each pixel, calculate the mean in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the min operator, please see there for more. std For each pixel, find the standard deviation in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the min operator, please see there for more. median For each pixel, find the median in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the min operator, please see there for more. quantile For each pixel, find the quantile from all given datasets. The output will have the same numeric data type and size as the input datasets. Besides the input datasets, the quantile operator also needs a single parameter (the requested quantile). The parameter should be the first popped operand, with a value between (and including) 0 and 1. The second popped operand must be the number of datasets to use. In the example below, the first-popped operand (0.7) is the quantile, the second-popped operand (3) is the number of datasets to pop. astarithmetic a.fits b.fits c.fits 3 0.7 quantile  sigclip-number For each pixel, find the sigma-clipped number (after removing outliers) in all given datasets. The output will have the an unsigned 32-bit integer type (see Numeric data types). This operator will combine the specified number of inputs into a single output that contains the number of remaining elements after $$\sigma$$-clipping on each element/pixel (for more on $$\sigma$$-clipping, see Sigma clipping). This operator is very similar to min, with the exception that it expects two operands (parameters for sigma-clipping) before the total number of inputs. The first popped operand is the termination criteria and the second is the multiple of $$\sigma$$. For example in the command below, the first popped operand (0.2) is the sigma clipping termination criteria. If the termination criteria is larger than, or equal to, 1 it is interpreted as the number of clips to do. But if it is between 0 and 1, then it is the tolerance level on the standard deviation (see Sigma clipping). The second popped operand (5) is the multiple of sigma to use in sigma-clipping. The third popped operand (10) is number of datasets that will be used (similar to the first popped operand to min). astarithmetic a.fits b.fits c.fits 3 5 0.2 sigclip-number  sigclip-median For each pixel, find the sigma-clipped median in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the sigclip-number operator, please see there for more. sigclip-mean For each pixel, find the sigma-clipped mean in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the sigclip-number operator, please see there for more. sigclip-std For each pixel, find the sigma-clipped standard deviation in all given datasets. The output will have the a single-precision (32-bit) floating point type. This operator is called similar to the sigclip-number operator, please see there for more. filter-mean Apply mean filtering (or moving average) on the input dataset. During mean filtering, each pixel (data element) is replaced by the mean value of all its surrounding pixels (excluding blank values). The number of surrounding pixels in each dimension (to calculate the mean) is determined through the earlier operands that have been pushed onto the stack prior to the input dataset. The number of necessary operands is determined by the dimensions of the input dataset (first popped operand). The order of the dimensions on the command-line is the order in FITS format. Here is one example: $ astarithmetic 5 4 image.fits filter-mean

In this example, each pixel is replaced by the mean of a 5 by 4 box around it. The box is 5 pixels along the first FITS dimension (horizontal when viewed in ds9) and 4 pixels along the second FITS dimension (vertical).

Each pixel will be placed in the center of the box that the mean is calculated on. If the given width along a dimension is even, then the center is assumed to be between the pixels (not in the center of a pixel). When the pixel is close to the edge, the pixels of the box that fall outside the image are ignored. Therefore, on the edge, less points will be used in calculating the mean.

The final effect of mean filtering is to smooth the input image, it is essentially a convolution with a kernel that has identical values for all its pixels (is flat), see Convolution process.

Note that blank pixels will also be affected by this operator: if there are any non-blank elements in the box surrounding a blank pixel, in the filtered image, it will have the mean of the non-blank elements, therefore it won’t be blank any more. If blank elements are important for your analysis, you can use the isblank with the where operator to set them back to blank after filtering.

filter-median

Apply median filtering on the input dataset. This is very similar to filter-mean, except that instead of the mean value of the box pixels, the median value is used to replace a pixel value. For more on how to use this operator, please see filter-mean.

The median is less susceptible to outliers compared to the mean. As a result, after median filtering, the pixel values will be more discontinuous than mean filtering.

filter-sigclip-mean

Apply a $$\sigma$$-clipped mean filtering onto the input dataset. This is very similar to filter-mean, except that all outliers (identified by the $$\sigma$$-clipping algorithm) have been removed, see Sigma clipping for more on the basics of this algorithm. As described there, two extra input parameters are necessary for $$\sigma$$-clipping: the multiple of $$\sigma$$ and the termination criteria. filter-sigclip-mean therefore needs to pop two other operands from the stack after the dimensions of the box.

For example the line below uses the same box size as the example of filter-mean. However, all elements in the box that are iteratively beyond $$3\sigma$$ of the distribution’s median are removed from the final calculation of the mean until the change in $$\sigma$$ is less than $$0.2$$.

astarithmetic 3 0.2 5 4 image.fits filter-sigclip-mean  The median (which needs a sorted dataset) is necessary for $$\sigma$$-clipping, therefore filter-sigclip-mean can be significantly slower than filter-mean. However, if there are strong outliers in the dataset that you want to ignore (for example emission lines on a spectrum when finding the continuum), this is a much better solution. filter-sigclip-median Apply a $$\sigma$$-clipped median filtering onto the input dataset. This operator and its necessary operands are almost identical to filter-sigclip-mean, except that after $$\sigma$$-clipping, the median value (which is less affected by outliers than the mean) is added back to the stack. interpolate-medianngb Interpolate all the blank elements of the second popped operand with the median of its nearest non-blank neighbors. The number of the nearest non-blank neighbors used to calculate the median is given by the first popped operand. Note that the distance of the nearest non-blank neighbors is irrelevant in this interpolation. interpolate-minngb Similar to interpolate-medianngb, but will fill the blank values of the dataset with the minimum value of the nearest neighbors. interpolate-maxngb Similar to interpolate-medianngb, but will fill the blank values of the dataset with the maximum value of the nearest neighbors. One useful implementation of this operator is to fill the saturated pixels of stars in images. collapse-sum Collapse the given dataset (second popped operand), by summing all elements along the first popped operand (a dimension in FITS standard: counting from one, from fastest dimension). The returned dataset has one dimension less compared to the input. The output will have a double-precision floating point type irrespective of the input dataset’s type. Doing the operation in double-precision (64-bit) floating point will help the collapse (summation) be affected less by floating point errors. But afterwards, single-precision floating points are usually enough in real (noisy) datasets. So depending on the type of the input and its nature, it is recommended to use one of the type conversion operators on the returned dataset. If any WCS is present, the returned dataset will also lack the respective dimension in its WCS matrix. Therefore, when the WCS is important for later processing, be sure that the input is aligned with the respective axes: all non-diagonal elements in the WCS matrix are zero. One common application of this operator is the creation of pseudo broad-band or narrow-band 2D images from 3D data cubes. For example integral field unit (IFU) data products that have two spatial dimensions (first two FITS dimensions) and one spectral dimension (third FITS dimension). The command below will collapse the whole third dimension into a 2D array the size of the first two dimensions, and then convert the output to single-precision floating point (as discussed above).  astarithmetic cube.fits 3 collapse-sum float32

