Time left
Author: h | 2025-04-24
Time left:7 Time left:6 Time left:5 Time left:4 Time left:3 Time left:2 Time left:1 Timer action! Time left:7 Time left:6 Then simply change the System.out's with your code to
Time That Is Left - YouTube
Hungry Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Player Codes: Your punches are super-powerful Triangle square circle L1 L2 up down left right Spawn iron man hulkbuster Square, L1, R1, Right, X, Up, L1, Left, Left Time Codes: Always midnight (clock is 00:00) Left, Left, L2, R1, Right, Square, Square, L1, L2, X Time Codes: Dusk/Evening R2, X, L1, L1, L2, L2, L2, Square Time Codes: Morning R2, X, L1, L1, L2, L2, L2, Triangle Time Codes: Nighttime R2, X, L1, L1, L2, L2, L2, Down Time Codes: Noon Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, Circle, Triangle Time Codes: Time goes by faster Right, R2, Up, Up, R2, Circle, Square, R2, L1, Right, Down, L1 Traffic Codes: Aggressive Drivers R2, Circle, R1, L2, Left, R1, L1, R2, L2 Traffic Codes: Aggressive Traffic L2, Right, L1, Up, X, L1, L2, R2, R1, L1, L1, L1 Traffic Codes: All traffic is junk cars Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: All traffic lights are green Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Traffic Codes: All vehicles become black Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Traffic Codes: All vehicles become pink Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: Spawns faster cars Triangle, Left, Square, R2, Up, L2, Down, L1, X, L1, L1, L1 Traffic Codes: Traffic is country vehicles Left, Triangle, R1, L1, Up, Square, Triangle, Down, Circle, L2, L1, L1 Vehicle Codes: All cars have nitro Up, X, Triangle, X, Triangle, X, Square, R2, Right Vehicle Codes: All taxis have nitro and jump (press L3) Triangle, L1, Triangle, R2, Square, L1, L1 Vehicle Codes: All vehicles become invisible (except motorcycles) Square, R2, Down, Down, Left, Down, Left, Left, L2,
Showing the time left of a song
Up, Up, Left, Right, Square, Circle, Right Player Codes: Minimize Fat Square, L2, R1, Triangle, Up, Square, L2, Up, X Player Codes: Never become hungry Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Player Codes: Your punches are super-powerful Square, L1, R1, Right, X, Up, L1, Left, Left Time Codes: Always midnight (clock is 00:00) Left, Left, L2, R1, Right, Square, Square, L1, L2, X Time Codes: Dusk/Evening R2, X, L1, L1, L2, L2, L2, Square Time Codes: Morning R2, X, L1, L1, L2, L2, L2, Triangle Time Codes: Nighttime R2, X, L1, L1, L2, L2, L2, Down Time Codes: Noon Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, Circle, Triangle Time Codes: Time goes by faster Right, R2, Up, Up, R2, Circle, Square, R2, L1, Right, Down, L1 Traffic Codes: Aggressive Drivers R2, Circle, R1, L2, Left, R1, L1, R2, L2 Traffic Codes: Aggressive Traffic L2, Right, L1, Up, X, L1, L2, R2, R1, L1, L1, L1 Traffic Codes: All traffic is junk cars Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: All traffic lights are green Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Traffic Codes: All vehicles become black Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Traffic Codes: All vehicles become pink Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: Spawns faster cars Triangle, Left, Square, R2, Up, L2, Down, L1, X, L1, L1, L1 Traffic Codes: Traffic is country vehicles Left, Triangle, R1, L1, Up, Square, Triangle, Down, Circle, L2, L1, L1 Vehicle Codes: All cars have nitro Up, X, Triangle, X, Triangle, X, Square, R2, Right Vehicle Codes: All taxis have nitro and jump (press L3) Triangle, L1, Triangle, R2, Square, L1, L1 Vehicle Codes: All vehicles become invisibleThere is time left - WordReference Forums
B Delay Time Variation Delay Mix MAGIC DRIVE Delay Time Variation Delay Mix Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B fast Sensitivity Depth AUTO WAH slow Sensitivity Depth Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B LFO Band Pass LFO Speed Depth... Page 20 Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B Tune Left Mix L Mix R Tune Left Mix L Mix R Tune Left Mix L Mix R PITCH Tune Left Mix L Mix R SHIFTER Tune Left Mix L Mix R +4 % Tune Left Mix L... Page 21 Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B fast Sensitivity Ratio Gain COMPRESSOR slow Sensitivity Ratio Gain Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B Overdrive Sensitivity Ratio Gain EXPANDER Clean Sensitivity Ratio Gain Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B Drive