9 references to ThrottleManager
System.Management.Automation (9)
engine\hostifaces\LocalConnection.cs (2)
952
ThrottleManager throttleManager = new
ThrottleManager
();
978
ThrottleManager throttleManager = new
ThrottleManager
();
engine\remoting\client\Job.cs (2)
2024
using (ThrottleManager connectThrottleManager = new
ThrottleManager
())
2667
private readonly ThrottleManager _throttleManager = new
ThrottleManager
();
engine\remoting\commands\ConnectPSSession.cs (2)
1099
private readonly ThrottleManager _throttleManager = new
ThrottleManager
();
1112
private readonly ThrottleManager _retryThrottleManager = new
ThrottleManager
();
engine\remoting\commands\DisconnectPSSession.cs (1)
553
private readonly ThrottleManager _throttleManager = new
ThrottleManager
();
engine\remoting\commands\InvokeCommandCommand.cs (1)
2008
private ThrottleManager _throttleManager = new
ThrottleManager
();
engine\remoting\commands\newrunspacecommand.cs (1)
1260
private ThrottleManager _throttleManager = new
ThrottleManager
();


Creating an HTML page from a panel in a DataPerfect database is as easy as writing a report.
For a demonstration,
Using this as an example, create a report in your own database, and use the boiler-plate in the first page header and final footer.
In the report body, select the fields you want in the page. For text fields you'll probably want to use the ;;W print modifier (made for the web).
Report screen shots, showing boiler-plate needed for HTML:


14 Apr 2021 Solicitor (NQ – 3 years' PQE) – Personal & Family lorem ipsum dolor sit amt Aberdeen BRODIES LLP
14 Apr 2021 Solicitor (NQ – 3 years' PQE) – Personal & Family lorem ipsum dolor sit amt Aberdeen BRODIES LLP


--- layout: default title: Questions about Approximate Visualization whichOne: 1 label: 'approximate' ---
Please answer questions based only on what you saw the dataset.


An R port of the hashids library. hashids generates YouTube-like hashes from integers or vector of integers. Hashes generated from integers are relatively short, unique and non-seqential. hashids can be used to generate unique ids for URLs and hide database row numbers from the user. By default hashids will avoid generating common English cursewords by preventing certain letters being next to each other. hashids are not one-way: it is easy to encode an integer to a hashid and decode a hashid back into an integer.
| Version: | 0.9.0 |
| Depends: | R (≥ 3.2.2) |
| Suggests: | testthat |
| Published: | 2015-09-11 |
| Author: | Alex Shum [aut, cre], Ivan Akimov [aut] (original author of hashids -- implemented in javascript), David Aurelio [ctb] (implemented hashids in python 2 and 3) |
| Maintainer: | Alex Shum <Alex at ALShum.com> |
| BugReports: | https://github.com/ALShum/hashids-r/issues |
| License: | MIT + file LICENSE |
| URL: | https://github.com/ALShum/hashids-r/, http://hashids.org |
| NeedsCompilation: | no |
| Materials: | README |
| CRAN checks: | hashids results |
| Reference manual: | hashids.pdf |
| Package source: | hashids_0.9.0.tar.gz |
| Windows binaries: | r-devel: hashids_0.9.0.zip, r-release: hashids_0.9.0.zip, r-oldrel: hashids_0.9.0.zip |
| OS X binaries: | r-release: hashids_0.9.0.tgz, r-oldrel: hashids_0.9.0.tgz |
Please use the canonical form https://CRAN.R-project.org/package=hashids to link to this page.


View
Id
#{_member.id}
Name
#{_member.name}
Email
#{_member.email}
Phone #
#{_member.phoneNumber}
REST URL for all members:
/rest/members