collapse-mean

Similar to collapse-sum, but the returned dataset will be the mean value along the collapsed dimension, not the sum.

collapse-number

Similar to collapse-sum, but the returned dataset will be the number of non-blank values along the collapsed dimension. The output will have a 32-bit signed integer type. If the input dataset doesn’t have blank values, all the elements in the returned dataset will have a single value (the length of the collapsed dimension). Therefore this is mostly relevant when there are blank values in the dataset.

collapse-min

Similar to collapse-sum, but the returned dataset will have the same numeric type as the input and will contain the minimum value for each pixel along the collapsed dimension.

collapse-max

Similar to collapse-sum, but the returned dataset will have the same numeric type as the input and will contain the maximum value for each pixel along the collapsed dimension.

add-dimension

Build a higher-dimensional dataset from all the input datasets stacked after one another (along the slowest dimension). The first popped operand has to be a single number. It is used by the operator to know how many operands it should pop from the stack (and the size of the output in the new dimension). The rest of the operands must have the same size and numerical data type. This operator currently only works for 2D input operands, please contact us if you want inputs to have different dimensions.

The output’s WCS (which should have a different dimensionality compared to the inputs) can be read from another file with the --wcsfile option. If no file is specified for the WCS, the first dataset’s WCS will be used, you can later add/change the necessary WCS keywords with the FITS keyword modification features of the Fits program (see Fits).

If your datasets don’t have the same type, you can use the type transformation operators of Arithmetic that are discussed below. Just beware of overflow if you are transforming to a smaller type, see Numeric data types.

For example if you want to put the three img1.fits, img2.fits and img3.fits images (each a 2D dataset) into one 3D datacube, you can use this command:

$astarithmetic img1.fits img2.fits img3.fits 3 add-dimension  unique Remove all duplicate (and blank) elements from the first popped operand. The unique elements of the dataset will be stored in a single-dimensional dataset. Recall that by default, single-dimensional datasets are stored as a table column in the output. But you can use --onedasimage or --onedonstdout to respectively store them as a single-dimensional FITS array/image, or to print them on the standard output. erode Erode the foreground pixels (with value 1) of the input dataset (second popped operand). The first popped operand is the connectivity (see description in connected-components). Erosion is simply a flipping of all foreground pixels (with value 1) to background (with value 0) that are “touching” background pixels. “Touching” is defined by the connectivity. In effect, this carves off the outer borders of the foreground, making them thinner. This operator assumes a binary dataset (all pixels are 0 and 1). dilate Dilate the foreground pixels (with value 1) of the input dataset (second popped operand). The first popped operand is the connectivity (see description in connected-components). Dilation is simply a flipping of all background pixels (with value 0) to foreground (with value 1) that are “touching” foreground pixels. “Touching” is defined by the connectivity. In effect, this expands the outer borders of the foreground. This operator assumes a binary dataset (all pixels are 0 and 1). connected-components Find the connected components in the input dataset (second popped operand). The first popped is the connectivity used in the connected components algorithm. The second popped operand is the dataset where connected components are to be found. It is assumed to be a binary image (with values of 0 or 1). It must have an 8-bit unsigned integer type which is the format produced by conditional operators. This operator will return a labeled dataset where the non-zero pixels in the input will be labeled with a counter (starting from 1). The connectivity is a number between 1 and the number of dimensions in the dataset (inclusive). 1 corresponds to the weakest (symmetric) connectivity between elements and the number of dimensions the strongest. For example on a 2D image, a connectivity of 1 corresponds to 4-connected neighbors and 2 corresponds to 8-connected neighbors. One example usage of this operator can be the identification of regions above a certain threshold, as in the command below. With this command, Arithmetic will first separate all pixels greater than 100 into a binary image (where pixels with a value of 1 are above that value). Afterwards, it will label all those that are connected. $ astarithmetic in.fits 100 gt 2 connected-components

If your input dataset doesn’t have a binary type, but you know all its values are 0 or 1, you can use the uint8 operator (below) to convert it to binary.

fill-holes

Flip background (0) pixels surrounded by foreground (1) in a binary dataset. This operator takes two operands (similar to connected-components): the first popped operand is the connectivity (to define a hole) and the second is the binary (0 or 1 valued) dataset to fill holes in.

invert

Invert an unsigned integer dataset. This is the only operator that ignores blank values (which are set to be the maximum values in the unsigned integer types).