Presence... Page 22 Preset-Nr. Effect Variation PARAMETER EFFECT A EFFECT B Stack A HF Cut Peak Gain Peak Frequency SPEAKER Stack B HF Cut Peak Gain Peak Frequency CABINET Combo HF Cut Peak Gain Peak Frequency... Page 26 Effect Variation short Pre-Delay Reverb Time 1..32 Mix L 0..50 10 Mix R 0..50 10 SPRING REVERB long Pre-Delay Reverb Time 1..32 Mix L 0..50 10 Mix R 0..50 10 short Pre-Delay Reverb Time 1..32 Mix L 0..50 10 Mix R 0..50 10 STUDIO long Pre-Delay... Page 27 Effect Variation ultra Reverb Time 0..63 20 Flanger Mix 0..99 50 Reverb Mix 0..50 10 slow Reverb Time 0..63 20 Flanger Mix 0..99 40 Reverb Mix 0..50 10 FLANGER / medium I Reverb Time 0..63 50 Flanger Mix 0..99 50 Reverb Mix 0..50 10 REVERB medium II Reverb Time... Page 28 Default OFF, 1 - 16 Basic memorized Changed OFF, 1 - 16 Channel Default Messages Mode Altered Note Number True Voice Note ON Velocity Note OFF Keys. Time left:7 Time left:6 Time left:5 Time left:4 Time left:3 Time left:2 Time left:1 Timer action! Time left:7 Time left:6 Then simply change the System.out's with your code toTime Left Tab by Zutomayo
Bandpass filter that selects only certain time series components. Thus, a continuous wavelet transform looks like the following:$${W}_{x}\left(u, s\right)=\underset{-\infty }{\overset{\infty }{\int }}x\left(t\right)\frac{1}{\sqrt{s}}{\uppsi }^{*}\left(\frac{t-u}{s}\right)dt$$ (1) where the variable ψ* is the complex conjugate of ψ.The wavelet coherence between time series X and Y is:$${R}_{xy}=\frac{S\left({W}_{xy}\left(s,t\right)\right)}{\sqrt{S\left({\left|{W}_{x}\left(s,t\right)\right|}^{2}\right) S\left({\left|{W}_{y}\left(s,t\right)\right|}^{2}\right)}}$$ (2) where S() is an appropriate smoothing function. \({W}_{z}\left(s,t\right)\) is the Morlet wavelet transform of time series x, and \({W}_{xy}\left(s,t\right)\) is the cross-wavelet transform between time series x and y. The Morlet wavelet is a complex exponential (the mother wavelet) scaled by a Gaussian (father wavelet):$${{\psi }_{0}\left(t\right)=\frac{1}{\sqrt[4]{\pi }}}e^{i{\omega }_{0}t}{e}^{-{t}^{2}/2}$$ (3) where \({\omega }_{0}\) is the angular frequency of the complex exponential, t is a translated time parameter, and i is the imaginary unit (Morlet et al. 1982).To arrive at conclusions regarding causal relationships, we must use the coherence phase difference:$${\phi }_{XY}=Arctan\frac{Im\left({W}_{XY}\left(s,t\right)\right)}{Re\left({W}_{XY}\left(s,t\right)\right)}$$ (4) which is the complex argument of the scalar value, \(\phi\), with Im being the imaginary part and Re the real part of a complex number.PWC is the extension of wavelet coherence in a multivariate specification. Similar to the Pearson-type partial autocorrelation, PWC eliminates the influence of all other variables on the coherence between \({X}_{i}\) and \({X}_{j}\). At the same time, it induces the possibility of controlling for nonlinearity. PWC can be computed using equation (5):$${PWC}_{{X}_{i}{X}_{j}}=-\frac{{R}_{ij}}{\sqrt{{R}_{ii}{R}_{jj}}}$$ (5) Where \({R}_{ij}\)is the corresponding cofactor in the determinant of the matrix of all the smoothed cross-wavelet coherences R=∥rij∥ (i.e., the cross-wavelet analog of the correlation matrix).Like the Pearson-type multiple correlation coefficient, multiple wavelet coherence (MWC) aims to quantifyHow Many Days Are Left in 2025? Time Left in the Year
First PhaseWaves resembling a music visualizer will appear from the right side of the screen in time with the guitar. A wave of rounded walls will come up on the bottom of the screen, slowly moving left in time with the music. While this happens, squares moving in a wave pattern will come from the right side on the top of the screen.The music visualizer appears again, and this time waves will appear on the bottom with the rounded walls coming up on the top. This repeats, with the second time it comes up on the bottom having one wall which is much higher than the rest, marked by a vertical line. The second time it comes up on the top, walls will appear on the right, left, and bottom before disappearing.The next part involves giant rounded walls coming from the right or left sides of the screen before moving to the right or left depending on which side they came out on. The visualizer will come back and appear on both sides now, again in time with the guitar. After this happens for a bit, you will reach the second checkpoint.Second PhaseWalls will line the left and right of the screen with a vaporwave