Download Code
Data and classification
Supervised Learning
Consider a dataset $\mathcal{D}$ consisting on $S$ distinct points ${x_i}_{i=1}^{S}$, each of them with a corresponding value $y_i$ such that
where $\epsilon _i$ is included so as to consider, in principle, noisy data.
The aim of supervised learning is to recover the function $\mathcal{F}(\cdot)$ such that not only fits well in the database $\mathcal{D}$ but also generalises to previously unseen data.
That is, it is inferred the existence of
where
being $\mathcal{F} (\cdot)$ the desired previous application, and $\mathcal{D} \subset \tilde{\mathcal{D}}$.
Noisy vs. noisless data
The generalised dataset $\tilde{\mathcal{D}}$ can be seen as the realisation of a random vector $(\mathbf{x}, \mathbf{y})$ generated by an unknown multivariate joint distribution between $\mathcal{X}$ and $\mathcal{Y}$.
Then, the datasets used in Supervised Learning can be seen as a finite sample of the random vector $(\mathbf{x}, \mathbf{y})$, and so the underlying joint distribution between $\mathcal{X}$ and $\mathcal{Y}$ could be in principle recovered in the limit of infinitely many samples, $\tilde{\mathcal{D}}$ .
We refer to noisy data when the samples in our dataset $\mathcal{D}$ actually comes from a random vector $(\mathbf{x}, \mathbf{y})$ with a non-deterministic joint distribution, such that it is not possible to find a function $\mathcal{F}$ such that $\mathcal{F}(\mathbf{x}) = \mathbf{y}$.
The aim of supervised learning, in this case, would be to find a function such that $\mathcal{F}(\tilde{x}_i) \approx \tilde{y}_i$ for almost every sample, as with respect to a given loss function.
In case the data is considered to be noisless (which does not happen in most practical situations, but it makes things far simpler) then the joint distribution between $\mathcal{X}$ and $\mathcal{Y}$ of the random vector $(\mathbf{x}, \mathbf{y})$ is rather deterministic. In this case, it is possible to find a function $F$ such that $\mathcal{F}(\tilde{x}_i) = \tilde{y}_i \; \forall i$, or equivalently $\mathcal{F}(\mathbf{x}) = \mathbf{y}$.
Note that, given that the probability of a collision (of having two different data-points such that $x_i = x_j$ for $i \neq j$) is practically $0$, it is in principle possible to find a function $\mathcal{F}$ such that $\mathcal{F}(x_i)=y_i \; \forall i = { 1, … ,S }$, even in the noisy case (i.e. we may use interpolation).
However, the aim of Supervised Learning is to be able to generalise well to previously unseen data, $\tilde{\mathcal{D}}$, and so interpolation is not effective.
Some systems are often approximated as being noisless. Since the aim of supervised learning is finding functions $\mathcal{F}$, there is always the implicit assumption that the generalised dataset $\tilde{\mathcal{D}}$ can be approximately represented by a function $\mathcal{F}$, and so the noise is expected to be small, compared to the “real data”. Distinguishing data from noise is often far a from trivial issue.
The idea of working with noisy data can be recasted as a Mean-Field problem, as proposed by Weinan E. et al [2]. The idea is to control a distribution, instead of a set of points in an euclidean space. Although understanding Supervised Learning with noisless data from a Dynamical Control perspective is often enough ill-posed, considering noisy data unlocks the full theoretical experience.
Binary classification
In most cases, the data points $x_i$ are in $\mathbb{R}^{n}$. In general, $x_i \in X \; \forall i$, with $X \subset \mathbb{R}^{n}$. So as to ease the training of the models, it is usually considered $X = [-1,+1]^{n}$, with $n$ an arbitrary dimension. This is called data normalization in the Machine Learning literature.
There are different supervised learning problems depending on the space $Y$ of the corresponding labels, such that $y_i \in Y$.
If $Y$ is discrete, such that $Y = { 0, … , L-1}$, then we are dealing with the problem of classification. If $L=2$, then it is a binary classification problem.
In this particular setting, the aim is to find a function $F (\cdot)$ such that it returns $0$ whenever the corresponding data point is of class $0$, and $1$ conversely.
Note that such a function cannot be continuous except for trivial cases, given that the data points in $X$ cover all the space $[-1, +1]$, due to the existence of a boundary between points of class $0$ and $1$.
Data, subspaces and manifolds
Considering $X^0$ the subset of $X$ such that $F(\tilde{x}_i) =0 \; \; \forall \tilde{x}_i \in X^0$ and $X^1$ s.t. $\, F(\tilde{x}_i)=1 \; \; \forall \tilde{x}_i \in X^1$, it is often useful to consider $d(X^0 , X^1) > \delta \in \mathbb{R}^{+}$.
Consider that the $x-$points in the dataset $\tilde{\mathcal{D}}$ are in $X= X^0 \cup X^1$.
In this aforementioned case, it is in principle possible to find a continuous function $F(\cdot)$ such that $F(\tilde{x}_i) = \tilde{y}_i \; \forall i$ , since it does not need to be defined in the boundary (the boundary is not in $X$).
The simpler case is one in which $X^0$ and $X^1$ are connected spaces.
Deep Learning
Neural Networks
The problem is now how to obtain the functions $\mathcal{F}$.
In classical settings, an hypothesis space is often proposed as
where $\theta = { a_i }_{i=1}^{m}$ are the coefficients, ${ \psi _i}$ are the proposed functions (for example, they would be monomials if we are doing polynomial regression, sine and cosines if using Fourier, …) and the function $\phi$ is the terminal loss function, that is used to match the dimensionality of $f(x_i \; ; \theta)$ with $y_i$; for example, in the case of binary classification, $\phi ( \cdot )$ can be chosen to be the function $sign ( \cdot )$, and so $\phi (\cdot ) : \mathbb{R} \to {0,1 }$.
The function $\mathcal{F}$ correspondent to the dataset $\mathcal{D}$ is then defined as