This is useful in cases where the target(s) has(have) been imaged in absorption as raw formats (which are unsigned integer types). With this option, the maximum value for the given type will be subtracted from each pixel value, thus “inverting” the image, so the target(s) can be treated as emission. This can be useful when the higher-level analysis methods/tools only work on emission (positive skew in the noise, not negative).

lt

Less than: If the second popped (or left operand in infix notation, see Reverse polish notation) value is smaller than the first popped operand, then this function will return a value of 1, otherwise it will return a value of 0. If both operands are images, then all the pixels will be compared with their counterparts in the other image. If only one operand is an image, then all the pixels will be compared with the single value (number) of the other operand. Finally if both are numbers, then the output is also just one number (0 or 1). When the output is not a single number, it will be stored as an unsigned char type.

le

Less or equal: similar to lt (‘less than’ operator), but returning 1 when the second popped operand is smaller or equal to the first.

gt

Greater than: similar to lt (‘less than’ operator), but returning 1 when the second popped operand is greater than the first.

ge

Greater or equal: similar to lt (‘less than’ operator), but returning 1 when the second popped operand is larger or equal to the first.

eq

Equality: similar to lt (‘less than’ operator), but returning 1 when the two popped operands are equal (to double precision floating point accuracy).

ne

Non-Equality: similar to lt (‘less than’ operator), but returning 1 when the two popped operands are not equal (to double precision floating point accuracy).

and

Logical AND: returns 1 if both operands have a non-zero value and 0 if both are zero. Both operands have to be the same kind: either both images or both numbers.

or

Logical OR: returns 1 if either one of the operands is non-zero and 0 only when both operators are zero. Both operands have to be the same kind: either both images or both numbers.

not

Logical NOT: returns 1 when the operand is zero and 0 when the operand is non-zero. The operand can be an image or number, for an image, it is applied to each pixel separately.

isblank

Test for a blank value (see Blank pixels). In essence, this is very similar to the conditional operators: the output is either 1 or 0 (see the ‘less than’ operator above). The difference is that it only needs one operand. Because of the definition of a blank pixel, a blank value is not even equal to itself, so you cannot use the equal operator above to select blank pixels. See the “Blank pixels” box below for more on Blank pixels in Arithmetic.

where

Change the input (pixel) value where/if a certain condition holds. The conditional operators above can be used to define the condition. Three operands are required for where. The input format is demonstrated in this simplified example:

$astarithmetic modify.fits binary.fits if-true.fits where  The value of any pixel in modify.fits that corresponds to a non-zero and non-blank pixel of binary.fits will be changed to the value of the same pixel in if-true.fits (this may also be a number). The 3rd and 2nd popped operands (modify.fits and binary.fits respectively, see Reverse polish notation) have to have the same dimensions/size. if-true.fits can be either a number, or have the same dimension/size as the other two. The 2nd popped operand (binary.fits) has to have uint8 (or unsigned char in standard C) type (see Numeric data types). It is treated as a binary dataset (with only two values: zero and non-zero, hence the name binary.fits in this example). However, commonly you won’t be dealing with an actual FITS file of a condition/binary image. You will probably define the condition in the same run based on some other reference image and use the conditional and logical operators above to make a true/false (or one/zero) image for you internally. For example the case below: $ astarithmetic in.fits reference.fits 100 gt new.fits where

In the example above, any of the in.fits pixels that has a value in reference.fits greater than 100, will be replaced with the corresponding pixel in new.fits. Effectively the reference.fits 100 gt part created the condition/binary image which was added to the stack (in memory) and later used by where. The command above is thus equivalent to these two commands:

$astarithmetic reference.fits 100 gt --output=binary.fits$ astarithmetic in.fits binary.fits new.fits where

Finally, the input operands are read and used independently, so you can use the same file more than once as any of the operands.

When the 1st popped operand to where (if-true.fits) is a single number, it may be a NaN value (or any blank value, depending on its type) like the example below (see Blank pixels). When the number is blank, it will be converted to the blank value of the type of the 3rd popped operand (in.fits). Hence, in the example below, all the pixels in reference.fits that have a value greater than 100, will become blank in the natural data type of in.fits (even though NaN values are only defined for floating point types).

$astarithmetic in.fits reference.fits 100 gt nan where  bitand Bitwise AND operator: only bits with values of 1 in both popped operands will get the value of 1, the rest will be set to 0. For example (assuming numbers can be written as bit strings on the command-line): 00101000 00100010 bitand will give 00100000. Note that the bitwise operators only work on integer type datasets. bitor Bitwise inclusive OR operator: The bits where at least one of the two popped operands has a 1 value get a value of 1, the others 0. For example (assuming numbers can be written as bit strings on the command-line): 00101000 00100010 bitand will give 00101010. Note that the bitwise operators only work on integer type datasets. bitxor Bitwise exclusive OR operator: A bit will be 1 if it differs between the two popped operands. For example (assuming numbers can be written as bit strings on the command-line): 00101000 00100010 bitand will give 00001010. Note that the bitwise operators only work on integer type datasets. lshift Bitwise left shift operator: shift all the bits of the first operand to the left by a number of times given by the second operand. For example (assuming numbers can be written as bit strings on the command-line): 00101000 2 lshift will give 10100000. This is equivalent to multiplication by 4. Note that the bitwise operators only work on integer type datasets. rshift Bitwise right shift operator: shift all the bits of the first operand to the right by a number of times given by the second operand. For example (assuming numbers can be written as bit strings on the command-line): 00101000 2 rshift will give 00001010. Note that the bitwise operators only work on integer type datasets. bitnot Bitwise not (more formally known as one’s complement) operator: flip all the bits of the popped operand (note that this is the only unary, or single operand, bitwise operator). In other words, any bit with a value of 0 is changed to 1 and vice-versa. For example (assuming numbers can be written as bit strings on the command-line): 00101000 bitnot will give 11010111. Note that the bitwise operators only work on integer type datasets/numbers. uint8 Convert the type of the popped operand to 8-bit unsigned integer type (see Numeric data types). The internal conversion of C will be used. int8 Convert the type of the popped operand to 8-bit signed integer type (see Numeric data types). The internal conversion of C will be used. uint16 Convert the type of the popped operand to 16-bit unsigned integer type (see Numeric data types). The internal conversion of C will be used. int16 Convert the type of the popped operand to 16-bit signed integer (see Numeric data types). The internal conversion of C will be used. uint32 Convert the type of the popped operand to 32-bit unsigned integer type (see Numeric data types). The internal conversion of C will be used. int32 Convert the type of the popped operand to 32-bit signed integer type (see Numeric data types). The internal conversion of C will be used. uint64 Convert the type of the popped operand to 64-bit unsigned integer (see Numeric data types). The internal conversion of C will be used. float32 Convert the type of the popped operand to 32-bit (single precision) floating point (see Numeric data types). The internal conversion of C will be used. float64 Convert the type of the popped operand to 64-bit (double precision) floating point (see Numeric data types). The internal conversion of C will be used. size Size of the dataset along a given FITS/Fortran dimension (counting from 1). The desired dimension should be the first popped operand and the dataset must be the second popped operand. The output will be a single unsigned integer (dimensions cannot be negative). For example, the following command will produce the size of the first extension/HDU (the default HDU) of a.fits along the second FITS axis. astarithmetic a.fits 2 size  set-AAA Set the characters after the dash (AAA in the case shown here) as a name for the first popped operand on the stack. The named dataset will be freed from memory as soon as it is no longer needed, or if the name is reset to refer to another dataset later in the command. This operator thus enables re-usability of a dataset without having to re-read it from a file every time it is necessary during a process. When a dataset is necessary more than once, this operator can thus help simplify reading/writing on the command-line (thus avoiding potential bugs), while also speeding up the processing. Like all operators, this operator pops the top operand off of the main processing stack, but unlike other operands, it won’t add anything back to the stack immediately. It will keep the popped dataset in memory through a separate list of named datasets (not on the main stack). That list will be used to add/copy any requested dataset to the main processing stack when the name is called. The name to give the popped dataset is part of the operator’s name. For example the set-a operator of the command below, gives the name “a” to the contents of image.fits. This name is then used instead of the actual filename to multiply the dataset by two. $ astarithmetic image.fits set-a a 2 x