effect. During this part, the square waves will come up from the bottom and top of the screen while pulse bombs explode in time with the guitar—there are a lot of pulse bombs to avoid in this phase. They appear towards the top of the screen alternating on the left and right. Then, a giant laser will strike the center, with a warning beforehand, forcing you to move to the left or the right. This part then repeats. except now the pulse bombs can appear near the bottom as well.Now, rounded walls will move and cover the top and bottom of the screen while pulse bombs explode on both sides of you, two at a time, in time with the music. After a bit, rounded walls will come up from both the top and bottom, slowly getting longer, and then disappear.Final PhaseThe part directly above will repeat, with the walls being longer, giving you less space to move. Then, lasers will strike the edges, removing them, and the vaporwave walls will reappear on the top and bottom.Rounded walls will come in form the right, moving fast and alternating between the top and bottom. The player must ether dash through them or move carefully in a circle to avoid them. This will then repeat, but the walls will instead come from the left before lasers strike the right and left edges of the screen.Next, the right side of the screen will release walls covering the topVolume-time curve of left ventricle
Appendix1.1.1 The Expectation Value for the Net Nuclear Magnetization in the PFGSEThe concept of a density matrix is convenient when working with practically non-interacting spins, as is the case for particles in motion. However, there is a requirement to calculate the magnetization that is detectable from an NMR pulse sequence containing RF-pulses and magnetic field gradient pulses. A differential equation reflecting the spin dynamics of the system must be found and solved. The solution of the equation will be dependent on the interaction between the spin system and the time dependent external field \( \overrightarrow {H} (t) \), and will provide information on the evolution of the spin system when being subjected to RF pulses and magnetic field gradients. The derivation below is motivated by the need for a way to calculate the magnetization that is detectable from an NMR pulse sequence containing RF-pulses and magnetic field gradient pulses.Assuming that the probability function of an ensemble of spins is the sum of a set of orthogonal eigen functions, it can be written as follows [21] $$ \psi = \sum\limits_{n} {c_{n} U_{n} } $$ (1.29) Here cn is the time dependent part while Un is the time independent part. The expectation value for the magnetization of the ensemble then is$$\begin{aligned} \left\langle {M_{x} } \right\rangle &= \sum\limits_{m,n} {c_{m} * c_{n} } \left\langle {m|M_{x} |n} \right\rangle = \sum\limits_{m,n} {\left\langle {n|P|m} \right\rangle \left\langle {m|M_{x} |n} \right\rangle } \\& = \sum\limits_{n} {\left\langle {n|PM_{x} |n} \right\rangle } = Tr\left\{ {PM_{x} } \right\} \end{aligned}$$ (1.30) where P is defined as \( \left\langle {n|P|m} \right\rangle = c_{n} c_{m}^{*} \). When looking at the ensemble average, the average over all possible time dependent wave functions cn, the definition of the density matrix ρd may be produced.$$ \left\langle {n|\rho_{d} |m} \right\rangle = \overline{{\left\langle {n|P|m} \right\rangle }} = \overline{{c_{n} c_{m}^{*} }} $$ (1.31) The average expectation value of the magnetization of the spin ensemble is then written$$ \overline{{\left\langle {M_{x} } \right\rangle }} = Tr\left\{ {\rho M_{x} } \right\} $$ (1.32) The physical interpretation of ρd becomes apparent when considering \( \left\langle {n|\rho_{d} |n} \right\rangle = \overline{{c_{n} c_{n}^{*} }} \). This is the probability of finding the system in state n, and therefore the trace of ρMx (\( Tr\left\{ {\rho M_{x} } \right\} \)) is the sum of the expectation values for the magnetization of all states, each multiplied by the probability of finding that state occupied. Now consider the Schrödinger equationDelay start and time left display