where $d ( , )$ is a distance defined by a loss function.
That is, it is the function in the hypothesis space that minimizes the “distance” with the target function, which connects the datapoints $x_i$ with their correspondent labels $y_i$.
When using Neural Networks, the hypothesis space $\mathcal{H}$ is generated by the composition of functions, such that
where $\Theta = { \theta_k }_{k=1}^{L}$ are the training weights of the network and $L$ the number of hidden layers.
Multilayer perceptrons
In the case of the so-called multilayer perceptrons, the functions $f^k_{\theta_k}$ are constructed as
being $A^k$ a matrix,$b^k$ a vector and $\sigma \in C^{0,1}(\mathbb{R})$ a fixed nondecreasing function.
Since we restrict to the case in which the number of neurons is constant through the layers, we have that $A^k \in \mathbb{R}^{d \times d}$ and $b^k \in \mathbb{R}^d$.
Residual Neural Networks
In the simple case of a Residual Neural Network (often referred to as ResNets) the functions $f_{\theta_k}^{k} (\cdot)$ are constructed as
where $\mathbb{I}$ is the identity function. The parameters $\sigma$, $A^k$ and $b^k$ are equivalent to those of the multilayer perceptrons.
It is sometimes convenient to numerically add a parameter $h$ to the residual block, such that
being $h \in \mathbb{R}$ a scalar.
Training Neural Networks
The aim is to find the weights ${ A, b }$ of every layer such that the final function represented by the Neural Network minimizes a given loss function.
The weights are initialized randomly, and the algorithms (i.e. gradient descent) are aimed at updating them, such that eventually the Neural Network represents a function $\hat{F}$ such that $\hat{F} (x_i) \approx y_i \, \forall i$.
Visualizing Deep Learning
Classification
When dealing with data classification, it is very useful to just assign a color / shape to every label, and so be able to visualize data in a lower-dimensional plot.
The aim of classification is to associate different classes to different regions of the initial space,
When using Neural Networks, the initial space $X$ is propagated by the Neural Network as $f ^L \circ f^{L-1} \circ … \circ f^1 (X)$.
Then the function $\phi$ would be the one in charge of associating different classes to different regions, but the functions $\phi$ are pretty simple (essentially linear separators)!
So, while it may be difficult to classificate the datapoints in the initial space $X$, the Neural Networks should make things simpler and just propagate the data so as to make it linearly separable (and we would see this in real action!).
Neural Networks as homeomorphisms
Lemma 1.1
A Neural Network represents a continuous function if each one of its blocks are continuous.
Lemma 1.2
A Neural Network represents a bijection if each one of its blocks are bijective.
These come trivially from the fact that the composite of continuous functions is continuous, and that the composite of bijections is a bijection.
Theorem 1 (Sufficient condition for invertible ResNets [1]):
Let $\hat{\mathcal{F}} \, : \, \mathbb{R}^{d} \rightarrow \mathbb{R}^{d}$ with $\hat{\mathcal{F}} (\cdot ) = ( L^{1}_{\theta} \, \circ … \circ \, L^{T}_{\theta} )$ denote a ResNet with blocks defined by
Then, the ResNet $\hat{\mathcal{F}}_{\theta}$ is invertible if
Proof
Consider that each block of the ResNet is given by
where $x$ is the input of the block, and $G(x)$ given by the residual block.
That can be rewritten as
We can construct the inverse function of the block as
Which is not an explicit inverse, since $g(x)$ depends on $x$. Approximating the solution as an interation,
where $\lim_{k \to \infty} x_t ^{k} = x_t$ if the iteration converges.
Since $g(\cdot) : \mathbb{R}^{d} \to \mathbb{R}^{d}$ is an operator on a Banach space, due to the Banach fixed point theorem is it enough that $Lip(g) < 1$, or equally that $Lip(h\cdot G) <1$ for the iteration to converge, and so for the block of the ResNet to be invertible. [1]
Comment: In the limit $h \to 0$, and $G(x)$ Lipschitz, we have a trivial explicit expression of the inverse of the function represented by the ResNet.
Consider the ResNet as generated by the iteration of blocks
where $G(x)$ is generated by a residual block . We consider $G(x)$ Lipschitz.
Then,
is an second order approximation of the inverse function of $Z$ in terms of $h$, since
Indeed, if we express the residual blocks as
the limit $h\to 0$ can be recasted as
and, since the discrete index $t$ becomes continuous in this limit, it is useful to express it as
where in this case we make explicit the dependence of $G$ on $t$, that was hidden in the previous notation.
Setup
Consider a binary classification problem with noisless data, such that
Open questions, issues and perspectives
References
[1] J. Behrmann, W. Grathwohl, R. T. Q. Chen, D. Duvenaud, J. Jacobsen (2018). Invertible Residual Networks pdf
[2] Weinan E, Jiequn Han, Qianxiao Li, (2018). A Mean-Field Optimal Control Formulation of Deep Learning. volume 6. Research in the Mathematical Sciencespdf
[3] S. Shalev-Shwartz, S. Ben-David, The Understanding Machine Learning: From Theory to Algorithms . pdf
[4] B. Hanin, (2018). Which Neural Net Architectures Give Rise to Exploding and Vanishing Gradients? pdf
[5] C. Olah, Neural Networks, Manifolds and Topology . blog post
[6] G. Naitzat, A. Zhitnikov, L-H. Lim, (2020). Topology of Deep Neural Networks pdf
[7] Q. Li, T. Lin, Z. Shen, (2019). Deep Learning via Dynamical Systems: An Approximation Perspective pdf
[8] B. Geshkovski, The interplay of control and deep learning . blog post
[9] C. Fefferman, S. Mitter, H. Narayanan, Testing the manifold hypothesis . pdf
[10] R. T. Q. Chen, Y. Rubanova, J. Bettencourt, D. Duvenaud, (2018). Neural Ordinary Differential Equations pdf