The name can be any string, but avoid strings ending with standard filename suffixes (for example .fits)96.

One example of the usefulness of this operator is in the where operator. For example, let’s assume you want to mask all pixels larger than 5 in image.fits (extension number 1) with a NaN value. Without setting a name for the dataset, you have to read the file two times from memory in a command like this:

$astarithmetic image.fits image.fits 5 gt nan where -g1  But with this operator you can simply give image.fits the name i and simplify the command above to the more readable one below (which greatly helps when the filename is long): $ astarithmetic image.fits set-i   i i 5 gt nan where

tofile-AAA

Write the top operand on the operands stack into a file called AAA (can be any FITS file name) without changing the operands stack. If you don’t need the dataset any more and would like to free it, see the tofilefree operator below.

By default, any file that is given to this operator is deleted before Arithmetic actually starts working on the input datasets. The deletion can be deactivated with the --dontdelete option (as in all Gnuastro programs, see Input/Output options). If the same FITS file is given to this operator multiple times, it will contain multiple extensions (in the same order that it was called.

For example the operator tofile-check.fits will write the top operand to check.fits. Since it doesn’t modify the operands stack, this operator is very convenient when you want to debug, or understanding, a string of operators and operands given to Arithmetic: simply put tofile-AAA anywhere in the process to see what is happening behind the scenes without modifying the overall process.

tofilefree-AAA

Similar to the tofile operator, with the only difference that the dataset that is written to a file is popped from the operand stack and freed from memory (cannot be used any more).

 Blank pixels in Arithmetic: Blank pixels in the image (see Blank pixels) will be stored based on the data type. When the input is floating point type, blank values are NaN. One aspect of NaN values is that by definition they will fail on any comparison. Hence both equal and not-equal operators will fail when both their operands are NaN! Therefore, the only way to guarantee selection of blank pixels is through the isblank operator explained above. One way you can exploit this property of the NaN value to your advantage is when you want a fully zero-valued image (even over the blank pixels) based on an already existing image (with same size and world coordinate system settings). The following command will produce this for you: \$ astarithmetic input.fits nan eq --output=all-zeros.fits  Note that on the command-line you can write NaN in any case (for example NaN, or NAN are also acceptable). Reading NaN as a floating point number in Gnuastro isn’t case-sensitive.

#### Footnotes

##### (96)

A dataset name like a.fits (which can be set with set-a.fits) will cause confusion in the initial parser of Arithmetic. It will assume this name is a FITS file, and if it is used multiple times, Arithmetic will abort, complaining that you haven’t provided enough HDUs.

Next: , Previous: , Up: Arithmetic   [Contents][Index]


text:
Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Wednesday, January 4th 2017, 5:41pm

Here's a sample of the timer data:
index.php?page=Attachment&attachmentID=935

This is my first video ever uploaded. Unfortunately, I did not set the sound to record with the video when I uploaded it as I forgot to enable that feature on my PS4 upload settings. If requested, I can re-upload the video with game sound enabled to make the viewing more enjoyable. Nevermind. My phone audio was off haha. XD

Nevertheless, it displays how a single Support player next to an Ammo Bag can deploy a continuous stream of gas for nearly 15 minutes before the Ammo Bag expires.

Note that in order to resupply, both grenades must be used.
To Aim Assist or not to Aim Assist, that is the question.

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AccelerationInputThreshold 0.98
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AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
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SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.2
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SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput 0.2
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 1.2
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0

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ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
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SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput -1.0
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SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
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DisableForcedTargetRecalcDistance 7.0

