I am new on this site though we always searched for info here. we wish to
do a glmer.nb though got an error: Error in eval(expr, envir, enclos) :
..2 used in an crude context, no ... to feeling inMy digest is: we wish to
establish what does womanlike mountainous goats compared with her
juveniles and what does not. we have a response non-static as count
information of daily compared observations (Every day between May and Sep
from 1991-2012, we remarkable if any womanlike was compared or not). So,
we got steady measures as any womanlike can live over 15 years. The
explicative variables are: age (ex. 7,8,9), amicable rank(continous),
reproductive station (factor) and cocktail firmness (ex.43,46,62). we have
to use womanlike ID and Year as futile variables (I need a churned model).
With this bland count data, we have lot of '0' value (not associated). we
had start to do a burst denote (ZANB) given my '0' value are genuine '0'
though we am not certain if this could be a genuine exam or not compared
to a glmer.nb. we review a lot though now, we am only confused with all
that possibilities. we need to know: 1) what does a womanlike associate
(binomial, compared or not) 2) what is a 'abundance' when
womanlike associateglmer.nb is it a good choice to do it? Or should we do
burst denote with futile effects?Thank we unequivocally many for help! we
would conclude it! (Sorry for my 'french' english! we try!) :)First, we
code:nb.glmer <- glmer.nb(Asso.Y1 ~ Reproductive_status * Age +
Reproductive_status * Rank_Residuals + Reproductive_status * I(Age^2) +
(1|ID) + (1|Year), weights = TotalY1, data=d1_2)But gives me: Error in
eval(expr, envir, enclos) : ..2 used in an crude context, no ... to
feeling in
Brevitz
Tuesday, 8 April 2014
Thursday, 3 April 2014
Adding checkbox to a list in grails
The following is a list that i combined from a device list in a database.
we am duplicate it controlling table. For any quarrel i wanted to
supplement checkbox. how accurately can we do that?
${fieldValue(bean: devicesInstance, field: "dname")}
${fieldValue(bean: devicesInstance, field: "owner")}
${fieldValue(bean: devicesInstance, field: "serailNumber")}
${fieldValue(bean: devicesInstance, field:
"supportingAndroidVersion")}
we am duplicate it controlling table. For any quarrel i wanted to
supplement checkbox. how accurately can we do that?
${fieldValue(bean: devicesInstance, field: "dname")}
${fieldValue(bean: devicesInstance, field: "owner")}
${fieldValue(bean: devicesInstance, field: "serailNumber")}
${fieldValue(bean: devicesInstance, field:
"supportingAndroidVersion")}
Tuesday, 1 April 2014
UIKit Dynamics collision - retaining a Barrier still
How do we hinder a red "Barrier"s that are a red elements from relocating
while permitting a "falling" elements (UIView* square) to tumble and
correlate with a barrier(s)?There are many gray elements, many red
barriers...@interface MainViewController (){ UIDynamicAnimator*
_animator; UIGravityBehavior* _gravity;
UICollisionBehavior* _collision; // NSMutableArray
*collisionArray;}@end@implementation MainViewController -
(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle
*)nibBundleOrNil{ self = [super initWithNibName:nibNameOrNil
bundle:nibBundleOrNil]; if (self) { //
} relapse self;}- (void)viewDidLoad{ [super
viewDidLoad]; // collisionArray = [[NSMutableArray
alloc] init]; _animator = [[UIDynamicAnimator alloc]
initWithReferenceView:self.view]; [self
addTheBarrier];}-(void)addTheBarrier{ for (int i=0; i<20; i++)
{ UIView* separator = [[UIView alloc]