Time. Breathe in. And breathe out. Okay. Slowly back ups. Switch sides. We'll get plenty of time in these hamstrings. So Just starting to warm up. Right foot, inner left thigh, active left leg, so heel forward, toes back. Breathe in. Breathe out. Now inhale come out of it a little bit. Exhale lean back in. Inhale out of it. Exale back in. Inhale. And exhale. Perfect. Now come back up. Now we'll take that straddle position. So a little wider with the legs. And just like some personal intel, this has never been my strength. Ham string stretching, never been my strength. But over the years, it's increased through practice and it feels feels really good, but it took attention and detail or detail to, attention to detail and patience. So now we're going to reach to the right. Come out of it, breathe in, reach to the left. Breathe in to center. Breathe out to the right. Breathe in to center. Breathe out to the left. One more time to write. One more time to laugh. Breathe in. Breathe out. Okay. Back to center. Now, we're gonna add to that single leg. So keep the right leg where it is. Left foot to the inner right thigh. Turn open to the left just a bit. Reach the right fingertips or wrap around the big toe. Okay? K. Now that's kinda nice. That feels like a good stretch, but let's see if we can take a side bend too. So the left arm reaches up. Breathe in. With the palm facing down, reach up and over the head toward the foot. Now, what I like to do, call it a cheat, call it just another way to do it, so I like to drop the left shoulder down so that I can actually reach the foot. And I get that left side body stretch, right leg stretch. Stay committed to your breathing. Those little micro movements in and out. Now reach back up. Mindful of like the transition out of a pose like that, just for your low back. Come back out and make a couple adjustments here. Bring the left hand down. Ben the right foot down, come up onto the left knee and lift the right arm up as you press the hips up. This is like potentially a nice little counter pose. Curl your left toes. Time left:7 Time left:6 Time left:5 Time left:4 Time left:3 Time left:2 Time left:1 Timer action! Time left:7 Time left:6 Then simply change the System.out's with your code to Download. Play. Listen to Time Left - Single by ZUTOMAYO. Listen to Time Left - Single by ZUTOMAYO. 0:00. ZUTOMAYO Time Left. ZUTOMAYO - Time Left - Single. Choose music
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Hands or without. I'm gonna offer it without. Arms out in front of you, sitting up nice and tall, pivot the hips to the left. Now You have a 90 degree front, back leg and front, lean your body toward the left inner thigh. You'll feel potential pigeon stretch on that left Sidoti. And use the strength of your legs and your core to come up to center Now here, gotta shift yourself to center. Otherwise, you're gonna wander around the mat. Pivot to the right. Fold over that right inner thigh. Back up to center. Again, shift to center, release the arms, and again. Good. This time, stay in the stretch for a moment, lean into it. Possibly even taking that right leg back, but staying on the outer edge of the left leg, but extend that left leg back, maybe even come onto the toes of the right foot. Lene a little left, lean a little right. You can prop yourself upright like so. Good. Now prop yourself back up if you're not. Bend that right leg. Pull the right heel in a little bit and then walk back for that what's called like a hurtler stretch. You're gonna stretch the top of the right quad for a moment. Good. Back up to center. See if you can use your core, use your hips, to rotate, re center, and over to the right, and fold, extend the left leg back as an option. Toes curled for that toe stretch. I promise you there's some value there, especially if you kind of have, you know, any issues with your feet, stretch those toes out in the bottom of your feet as much as you can. Good. Come back up. Bend the left leg. Lean back. So all you're doing, leaning back is just kinda getting some length through that left quadricep muscle. Or muscles. Okay. Back up to center. Good. Now try just a couple rounds where you take your arms, and you're gonna wander a little bit, but go from left over to right. And when you're up in center, sit up tall. It's a core exercise big time over to the left. One more time over to the right. And one more time to the left. Okay. Back to center on the mat. Now bring the hands back behind you, lift the hips a little bit, itTime Left to Plan – Shovel Courses