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AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
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SnapZoomReticlePointPriority 999
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SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$tho This post has been edited 4 times, last edit by "JSLICE20" (Jan 4th 2017, 7:07pm) Posts: 32 Date of registration : Aug 11th 2014 Platform: PC Location: France Battlelog: Reputation modifier: 5 Wednesday, January 4th 2017, 8:05pm Quoted from "JSLICE20" Quoted from "Mahkah" I think having a grenade to force mid~long range weapon user to either move from their spots or fight with their close range sidearm is a good and needed thing. I don't really think anyone legitimately proposed that they aren't a good or needed thing. I certainly did not. But with the data evidence provided, a player constantly resupplying can theoretically engulf a, 10m area in gas, if he so chose, indefinitely. Yes, it is unlikely that such a player would engage in such a tactic but the ability is there, especially if said player is the Support class; As it is now, one can throw a Gas Grenade out and it will last 22 seconds. Before the first vanishes, they can toss a second in the same area for an additional 22 seconds essentially covering that area in gas for 44 straight seconds with the capability to extend that duration with resupplies. That is already ridiculously long. Reducing the time to live to, say, 12 seconds per grenade would be ideal I believe. I understand but I don't think this is really an issue to be honest. This is an average tactic on choke points, that's true, but it can and will be countered. Smoke a bit forward of that gas cloud, so you can rush through it with mask without getting slaughtered and then kill them at hip fire range or just unmask. I admit it seems strange to be able to spam them especially as a Support but again is that really a big issue ? Nerfing them will bring more and more explosive nades to the party, do we really want that ? Posts: 3,292 Date of registration : Apr 26th 2013 Platform: PS4 Location: Arizona, USA Reputation modifier: 15 Wednesday, January 4th 2017, 8:44pm Quoted from "Mahkah" Smoke a bit forward of that gas cloud, so you can rush through it with mask without getting slaughtered and then kill them at hip fire range or just unmask. I admit it seems strange to be able to spam them especially as a Support but again is that really a big issue ? A sound tactic, certainly, but it means sacrificing that Grenade slot with an option that is entirely situational and passive, whereas a Fragmentation Grenade serves as a direct, high-damage, area of effect output and short area of denial tool. Multipurpose tools are more valuable than situational ones for my playstyle and preference. It's been stated many at time that this is a very early stage in Battlefield 1's lifetime. Players are still figuring out the mechanics, the best assets provided to them or the ones most applicable to their liking, and even glaring issues that can be exploited. I don't think the player base is aware of the potential, incessant gas 'spam' that is inherent in the Grenade's duration and resupply statistics. Give it enough time, maybe some public service announcements on YouTube, Battlelog, or Reddit and it can very well become a problem. The goal is to prevent it before it comes to fruition. To Aim Assist or not to Aim Assist, that is the question. Nope. Aim Assist or bust; here's why: Default Aim Assist Data Source code 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 AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.2 SnapZoomPostTime 0.2 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput 0.2 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 1.2 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 No Slowdown Data Source code 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 AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.0 AttractUserInputMultiplier 1.0 AttractUserInputMultiplier_NoZoom -1.0 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.0 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.0 AttractMoveInputCap 0.0 AttractYawStrength 0.0 AttractPitchStrength 0.0 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 No Auto Rotation Data Source code 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 AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 Prepare your laughbox Quoted from "Zer0Cod3x" the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

Posts: 2,015

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 14

Wednesday, January 4th 2017, 10:08pm

So how does the gas gren damage get applied, especially relative to when you get the debuffed triggered?

Source code

1
2
DoTTickDuration 1.0
DoTTickDamage 15

My understanding is that it gets applied in 15 HP chunks every second you have the debuff (ie you're in the cloud AOE). But what happens if you stay in the gas cloud for < 1s, can you interrupt the damage cycle if you gas mask between ticks, etc or do you always get a 15HP chunk taken off if you get the debuff?

Another thing I find very confusing is the avatar response: sometimes you'll be in a cloud and choking/gagging sounds are playing but no damage gets taken, othertimes you'll basically be running through nothing, or what you think is a spent granade and all of a sudden it's -15 HP.

My only deaths to gas are from the latter situation: pulling back from a firefight with a sliver of health either to insta-gib from a gas grenade without any real warning I'm in the AOE, or because it was mixed in with a friendly grenade and the "warning flashy" wasn't there or I didn't process it in the chaos.

It's not a major frustration.

My biggest issue is the meta impact: namely over-valueing the trench variants over all other variants for weapons. If you're leading assaults or dug in defending as opposed to playing the mid/back field you will run into a ton of gas and hipfire is already so exceptionally advantageous on the likes of the 1907, Automatico, BAR that it really makes these the go-to choices. If you have to fight masked, you're basically toast if you have to fight - which is precisely the point, but it's actually exceptionally powerful.

PvF 2017 Champion

Posts: 7,231

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: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

Wednesday, January 4th 2017, 11:29pm

Quoted from "tankmayvin"

Another thing I find very confusing is the avatar response: sometimes you'll be in a cloud and choking/gagging sounds are playing but no damage gets taken,

Data Browser

Passive Spotting is the future!

"Skill" may indeed be the most magical of words. Chant it well enough and any desire can be yours.

Are you a scrub?

Quoted from "blahdy"

If it flies, it dies™.

Posts: 2,015

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: Jan 12th 2014

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Reputation modifier: 14

Thursday, January 5th 2017, 12:08am

Quoted from "tankmayvin"

Another thing I find very confusing is the avatar response: sometimes you'll be in a cloud and choking/gagging sounds are playing but no damage gets taken,

Well that's not terribly helpful as a game mechanic.....no other friendly stuff causes player status changes.

Posts: 32

Date of registration
: Aug 11th 2014

Platform: PC

Location: France

Battlelog:

Reputation modifier: 5

Thursday, January 5th 2017, 12:56am

Quoted from "tankmayvin"

My biggest issue is the meta impact: namely over-valueing the trench variants over all other variants for weapons. If you're leading assaults or dug in defending as opposed to playing the mid/back field you will run into a ton of gas and hipfire is already so exceptionally advantageous on the likes of the 1907, Automatico, BAR that it really makes these the go-to choices. If you have to fight masked, you're basically toast if you have to fight - which is precisely the point, but it's actually exceptionally powerful.

Some sidearms are very powerful for close range engagements, especially the revolvers like the Auto, Bulldog and such. It's generally a good idea to equip those when you use a weapon that cannot be really used at close range and/or hip fire.

BF1: | BF1 Multi-Weapon Comparison | Symthic

I dont think the impact is that great !

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: Mar 19th 2014

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Thursday, January 5th 2017, 1:05am

Quoted from "tankmayvin"

Well that's not terribly helpful as a game mechanic.....no other friendly stuff causes player status changes.

Not having gas affect friendlies at all would be immensely detrimental to the game. Gas the enemies, then just charge in with no debuffs or restrictions on your teammates; it would be like having Smoke only block the enemy's LoS, but not your teammates'.