Use single quotes, otherwise this expands now rather than when signalled.
trap "echo \"Finished on $(date)\"" EXIT
trap 'echo "Finished on $(date)"' EXIT
With double quotes, all parameter and command expansions will expand when the trap is defined rather than when it's executed.
In the example with the Problematic code, the message will contain the date on which the trap was declared, and not the date on which the script exits.
Using single quotes will prevent expansion at declaration time, and save it for execution time.
If you don't care that the trap code is expanded early because the commands/variables won't change during execution of the script, or because you want to use the current and not the future values, then you can ignore this message.


Dear {v#userViewName},
Thank you for registering at {v#sitename}.
Please note - you must complete this last step to become a registered member. You will only need to visit this URL once to activate your account.
To complete your registration, please visit this URL:
The activation code: {v#actcode}
All the best,
{v#sitename}
The message was sent to your {v#email}


How well this particle catches on fire. FIRE has a basic reaction in which it checks how flammable nearby particles are and uses that as a number to say how quickly and how likely this particle will turn into fire. Particles are entirely nonflammable at 0 and from there on become increasingly more flammable.


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Ford unveils all-electric car - the Mustang Mach-E
Ford has unveiled its all-electric Mustang Mach-E at a glitzy event in Los Angeles that included an appearance by actor Idris Elba.
The top-range version of the car can travel up to 370 miles on a full charge and recharge 57 miles (92km) of range in 10 minutes on a high-power charge.
There are buttons in place of conventional door handles and storage space under the front bonnet.
The fastest model can accelerate from 0-60mph in under five seconds.
In comparison, the Tesla Model X 100D can do 0-60mph in 4.4 seconds.
Like the Tesla, the Mustang Mach-E has a 15.5in (40cm) touch screen beside the steering wheel.
Prices range from £44,000 to £58,000 ($44,000 to $60,000 in the US).
Amanda Stretton, motoring editor at the price comparison website confused.com said "a lot of hopes" were riding on the vehicle.
"The interesting thing is that they've decided to use the Mustang name with this car, because of course it's the name synonymous with American muscle cars, with big V8s... and yet they are taking the performance aspect of that name and putting it into this electric car," she told BBC News.
"I really hope this is a game-changer."
Earlier this year, Ford announced plans to close six manufacturing plants in Europe by the end of 2020.
Stuart Rowley, president of Ford of Europe, said at the time the company's future was "rooted in electrification".
Analyst Natalie Sauber, from Arcadis, said infrastructure was still a deterrent for consumers considering buying an electric vehicle.
"Norway is the country with the highest uptake of electric vehicles, followed by other Scandinavian countries," she told the BBC's WorkLife programme.
"The UK is coming in at the lower end, similar to Germany and the US."
According to analyst Jato, 91% of global car sales in 2019 have been vehicles with an internal combustion engine.
Would Mustang Sally have driven an electric vehicle?
If there's one brand which symbolises the American "pony car", it's the Mustang. The term was invented for it.
The original was affordable, sporty and - with a hefty engine under the bonnet - decidedly rorty.
The electric Mustang Mach-E certainly won't be loud, but maybe it can make a pretty vocal statement nonetheless.
Ford is far from being a leader in the race to produce electric cars, but it's putting its foot down in an effort to catch up.
It has even done a deal with Volkswagen to use some of the German giant's heavily funded know-how on future models.
The new Mach-E will be leading Ford's electric charge.
With a range of at least 260 miles, and plenty of power, the new car will be going up against models from Tesla, Jaguar, Audi and Mercedes.
Sally may have driven a full-fat petrol V8, but Ford is hoping her eco-conscious granddaughter can be won over by silent elegance - coupled with a decent turn of speed.


The Berkeley DB interfaces always return a value of 0 on success. If the operation does not succeed for any reason, the return value will be non-zero.
If a system error occurred (e.g., we ran out of disk space, or permission to access a file was denied to us, or an illegal argument was specified to one of the interfaces), Berkeley DB returns an errno value. All of the possible values of errno are greater than 0.
If the operation didn't fail due to a system error, but wasn't successful either, Berkeley DB returns a special error value. For example, if you tried to retrieve the data item associated with the key fruit, and there was no such key/data pair in the database, Berkeley DB would return DB_NOTFOUND, a special error value that means the requested key does not appear in the database.


The following list contains some of the most popular sports in the world.
| Image | Name | Field players | Goalie | Origin | Description |
|---|---|---|---|---|---|
| Soccer | 10 | Yes | England |
Soccer is a sport played between two teams of eleven players with a spherical ball. | |
| Ice hockey | 5 | Yes | Canada |
Ice hockey is a team sport played on ice, in which skaters use sticks to direct a puck into the opposing team's goal. | |
| Basketball | 5 | No | United States |
Basketball is a team sport in which two teams of five players try to score points by throwing a ball through the top of a basketball hoop while following a set of rules. |