So it is possible to estimate drift and biases of the INS instrument, which can be used for the following epochs.In this context considering IRB + INS techniques, real-time position and attitude are estimated by evaluating the following equations:$$x_{k} = x_{n} + \mathop \sum \limits_{k = 1}^{t} \left( {\left( {v_{n} + \mathop \sum \limits_{h = 1}^{k} \left( {R_{h} \times \left( {a_{h} - bias_{n} } \right) \times d{\text{t}}} \right)} \right) \times d{\text{t}}} \right) + \frac{1}{2}\mathop \sum \limits_{k = 1}^{t} \left( {R_{k} \times \left( {a_{k} - bias_{n} } \right) \times d{\text{t}}^{2} } \right),$$ (1) $$\varphi_{k} = \varphi_{n} + \mathop \sum \limits_{k = 1}^{t} \left( {R_{k} \times \left( {\omega_{k} - drift_{n} } \right) \times {\text{d}}t} \right),$$ (2) where xk, vector of coordinates; vk, the vector of velocities; Rh, rotation matrix from body to navigation frame; ak, the acceleration vector; dt, time interval; bias, bias vector; drift, drift vector; \(\varphi\) k, attitude expressed as three orientation angles; ωk, angular velocity vector; k, index for the sequence of positions based on sensor measurement rate; n, sequence of INS epochs between two IRB epochs (n is a periodic subset of k values).It is therefore necessary to estimate the bias used in (1) and the drift used in (2) at each step.If the position is evaluated in three consecutive epochs n, n + 1 and n + 2 with IRB fix (i.e. epochs with positions and attitudes estimated by the IRB technique) and the bias is assumed to be constant over the two time intervals, the three. Time left:7 Time left:6 Time left:5 Time left:4 Time left:3 Time left:2 Time left:1 Timer action! Time left:7 Time left:6 Then simply change the System.out's with your code to156 time left icons - Iconfinder
Foot stance toward A while executing an upward block with a left palmMove the left foot to D forming a right L-stance toward D while executing a middle guarding block to D with a knife-handRight upper elbow strike while forming a left walking stance toward D, slipping the left foot to DMove the right foot to D forming a left L-stance toward D while executing a middle guarding block to D with a knife-handLeft upper elbow strike while forming a right walking stance toward D, slipping the right foot to DMove the left foot to D forming a left walking stance toward D while executing a high vertical punch to D with a twin fistMove the right foot to D forming a right walking stance toward D while executing an upset punch to D with a twin fistMove the right foot on line CD and then turn counter clockwise to form a left walking stance toward C while executing a rising block with an X-fistMove the left foot to E forming a right L-stance toward E while executing a high side strike to E with the left back fistTwist the left fist counter clockwise until the back fist faces downward, at the same time forming a left walking stance toward E, slipping the left foot to EHigh punch to E with the right fist while maintaining a left walking stance toward E. Perform 15 and 16 in a fast motionBring the left foot to the right foot and then move the right foot to F, forming a left L-stance toward F while executing a high side strike to F with a right back fistTwist the right fist clockwise until the back fist faces downward, at the same time forming a right walking stance toward F, slipping the right foot to FHigh punch to F with the left fist while maintaining a right walking stance toward F. Perform 18 and 19 in a fast motionBring the right foot to the left foot and then move the left foot to C forming a left walking stance toward C while executing a highComments
Hungry Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Player Codes: Your punches are super-powerful Triangle square circle L1 L2 up down left right Spawn iron man hulkbuster Square, L1, R1, Right, X, Up, L1, Left, Left Time Codes: Always midnight (clock is 00:00) Left, Left, L2, R1, Right, Square, Square, L1, L2, X Time Codes: Dusk/Evening R2, X, L1, L1, L2, L2, L2, Square Time Codes: Morning R2, X, L1, L1, L2, L2, L2, Triangle Time Codes: Nighttime R2, X, L1, L1, L2, L2, L2, Down Time Codes: Noon Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, Circle, Triangle Time Codes: Time goes by faster Right, R2, Up, Up, R2, Circle, Square, R2, L1, Right, Down, L1 Traffic Codes: Aggressive Drivers R2, Circle, R1, L2, Left, R1, L1, R2, L2 Traffic Codes: Aggressive Traffic L2, Right, L1, Up, X, L1, L2, R2, R1, L1, L1, L1 Traffic Codes: All traffic is junk cars Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: All traffic lights are green Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Traffic Codes: All vehicles become black Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Traffic Codes: All vehicles become pink Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: Spawns faster cars Triangle, Left, Square, R2, Up, L2, Down, L1, X, L1, L1, L1 Traffic Codes: Traffic is country vehicles Left, Triangle, R1, L1, Up, Square, Triangle, Down, Circle, L2, L1, L1 Vehicle Codes: All cars have nitro Up, X, Triangle, X, Triangle, X, Square, R2, Right Vehicle Codes: All taxis have nitro and jump (press L3) Triangle, L1, Triangle, R2, Square, L1, L1 Vehicle Codes: All vehicles become invisible (except motorcycles) Square, R2, Down, Down, Left, Down, Left, Left, L2,