If you (general "you", not you-you) think gas spam is bad now, oh man, gas with no friendly effects would be multiple times worse. That it affects friendlies is one of its few notable things preventing it actually being spammed literally everywhere at all times.
Who Enjoys, Wins

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Posts: 7,231

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: Apr 3rd 2012

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Reputation modifier: 19

Thursday, January 5th 2017, 1:22am

Quoted from "tankmayvin"

Well that's not terribly helpful as a game mechanic.....no other friendly stuff causes player status changes.

Not having gas affect friendlies at all would be immensely detrimental to the game. Gas the enemies, then just charge in with no debuffs or restrictions on your teammates; it would be like having Smoke only block the enemy's LoS, but not your teammates'.

If you (general "you", not you-you) think gas spam is bad now, oh man, gas with no friendly effects would be multiple times worse. That it affects friendlies is one of its few notable things preventing it actually being spammed literally everywhere at all times.

You are also assuming that players are aware that their gas nades affect their teammates as well.

Based on the fact that one person in this thread had to look up an XFactor video to figure that aspect out and how the game does not actually inform the player of this information, I'm fairly certain that the friendly Suppression is obscure enough that most players are in fact unaware of what they're doing to teammates.

This means that turning it on or off would have no effect on spam.

Also, Smoke's visual component only works on your teammates and enemies. AFAIK, spotting and aim assist are disabled only for enemies.

Furthermore, giving players an avenue to actively sabotage their teammates is not a good idea.

See Battlefield 3, Battlefield 4, and Hardcore mode for good examples. In fact, you might as well look at any previous Battlefields for examples.
Data Browser

Passive Spotting is the future!

"Skill" may indeed be the most magical of words. Chant it well enough and any desire can be yours.

Are you a scrub?

Quoted from "blahdy"

If it flies, it dies™.

This post has been edited 1 times, last edit by "NoctyrneSAGA" (Jan 5th 2017, 1:28am)

Posts: 2,015

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Thursday, January 5th 2017, 1:25am

@Mahkah

For sure, but they don't dominate the way the various potent hipfire automatics do, the real strength of the gas is neutralizing ADS fire from the strong midrange weapons during an advance. The impact is actually huge it's just underplayd often because of spam instead of well placed tosses much of the time.

Combined with smoke its even better since you can basically bounce entire positions with trench weapons at point blank. But it requires the whole squad or group outfitted with a mix and the right weapons and grens: shotguns, automaticos, bars and the 1907 trench. You can turn any meatgrinder flag into a blind knife fight if a whole squad is dumping gas and smoke.


text:
# If 9 cubic blocks with a side length of 1/3 inches are needed to find the volume of a cube, what is the volume of the cube?

Nov 14, 2015

$27 {\text{in}}^{3}$ or 27 Inches Cubed

#### Explanation:

The wording of this answer confused me, but I think I might understand what it's getting at.

In order to calculate the volume of a cube you need to know the length of a single side. If 9 blocks are required to find the volume, then we must need all 9 blocks to measure a single side.

If we stack 9 block vertically (or line them up side by side), we get:

$9 \cdot \frac{1}{3} \text{in" = 3"in}$

If a single side of the cube is 3 inches, then we can simply solve for area using the area formula $V = {a}^{3}$

$V = {a}^{3} = {3}^{3} = 27 {\text{in}}^{3}$


text:
# Chemical properties of Aluminium

ChemistryMaterials: Metals and Non-metals

#### Basic Principles of Organic Chemistry

75 Lectures 5 hours

#### Organic Chemistry: How to Build People

54 Lectures 4 hours

#### Electro Chemistry

13 Lectures 2 hours

## Introduction

The availability of aluminium in a pure state is very rate due to its chemical properties. Additionally, it is one of the most abundant compounds on the Earth due to its availability of it as a compound state with other materials. “Alum and aluminium oxide” are the two most frequent particles discovered as the chemical properties of this material. This tutorial helps understand the usefulness of aluminium in the different prospective and shares knowledge regards the chemical properties of aluminium.

The electron number of the aluminium is 13, which refers to that; it has exactly 13 protons in the nucleus of an atom of aluminium. The most useful characteristic of aluminium is it can combine with over 270 materials found in nature. Due to the softness and durability of this material, it has enormous use cases. Aluminium is not a magnetic material and it is not resistant to corrosion. In the right state, aluminium can dissolve in the water. The aluminium comes as a member of the "Boron family" which has the electronic configuration of "${1s^2\:2s^2\: 2p^6 \:3s^2\: 3p^1}$" (Ponnusamy et al. 2020).

With the inclusion of the "group 13" material, aluminium can form an ionic of the "A13+ ions".

Images Coming soon

One of the major characteristics of aluminium is, that it has a very less amount of density in the chemical reaction that is making this element soft and durable and possible to use in "multiple formations". The chemical and biological application of aluminium is constructing it as multi-perspective material on Earth. The benefits of using this material can help in manufacturing different items, such as cans, parts for aeroplanes and rockets, kitchen utensils, foils, and different other materials that have usefulness in the different industries. Different forms of aluminium have applications in manufacturing cars, watches, bicycles, railway engines, and other materials (Matmatch, 2022).

The usefulness of the material is due to its lightweight and it is possible to form the desired shapes easily with the aluminium.

Images Coming soon

Figure 2: "Properties and application of Aluminium"

## Chemical Properties of Aluminium

The following illustrations are regarding the first chemical properties of Aluminium: The reaction of aluminium with air is depending on the oxide layer that is to protect the coating of the aluminium from wiped out due to the attack made by the air. If the "oxide layer" gets hurt, the vulnerability of the Aluminium metal can be witnessed which reacts with oxygen and benefits in the appearance of "amphoteric oxide".

Another reaction with the acids can make the formula of the hydrogen gas. The chemical properties of the aluminium are the reaction with another component. In this formation, mineral acids are reactive to make the solutions that may have liquid along with releasing H2. The reaction between HCL and Aluminium will also create releasing the hydrogen gas.

The third chemical property of the aluminium material is the formation of a new compound. Oxygen and hydrogen have different chemical properties that can make the items significant in the present circumstances (Mwema et al. 2018).