Rajesh Kannan KC2KBY/VU2OW
| Oct 31, 16 9:00 AM Rains for Entire Kerala, Coimbatore, Bangalore, Mysore, Cauvery Catchment Area, Tiruchirappali, Thanjavur, Madurai, Ramanathapuram and Kanyakumari Districts |
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| Oct 30, 16 9:15 AM Cloudy conditions will exist in Chennai and North East TN cities, with possibilities of intermittent, localized drizzles to moderate rain. Moderate rain possible in Cauvery Delta area. South TN - partially cloudy with no rain. |
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| Oct 29,16 9:45 AM This image was received from Russian Meteor-MN2 Satellite just now. The map indicates that the weak storm from yesterday has gathered some strength and has moved further south over Chennai-North region. There is a possibility of rains later today or night in Chennai region. |
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| Oct 28, 16 3:00 AM It is gone. As you can see, the storm has weakened completely. There is no threat from it anymove. We would probably have slight drizzles here in Chennai. |
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| Oct 27, 16 2:30 PM The storm has weakened very much and moving South-South West and will cross the coast North of Chennai in 10-15 hours. Chances of Moderate to Heavy rain in Chennai, Pondicherry, Cudallore and South East Andrapradesh |
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| Oct 26, 16 9:00 AM The storm is less in size in now (weakening) and moving south - south west. Stay tuned for updates (Likely to move further South) |
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| Oct 25, 16 9:30 AM The storm has appeared to have lost strength and moved north east. At present, there is no threat from this storm to Indian peninsula. |
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| Oct 24, 16 10:00 AM No movement, no gathering of strength, stationary. |
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| Oct 23, 16 6:00 PM The storm system appears to move away from Chennai towards Thailand but it is too early for any prediction. |
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| Oct 21, 2016 6:15 PM The Storm system east of Chennai has moved little towards the west. Cloudy conditions set in at Chennai. Rains expected in a day. Southern Districts of Tamil Nadu - Madurai, Tirunelveli to receive rains for next few hours. |
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| Oct 20, 2016 9:30 AM Indication of Low Pressure Area over Bay of Bengal. Situated about 800 Kms directly east of Chennai. It is too early to predict its movement and behavior. Click for larger image. |
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| Oct 14, 2016 9:45 AM Chances of rain in Kerala, Western Tamil Nadu - Coimbatore, Bangalore and Cauvery Catchment areas. |
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| Oct 10, 6:15 PM Chances of Rain in Chennai and North Eastern Tamil Nadu in another day (24 Hours). |
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| Sep 29, 2016 10:10AM Chances of Rain South of Chennai in Tamil Nadu - Pondicherry, Cudallore and Rameswaram. Rains expected in Costal Andhra Pradesh. |
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| Sep 20, 16 9:00AM Nature priming the pump. This map shows typical NE monsoon formation. Chennai, North TN coast and Andhra are engulfed by rain clouds. We could expect cloudy skys in Chennai, down to Tanjore coast with isolated thick rainfall in places. Stay tuned for more updates. 3:10 PM Update Develops into a Low pressure South East of Chennai. |
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| Sep 19, 16 9:30 AM Mostly dry over Tamil Nadu. Interesting observation in today's map - Look and compare the sizes (as of today) of Krishnaraja Sagar and Mettur Dams! This does not show the depth though! |
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| Sep 15, 16 09:30 AM Mostly dry in Tamil Nadu, Cloudy (Low Altitude clouds) in Chennai with possiblity of drizzles late in the evening. One good news is that Cauvery Catchment areas are filling with clouds. |
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| Sep 10, 2016 Moderate to Heavy rain expected in Chennai with extreme thunder and lightning tonight. |
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| Sep 10, 2016 This Image was received from Russian Meteor-M2 satellite. This transmission is LRPT (Low Resolution Picture Transmission), a compressed form transmitted in VHF. Due to a limitation in compression, the images transmitted will have blank bands every now and then. SW monsoon has lessened considerably. In past few weeks, we saw rains mostly concentratated in Andhra and Orissa Coasts, while Chennai was receiving mild tains due to air convection. This phenomenon indicates that in the forthcoming NE monsoon, rains will be concentrated in North East Tamil Nadu. Click on the pic to see in better resolution. You can spot many lakes in the region sorrounding Chennai. |
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| Sep 04, 2016 Rains for Southern Tamil Nadu, Madurai, Erode, Salem, Coimbatore. Rains predicted for Tirupati. Orissa Coast to receive heavy rainfall. At Chennai, we should have good rain this evening / Night. |
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| Aug 26, 2016 Low pressure formation in Bay of Bengal. To early to predict how it will behave but it does appear like a bad boy. Stay tuned. |