2025-04-14Up, Up, Left, Right, Square, Circle, Right Player Codes: Minimize Fat Square, L2, R1, Triangle, Up, Square, L2, Up, X Player Codes: Never become hungry Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Player Codes: Your punches are super-powerful Square, L1, R1, Right, X, Up, L1, Left, Left Time Codes: Always midnight (clock is 00:00) Left, Left, L2, R1, Right, Square, Square, L1, L2, X Time Codes: Dusk/Evening R2, X, L1, L1, L2, L2, L2, Square Time Codes: Morning R2, X, L1, L1, L2, L2, L2, Triangle Time Codes: Nighttime R2, X, L1, L1, L2, L2, L2, Down Time Codes: Noon Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, Circle, Triangle Time Codes: Time goes by faster Right, R2, Up, Up, R2, Circle, Square, R2, L1, Right, Down, L1 Traffic Codes: Aggressive Drivers R2, Circle, R1, L2, Left, R1, L1, R2, L2 Traffic Codes: Aggressive Traffic L2, Right, L1, Up, X, L1, L2, R2, R1, L1, L1, L1 Traffic Codes: All traffic is junk cars Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: All traffic lights are green Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Traffic Codes: All vehicles become black Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Traffic Codes: All vehicles become pink Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Traffic Codes: Spawns faster cars Triangle, Left, Square, R2, Up, L2, Down, L1, X, L1, L1, L1 Traffic Codes: Traffic is country vehicles Left, Triangle, R1, L1, Up, Square, Triangle, Down, Circle, L2, L1, L1 Vehicle Codes: All cars have nitro Up, X, Triangle, X, Triangle, X, Square, R2, Right Vehicle Codes: All taxis have nitro and jump (press L3) Triangle, L1, Triangle, R2, Square, L1, L1 Vehicle Codes: All vehicles become invisible
2025-04-10Bandpass filter that selects only certain time series components. Thus, a continuous wavelet transform looks like the following:$${W}_{x}\left(u, s\right)=\underset{-\infty }{\overset{\infty }{\int }}x\left(t\right)\frac{1}{\sqrt{s}}{\uppsi }^{*}\left(\frac{t-u}{s}\right)dt$$ (1) where the variable ψ* is the complex conjugate of ψ.The wavelet coherence between time series X and Y is:$${R}_{xy}=\frac{S\left({W}_{xy}\left(s,t\right)\right)}{\sqrt{S\left({\left|{W}_{x}\left(s,t\right)\right|}^{2}\right) S\left({\left|{W}_{y}\left(s,t\right)\right|}^{2}\right)}}$$ (2) where S() is an appropriate smoothing function. \({W}_{z}\left(s,t\right)\) is the Morlet wavelet transform of time series x, and \({W}_{xy}\left(s,t\right)\) is the cross-wavelet transform between time series x and y. The Morlet wavelet is a complex exponential (the mother wavelet) scaled by a Gaussian (father wavelet):$${{\psi }_{0}\left(t\right)=\frac{1}{\sqrt[4]{\pi }}}e^{i{\omega }_{0}t}{e}^{-{t}^{2}/2}$$ (3) where \({\omega }_{0}\) is the angular frequency of the complex exponential, t is a translated time parameter, and i is the imaginary unit (Morlet et al. 1982).To arrive at conclusions regarding causal relationships, we must use the coherence phase difference:$${\phi }_{XY}=Arctan\frac{Im\left({W}_{XY}\left(s,t\right)\right)}{Re\left({W}_{XY}\left(s,t\right)\right)}$$ (4) which is the complex argument of the scalar value, \(\phi\), with Im being the imaginary part and Re the real part of a complex number.PWC is the extension of wavelet coherence in a multivariate specification. Similar to the Pearson-type partial autocorrelation, PWC eliminates the influence of all other variables on the coherence between \({X}_{i}\) and \({X}_{j}\). At the same time, it induces the possibility of controlling for nonlinearity. PWC can be computed using equation (5):$${PWC}_{{X}_{i}{X}_{j}}=-\frac{{R}_{ij}}{\sqrt{{R}_{ii}{R}_{jj}}}$$ (5) Where \({R}_{ij}\)is the corresponding cofactor in the determinant of the matrix of all the smoothed cross-wavelet coherences R=∥rij∥ (i.e., the cross-wavelet analog of the correlation matrix).Like the Pearson-type multiple correlation coefficient, multiple wavelet coherence (MWC) aims to quantify
2025-04-22