"Oxygen and Aluminium electro negativity" can construct it feasible for the Aluminium to compose bonds that are covalent and able to react with oxygen. Aluminium reacts to the items that are warm and can create a colourless solution of sodium.

Images Coming soon

Figure 3: Chemical properties of Aluminium

The followings are the unique features of the Aluminium that comes under the chemical properties due to the behaviour:

• Aluminium is a material that consists of the "silver type" and includes a bluish colour.

• The melting point of the Aluminium is 660°C.

• Aluminium has a density of "2.708grams/cubic centimetre".

## Application of Aluminium

Different applications of Aluminium are applicable in the different industries to create materials that are intended to be most durable. The availability of aluminium on the Earth is around eight per cent crust in the earth. Different types of metal can form different states of items that can make synthetic materials. Aluminium is one of the stable materials that is found for the construction of different materials. The utilisation of aluminium is not used for the construction of the different materials that are not sustainable as aluminium is not a stable material. Additionally, combinations with other materials such as magnesium, manganese, copper, and silicon are lightweight but create a stable formation (Smith et al. 2018). They are effective in the construction of different materials that are generally used in aeroplanes and these materials are used in distinct classes of transportation.

## Isotopes

"Aluminium has six radioactive isotopes." The naturally occurring isotopes of aluminium refer to the aluminium-27. Isotopes are forming about the formation of a new element. The "mass number" refers to the presentation of the neutrons and protons in an atom's nucleus. Significantly, according to chemistry, the protons determine the characteristic, but the "number of the neutrons in the atom" can vary depending on the number. Different numbers are the reference of an isotope for a material.

## Conclusion

This tutorial highlights the chemical properties of one of the most abundant material presents on the Earth, Aluminium. It has a less amount of density and its durability of it can make the development of the different significant items. Most of the time, the combination of the other material comes useful to create the useful application of Aluminium. Due to modern welfare, the application of aluminium is available in the construction of the different items.

Q1. What is the number of ions available in Aluminium?

The number of ions present in the Aluminium is 13, which seems that Aluminium has 13 electrons and 13 protons in each atom.

Q2. What are the properties of aluminium?

Aluminium has a low density, the conductivity of the material is highly thermal, and it is a non-toxic material.

Q3. What are the possible applications of Aluminium?

The construction of stable and lightweight material refers to the application of aluminium.

In different transportation use cases, aluminium is replacing steel for the property which is effectively stable and lightweight.

## References

### Journals

Ponnusamy, P., Rahman Rashid, R. A., Masood, S. H., Ruan, D., & Palanisamy, S. (2020).

Mechanical properties of SLM-printed aluminium alloys: a review. Materials, 13(19), 4301. Retrieved from: https://www.mdpi.com/1996-1944/13/19/4301/pdf

Smith, S. R., Rafati, R., Haddad, A. S., Cooper, A., & Hamidi, H. (2018). Application of aluminium oxide nanoparticles to enhance rheological and filtration properties of water based muds at HPHT conditions. Colloids and Surfaces A: Physicochemical and Engineering Aspects, 537, 361-371. Retrieved from:https://aura.abdn.ac.uk


text:
# Symmetry of physical laws [duplicate]

What is the easiest explanation for how the symmetry of laws under translation in time relates to energy conservation in physics?


text:
When doesn't a supremum exist?

Other than ∞, is there another case where a supremum (or an infimum for that matter) doesn't exist?

• Are you asking if a finite set always has a supremum? Jan 16, 2016 at 0:44
• OP may rather be asking whether it is possible for a set bounded from above to lack a supremum. Jan 16, 2016 at 0:46

Supremum axiom: Any nonempty subset $A\subset\mathbb{R}$ which is bounded above has a supremum $s\in\mathbb{R}$.

This is only valid in $\mathbb{R}$. For example, the set $\{x\in\mathbb{Q}:x\geq 0, \ x^{2}<2\}$ does not admit supremum, since $\sqrt{2}\notin\mathbb{Q}$.

Yes, depends on the partial ordering you define. A partial ordering for which a bounded set have sup and inf is called complete.

An example of an incomplete ordering would be on set $\lbrace a, b, c \rbrace$, $a < b$, $a < c$, but $b$ and $c$ are not comparable. Then the subset $\lbrace a, b, c \rbrace$ do not have a supremum

Note that the real numbers are complete, therefore supremum exists for all bounded sets

• I think there might be something wrong with your example. You show that your partial order isn't a total order, but a complete order is different. You can have compete order without it being a total order for example $\{a,b,c,d\}$ with $a<b<d$ and $a<c<d$. $b$ and $c$ are not comparable, but every subset has a supremum(if both $b$ and $c$ are in the set, $d$ is the supremum). Jan 16, 2016 at 1:11

Within the extended line $[-\infty,+\infty] = \mathbb R\cup \{\pm\infty\}$ every subset has a supremum and an infimum. Within the line $(-\infty,+\infty) = \mathbb R$ every subset has a supremum and and infimum except when the supremum or infimum within the extended line is $-\infty$ or $+\infty$. For example $$\sup \{1,2,3,\ldots\} = +\infty$$ and $$\sup\varnothing = -\infty.$$


text:
### Site Tools

pipeline:subtract:centershift

# Differences

This shows you the differences between two versions of the page.