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| Aug 25, 2016 9:30 AM Drizzle / Rain expected in Chennai and South Eastern Andhra. On the right, is a high resolution image from Russian Meteor - MN2 Satellite taken today morning. As you can see from the image, finally sea breeze from Bay of Bengal has set in, which will work to blow the clouds in land. These are the preliminary conditions which will lead to NE monsoon in October. Yellow clouds on the west indicate low level clouds from SW monsoon. Fresh SW hitting Kerala - expected to bring bountiful rains for next few days. Click here to view how this image was received https://youtu.be/2t3WfgKgnqg |
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| July 2, 2016 2:50 PM Empty Clouds Very unusual monsoon season. Though met office says more than normal rain has been received in Kerala, some acquaintances have said there has been no rain in their area. Chennai Relative Humidity is just 35% today, while it should be about 75% this time of the year. Lakes are drying up fast. In what appears to be huge clouds, water content is less. Rains expected in Chennai, Pondicherry in couple of days. Andhra, Orissa Coast may receive moderate rain in two-three days. |
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| Jun 30, 2016 6:00 PM Effect of SW monsoon is mainly seen at this time in MP and Orissa. In Southern India, not much activity except in Tiruchirappalli and Bangalore area. Cauvery catchment area to receive some rain and hence Mettur dam may get some water. Chennai will remain cloudy with intermittent drizzles. |
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| Jun 17, 2016 2:30 PM Rain expected in Chennai and North East Coastline of Tamil Nadu tonight. Current conditions: partly cloudy, and cloud cover expected to intensify and rains late tonight. Second installment of SW monsoon to hit Kerala and southern tip of Tamil Nadu in few hours. This spell of rain will last 2-3 days. |
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| May 27, 2016 3:36 PM As we come to the end of Agni Nakshatra period, we could see some rain clouds moving in to South India and Srilanka. Southern Districts of Tamil Nadu, Madurai to South, may experience heavy rain today. At Chennai, temperature has dropped due to being partly cloudy. There are chances of rain / drizzle tonight / tomorrow. With regards to the thermal imaging, temperature in the north west has come down to below 105*F (40*C), except for very few regions. Some regions in West Pakistan and Afghanistan are reeling under 121*F or even greater (>50*C) |
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| May 20, 2016 The storm which threatened Chennai has now moved to Orissa coast as you can see. In this weather, there is a bewildering formation - Look closely inside the red circle - there is a face. This is a perfectly natural formation! Enlarge and see for full effect. As far as prediction goes, the cloud with face is another storm that is brewing. Perhaps the face is the warning! |
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| May 18, 2016 6:00 PM As you can see clearly in the picture, the storm has started to move North, leaving Chennai. It has almost left Chennai as you can see. Hope it does not dump it all before going! Rain for rest of tonight in Chennai. South TN is clear for now. The image was received from NOAA US weather satellite at my VU3RGK station. |
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| May 18, 2016 3:30 PM The storm is intensifying but is showing a tendency to move northwards after intensifying. North coastal Andhra or West Bengal is the target.. In extreme case, it could move to Bangladesh also. For now, moderate to heavy rain to continue in Chennai, Pondicherry and entire east coast of Tamil Nadu. Rest of Tamil Nadu will receive sporadic rain moderate to heavy. Purple region within the cloud holds maximum water content, followed by pink and dark blue. Yellow color indicates extreme heat (50+ Centigrade) in Rajasthan and Pakistan. Red and Orange indicate somewhat lower but very hot temperature. Next Update 6:00 PM today. |
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| May 18, 2016 6:00 AM This has unfortunately developed into a monstrous system, as it moves westwards, reminding us about the November - December 2015 rains. Right now, Chennai city is right in the middle of this storm as you can see. Rain in moderate levels, with intermittent heavy ones, will continue at least till evening today. Flooding is unlikely however. Heavy rains will also lash East Coast of TN down to Rameswaram. (Disclaimer : Map, Country boundaries may not be accurate. Those may be based on telemetry information from the satellite. Also the shape of the country is "as seen" by the satellite as it passes. Projections like Mercator not shown.) |
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| May 17, 2016 6:00 PM Chennai, Pondicherry and South East Andhra Pradesh to receive moderate to heavy rain fall for next 10-12 hours. South TN may receive low to Moderate rain. Heavy rain warning to Chennai and suburbs. |
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| May 16, 2016 5:30 PM Tamil Nadu Election Day Entire South India is covered with extremely thick cloud. Of this, the East Coast of Tamil Nadu is the maximum. Starting from South of Pondicherry up to the Southern Tip of Tamil Nadu to receive moderate to heavy rain with thunder and lightning for next 10-12 hours. Cities Madurai, to South and Kerala to receive moderate rain to drizzles through out. Chennai unlikely to receive heavy rain. May be drizzles every now and then. Image was received from the ageing NOAA 15 American Satellite. Light from the setting sun in the west gives a nice perspective to the clouds, sort of 3D effect. |