initWithFrame:CGRectMake(i*16, 250, 10, 10)];
barrier.backgroundColor = [UIColor redColor]; [self.view
addSubview:barrier]; CGPoint rightEdge =
CGPointMake(barrier.frame.origin.x +
barrier.frame.size.width, barrier.frame.origin.y);
[_collision addBoundaryWithIdentifier:@"barrier"
fromPoint:barrier.frame.origin
toPoint:rightEdge]; [collisionArray
addObject:barrier]; } [self startDynamic]; }
#pragma symbol - Dynamics -(void)startDynamic {
UIView* retard = [[UIView alloc]
initWithFrame:CGRectMake((arc4random()%250)+10, 100, 10, 10)];
square.backgroundColor = [UIColor grayColor]; [self.view
addSubview:square]; [collisionArray addObject:square];
_collision = [[UICollisionBehavior alloc]
initWithItems:collisionArray]; _gravity =
[[UIGravityBehavior alloc] initWithItems:@[square]];
[_animator addBehavior:_gravity]; //
UIDynamicItemBehavior* itemBehaviour = [[UIDynamicItemBehavior alloc]
initWithItems:@[square]]; itemBehaviour.elasticity = 0.85;
[_animator addBehavior:itemBehaviour]; //
UIPushBehavior *push = [[UIPushBehavior alloc] initWithItems:@[
retard ] mode:UIPushBehaviorModeContinuous]; [push
setPushDirection:CGVectorMake(0, 0)]; [_animator
addBehavior:push]; [_collision
setTranslatesReferenceBoundsIntoBoundary:NO]; [_animator
addBehavior:_collision]; [self
performSelector:@selector(startDynamic) withObject:nil afterDelay:0.3
];}@end
while permitting a "falling" elements (UIView* square) to tumble and
correlate with a barrier(s)?There are many gray elements, many red
barriers...@interface MainViewController (){ UIDynamicAnimator*
_animator; UIGravityBehavior* _gravity;
UICollisionBehavior* _collision; // NSMutableArray
*collisionArray;}@end@implementation MainViewController -
(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle
*)nibBundleOrNil{ self = [super initWithNibName:nibNameOrNil
bundle:nibBundleOrNil]; if (self) { //
} relapse self;}- (void)viewDidLoad{ [super
viewDidLoad]; // collisionArray = [[NSMutableArray
alloc] init]; _animator = [[UIDynamicAnimator alloc]
initWithReferenceView:self.view]; [self
addTheBarrier];}-(void)addTheBarrier{ for (int i=0; i<20; i++)
{ UIView* separator = [[UIView alloc]
initWithFrame:CGRectMake(i*16, 250, 10, 10)];
barrier.backgroundColor = [UIColor redColor]; [self.view
addSubview:barrier]; CGPoint rightEdge =
CGPointMake(barrier.frame.origin.x +
barrier.frame.size.width, barrier.frame.origin.y);
[_collision addBoundaryWithIdentifier:@"barrier"
fromPoint:barrier.frame.origin
toPoint:rightEdge]; [collisionArray
addObject:barrier]; } [self startDynamic]; }
#pragma symbol - Dynamics -(void)startDynamic {
UIView* retard = [[UIView alloc]
initWithFrame:CGRectMake((arc4random()%250)+10, 100, 10, 10)];
square.backgroundColor = [UIColor grayColor]; [self.view
addSubview:square]; [collisionArray addObject:square];
_collision = [[UICollisionBehavior alloc]
initWithItems:collisionArray]; _gravity =
[[UIGravityBehavior alloc] initWithItems:@[square]];
[_animator addBehavior:_gravity]; //
UIDynamicItemBehavior* itemBehaviour = [[UIDynamicItemBehavior alloc]
initWithItems:@[square]]; itemBehaviour.elasticity = 0.85;
[_animator addBehavior:itemBehaviour]; //
UIPushBehavior *push = [[UIPushBehavior alloc] initWithItems:@[
retard ] mode:UIPushBehaviorModeContinuous]; [push
setPushDirection:CGVectorMake(0, 0)]; [_animator
addBehavior:push]; [_collision
setTranslatesReferenceBoundsIntoBoundary:NO]; [_animator
addBehavior:_collision]; [self
performSelector:@selector(startDynamic) withObject:nil afterDelay:0.3
];}@end
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