 pipeline:subtract:centershift [2021/02/01 16:08]shaikh pipeline:subtract:centershift [2021/10/11 17:15]shaikh Both sides previous revision Previous revision 2021/10/11 17:15 shaikh 2021/02/01 17:22 shaikh 2021/02/01 16:08 shaikh 2021/02/01 15:54 shaikh created Next revision Previous revision 2021/10/11 17:15 shaikh 2021/02/01 17:22 shaikh 2021/02/01 16:08 shaikh 2021/02/01 15:54 shaikh created Line 36: Line 36: The reconstruction will be roughly centered by alignment to a Gaussian blob of radius specified by the flag "--volradius". (Additional centering options will be provided in the future.) If the pixel size is provided (--apix), the units of radius will be assumed to be in Angstroms. If the pixel size is not provided, the radius will be assumed to be in units of voxels. If your structure is not globular, try the shortest dimension. The reconstruction will be roughly centered by alignment to a Gaussian blob of radius specified by the flag "--volradius". (Additional centering options will be provided in the future.) If the pixel size is provided (--apix), the units of radius will be assumed to be in Angstroms. If the pixel size is not provided, the radius will be assumed to be in units of voxels. If your structure is not globular, try the shortest dimension. - The output centered parameter file will be combine the Meridien parameters with the centering parameters.  The output reconstruction will not use smear information, and may be noisier than the reconstruction from the previous step. Simply make sure that the centering was adequate. The better the centering, the smaller the required shifts will be in subseuqnet refinements. + The output centered parameter file will be combine the Meridien parameters with the centering parameters.  The output reconstruction will not use smear information, and may be noisier than the reconstruction from the previous step. Simply make sure that the centering was adequate. The better the centering, the smaller the required shifts will be in subsequent refinements. \\ \\ ===== Input ===== ===== Input ===== === Main Parameters === === Main Parameters === - ; %%--%%cvol1 : First map to average and center. (default None) + ; %%--%%cvol1 : First map to average and center. (default required string) ; %%--%%cvol2 : Second map to average and center. (default None) ; %%--%%cvol2 : Second map to average and center. (default None) ; %%--%%shiftparams : Meridien parameters to combine with centering parameters. (default None) ; %%--%%shiftparams : Meridien parameters to combine with centering parameters. (default None) ; %%--%%diffimgs : Images from signal subtraction to reconstruct. (default None) ; %%--%%diffimgs : Images from signal subtraction to reconstruct. (default None) ; %%--%%outdir : Directory where outputs will be written. (default required string) ; %%--%%outdir : Directory where outputs will be written. (default required string) - ; %%--%%volradius : Radius to use for centering reconstruction. If the structure is not globular, try the shortest dimension. (default None) + ; %%--%%volradius : Radius to use for centering reconstruction. If the structure is not globular, try the shortest dimension. (default required string) ; %%--%%apix : Pixel size in Angstroms. (default None) ; %%--%%apix : Pixel size in Angstroms. (default None) Line 61: Line 61: ; params005_centered.txt : Parameters after centering ; params005_centered.txt : Parameters after centering + [{{:pipeline:subtract:dofinal.png?410 |Reconstruction (filtered) before centering}}][{{ :pipeline:subtract:centered.png?410|Reconstruction after centering}}] + \\ \\ ===== Description ===== ===== Description =====


text:
# Using Custom Font Metric Files

The AFP2PDF Plus Transform can be configured with custom font metric files to control the placement of individual characters and to aid in text alignment. The transform uses the default fonts available in the PDF display application (for example, Adobe Acrobat) and applies special character widths as specified in the font metric file.

Font metric files should be set up to use the default PDF WinANSI encoding (code page 1252). They cannot be used for double-byte text (Asian languages). The files are located in the `\font\Type1` subdirectory and are named `Custom-Metrics-xx.met`, where xx is 1 to 99.

To configure the transform, specify the name of the font metric file as the first parameter in the `alias.fnt` file. Set the second parameter, specifying the Adobe Font Metric (AFM) file name, to NULL.

Custom Font Metric files Defined in the `alias.fnt` File shows an example of the `alias.fnt` file with entries that define custom font metric files to the transform.

#### Custom Font Metric files Defined in the `alias.fnt` File

```;**** Requested font=font name,Font metric/AFM file name (or
'NULL' for not used) *****
Font1=Custom-Metrics-1,NULL
Font2=Custom-Metrics-2,NULL
;******* End User-defined/Custom names *******```

The format of custom font metric files follows the AFM specification, including these additional parameters that describe the font used for the display:

Flags
Specifies various characteristics of the font. Values for the Flags Parameter shows the allowable values.

#### Values for the Flags Parameter

Typeface Flag
Courier—Serif Fixed Pitch `35`
Courier Bold `262179`
Courier Italic `99`
Courier Bold Italic `262243`
Helvetica (Arial)—Sans Serif Proportional `32`
Helvetica Bold `262176`
Helvetica Italic `96`
Helvetica Bold Italic `262240`
Sans Serif Fixed Pitch `33`
Sans Serif Bold Fixed Pitch `262177`
Sans Serif Italic Fixed Pitch `97`
Sans Serif Bold Italic Fixed Pitch `262241`
Times New Roman—Serif Proportional `34`
Times New Roman Bold `262178`
Times New Roman Italic `98`
Times New Roman Bold Italic `262242`
StemV
Specifies the width, measured in the x direction, of the dominant vertical stems of characters in the font.

In practical terms, StemV represents the weight or boldness of the font. A typical medium weight font has a value of 80. For a light font, the value might be in the 65–70 range. A bold font might have a value of 120. In all cases, use these values as a starting point. Adjust the StemV value to get the output PDF file to look like the original printed output.

ItalicAngle
Specifies the angle, in degrees counterclockwise from the vertical, of the dominant vertical strokes of the font. Typically, this value is in the range of -10 to -15. Adjust as necessary to get the output PDF file to look like the original printed output.

Example of a Custom Font Metric File shows an example of a custom metric file called `Custom-Metrics-1.met`.

#### Example of a Custom Font Metric File

```FontName C0CUSTOM
; Description - 'Custom Font 1'
Ascender 924
CapHeight 720
Descender -216
Flags 32
FontBBox -47 -204 996 924
ItalicAngle 0
StemV 90
XHeight 720
StartCharMetrics
C 32 ; WX 240 ; N space ;
C 33 ; WX 252 ; N exclam ;
C 34 ; WX 408 ; N quotedbl ;
C 35 ; WX 480 ; N numbersign ;
C 36 ; WX 480 ; N dollar ;
C 37 ; WX 756 ; N percent ;
C 38 ; WX 552 ; N ampersand ;
C 39 ; WX 240 ; N quotesingle ;
.
.
.
EndCharMetrics  ```