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| May 13 2016 2:30 PM At present there is no rain threat for entire Tamil Nadu. Southern districts, except for parts of Kanyakumari, having received heavy rain in the past two days will remain sunny today, tonight. Please stay tuned for predictions for election day. At present elections will pass in dry weather. |
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| May 12 2016 5:45 PM It just looks like a misguided South West Monsoon! Rain for North Kerala now. Seems to have resulted in a low pressure east of Srilanka. As of now, Vizag and Calcutta will receive rains. |
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| May 11 2016 6:00 PM This image was received through my home made R139 weather receiver at home. As agni nakshathram is blazing, we have rain clouds over Tamil Nadu and Southern Kerala, India. Usually clouds forms in the first week of June as South West Monsoon sets in. This year, we saw rising temperatures we usually see in May, during end of March and April itself. This has resulted in this unusual formation. According to legends, if this happens during Agni Nakshatra time, when Sun is in Mesha, and if rains too much, Monsoon is bound to fail. But nature has some times negated legends and more so modern scientific predictions. Prediction - Heavy rain expected in Southern Districts of Tamil Nadu like Madurai and also Eastern coast line. Some parts of Kerala and Vishakapattinam to receive moderate to heavy rain. |
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| May 1, 2016 6:00 PM Weather Image after some time now! The Image on the right is the thermal image at 6:00 PM - Temperature on the surface of the earth as seen by the satellite. Few regions in NE Pak and Rajasthan show 104* at 6:00PM. Interestingly, a low pressure is existing South East of Srilanka, Most of Srilanka to receive Rain at this time. These images were received with my home made R139 Radio receiver at home with home made QFH antenna |
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| Solar Eclipse Mar 9,
2016 Solar Eclipse as it looks right now, at about 8:10 in the morning India time. Islands North of Australia experiencing maximum eclipse. Not visible in India right now. You can see that the Sun and Moon are in direct line. The picture may show moon over Sun but it is actually the other way. The two images on the right are satellite prediction programs, showing position of Sun and Moon. Click on the images to see larger picture. |
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| Dec 28, 15 5:45 AM Cloudy in Chennai, Pondy... slight drizzles possible. Rain in coastal Tanjore district / Rameswaram. |
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| Dec 27, 15 5:45 PM Light rains over Lanka. Otherwise, the weather is expected to be calm over Tamil Nadu. |
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| Dec 16, 15 5:45 PM Ominous cloud formation in Arabian sea and south of Srilanka. These are unlikely to cause any rainfall in India. However, watch this space for further updates. |
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| Dec 11, 15 6:00 AM Excpet for slight rains in South Tamil Nadu and Kerala, the weather will remain calm (no rain) through out Tamil Nadu and rest of India. |
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| Dec 9, 15 6:00AM Threat is gone now. The system is a weak one now. Only light rains expected in coastal regions south of Chennai. Weather will clear later in the day in Chennai. |
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| Dec 8,15 9:30 AM Cold winds / temperature is keeping the system above Srilanka, down there and hence this is unlikely to move North towards Chennai. Southern East Coast of Tamil Nadu will receive moderate-heavy rainfall. Starting from Nagappatinam in Tanjore district down to Kanyakumari. Update at 5:30 PM Bulk of the storm is now below Kanyakumari. Columbo getting battered. Chennai is clear as of now but there is a chance of rain tonight (late night, early morning) in Chennai. |
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| Dec 07 15 9:30AM Weather is clear for Chennai. No Rain prediction. Clear bright sky. Rain for Rameswaram and southern Tamil Nadu (Coastal). Click the image on the right for higher resolution image. We can now see the lakes near Chennai, Full! |
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| Dec 01, 2015 at 5:45AM Same status as in yesterday evening update. Chennai and coastal TN down up to Nagappatinam to receive downpour or remain cloudy mostly. |
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| Nov 30, 2015 at 6:00AM Currently raining in Chennai. Rain to continue for some time in coastal TN and South Andhra. Further updates after noon. Update 5:15 PM As you can see from the 5:15 image, Chennai and sorrounding cities are engulfed by huge storm clouds now. Almost entire Tamil Nadu Coastal areas will receive heavy rains, especially, again Cudallore, Pondicherry, Karaikal, Nagapattinam. Chennai is also in focus for moderate to heavy rain. |
Older Images (Up to Nov 30, 2015, Super Cyclone in Chennai) Click here
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This is a live editor. Editting input will update flatten and unflatten instantly.
flatten = pointer.flatten(input) unflatten = pointer.unflatten(flatten)
flatten = pointer.flatten(input)


Library of Sages Director Sophia:
Yes. I will think about it some more as well. I think it will help if there's a keyword hint for the book.


1.1 Function that formats a string. (first example)
1.2 Function that formats a string. (second example)
2.1 Function that puts the value of an object into the content/attributes of HTML tags. (first example)
2.2 Function that puts the value of an object into the content/attributes of HTML tags. (second example)


struct::record - Define and create records (similar to 'C' structures)
The ::struct::record package provides a mechanism to group variables together as one data structure, similar to a C structure. The members of a record can be variables or other records. However, a record can not contain circular records, i.e. records that contain the same record as a member.
This package was structured so that it is very similar to how Tk objects work. Each record definition creates a record object that encompasses that definition. Subsequently, that record object can create instances of that record. These instances can then be manipulated with the cget and configure methods.
The package only contains one top level command, but several sub commands (see below). It also obeys the namespace in which the record was defined, hence the objects returned are fully qualified.
Defines a record. recordName is the name of the record, and is also used as an object command. This object command is used to create instances of the record definition. The recordMembers are the members of the record that make up the record definition. These are variables and other records. If optional instanceName args are specified, then an instance is generated after the definition is created for each instanceName.
Returns a list of records that have been defined.
Returns the instances that have been instantiated by recordName.
Returns the members that are defined for record recordName. It returns the same format as how the records were defined.
Returns a list of values that are set for the instance instanceName. The output is a list of key/value pairs. If there are nested records, then the values of the nested records will itself be a list.
Tests for the existence of a record with the name recordName.
Tests for the existence of a instance with the name instanceName.
Deletes recordName, and all instances of recordName. It will return an error if the record does not exist.
Deletes instance with the name of instanceName. It will return an error if the instance does not exist. Note that this recursively deletes any nested instances as well.
Record members can either be variables, or other records, However, the same record can not be nested witin itself (circular). To define a nested record, you need to specify the record keyword, along the with name of the record, and the name of the instance of that nested record (within the container). For example, it would look like this:
# this is the nested record record define mynestedrecord { nest1 nest2 } # This is the main record record define myrecord { mem1 mem2 {record mynestedrecord mem3} }
You can also assign default or initial values to the members of a record, by enclosing the member entry in braces:
record define myrecord { mem1 {mem2 5} }
All instances created from this record definition will initially have 5 as the value for member mem2. If no default is given, then the value will be the empty string.
To get a value of a member, there are several ways to do this.
In this form the built-in cget instance method returns the value of the specified member. Note the leading dash.
To reach a nested member use dot notation:
instanceName cget -mem3.nest1
In this form the built-in cget instance method returns a list containing the values of both specified members, in the order of specification.
These forms are all equivalent. They return a dictionary of all members and the associated values.
To set a value of a member, there are several ways to do this.
In this form the built-in configure instance method sets the specified member to the given value. Note the leading dash.
To reach a nested member use dot notation:
instanceName configure -mem3.nest1 value
In this form the built-in configure instance method sets all specified members to the associated values.
In the original implementation, access was done by using dot notation similar to how C structures are accessed. However, there was a concensus to make the interface more Tcl like, which made sense. However, the original alias access still exists. It might prove to be helpful to some.
Basically, for every member of every instance, an alias is created. This alias is used to get and set values for that member. An example will illustrate the point, using the above defined records:
% # Create an instance first % myrecord inst1 ::inst1 % # To get a member of an instance, just use the alias. It behaves % # like a Tcl command: % inst1.mem1 % # To set a member via the alias, just include a value. And optionally % # the equal sign - syntactic sugar. % inst1.mem1 = 5 5 % inst1.mem1 5 % # For nested records, just continue with the dot notation. % # note, no equal sign. % inst1.mem3.nest1 10 10 % inst1.mem3.nest1 10 % # just the instance by itself gives all member/values pairs for that % # instance % inst1 -mem1 5 -mem2 {} -mem3 {-nest1 10 -nest2 {}} % # and to get all members within the nested record % inst1.mem3 -nest1 10 -nest2 {}
The following subcommands and corresponding arguments are available to any record command:
Using the recordName object command that was created from the record definition, instances of the record definition can be created. Once an instance is created, it inherits the members of the record definition, very similar to how objects work. During instance generation, an object command for the instance is created as well, using instanceName.
This object command is used to access the data members of the instance. During the instantiation, while values for that instance may be given, when done, all values must be given, and be given as key/value pairs, like for method configure. Nested records have to be in list format.
Optionally, #auto can be used in place of instanceName. When #auto is used, the instance name will be automatically generated, and of the form recordNameN, where N is a unique integer (starting at 0) that is generated.
The following subcommands and corresponding arguments are available to any record instance command:
Each instance has the method cget. This is very similar to how Tk widget's cget command works. It queries the values of the members for that particular instance. If no arguments are given, then a dictionary is returned.
Each instance has the method configure. This is very similar to how Tk widget's configure command works. It sets the values of the particular members for that particular instance. If no arguments are given, then a dictionary list is returned.
Two examples are provided to give a good illustration on how to use this package.
Probably the most obvious example would be to hold contact information, such as addresses, phone numbers, comments, etc. Since a person can have multiple phone numbers, multiple email addresses, etc, we will use nested records to define these. So, the first thing we do is define the nested records:
## ## This is an interactive example, to see what is returned by ## each command as well. ## % namespace import ::struct::record::* % # define a nested record. Notice that country has default 'USA'. % record define locations { street street2 city state zipcode {country USA} phone } ::locations % # Define the main record. Notice that it uses the location record twice. % record define contacts { first middle last {record locations home} {record locations work} } ::contacts % # Create an instance for the contacts record. % contacts cont1 ::cont1 % # Display some introspection values % record show records ::contacts ::locations % # % record show values cont1 -first {} -middle {} -last {} -home {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} -work {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} % # % record show instances contacts ::cont1 % # % cont1 config -first {} -middle {} -last {} -home {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} -work {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} % # % cont1 cget -first {} -middle {} -last {} -home {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} -work {-street {} -street2 {} -city {} -state {} -zipcode {} -country USA -phone {}} % # copy one record to another record % record define contacts2 [record show members contacts] ::contacts2 % record show members contacts2 first middle last {record locations home} {record locations work} % record show members contacts first middle last {record locations home} {record locations work} %
This next example just illustrates a simple linked list
% # define a very simple record for linked list % record define linkedlist { value next } ::linkedlist % linkedlist lstart ::lstart % lstart config -value 1 -next [linkedlist #auto] % [lstart cget -next] config -value 2 -next [linkedlist #auto] % [[lstart cget -next] cget -next] config -value 3 -next "end" % set next lstart lstart % while 1 { lappend values [$next cget -value] set next [$next cget -next] if {[string match "end" $next]} break } % puts "$values" 1 2 3 % # cleanup linked list % # We could just use delete record linkedlist also % foreach I [record show instances linkedlist] { record delete instance $I } % record show instances linkedlist %
This document, and the package it describes, will undoubtedly contain bugs and other problems. Please report such in the category struct :: record of the Tcllib Trackers. Please also report any ideas for enhancements you may have for either package and/or documentation.
When proposing code changes, please provide unified diffs, i.e the output of diff -u.
Note further that attachments are strongly preferred over inlined patches. Attachments can be made by going to the Edit form of the ticket immediately after its creation, and then using the left-most button in the secondary navigation bar.
Data structures
Copyright © 2002, Brett Schwarz <brett_schwarz@yahoo.com>


T2D/Mini Platformer Ninja Tutorial
|
Basic Platformer mechanics in 100 lines of script or lessThe premise of this tutorial is to provide a quick and painless set of steps to get basic platformer game mechanics in T2D in under 30 minutes and under 100 lines of script. Setting up the Project
To start, open up T2D (by clicking the T2D icon on your desktop). By default,
the Level Builder will start with the last project that was loaded. This makes it
really easy to pick up where you left off. If you have been playing around with
the Level Builder before reading this you will see whatever you worked on last.
To create a new project, select New Project… from the File menu. When you do this, the New Project dialog will appear. For the purposes of this tutorial we will call this project "miniPlatformer" (Figure 1.2). This will bring up the level builder (Figure 1.3). Figure 1.3Now save the project, this will create the projects directory structure inside your T2D/games folder. You will be prompted to save your level even though you haven't added anything yet. Save the level as "level1.t2d"(figure 1.4). Figure 1.4Importing ArtIt's time to start adding the content we will use in our platformer. Because we are trying to keep things simple we will only add two image files to the project. Copy the following two images to your ~MyGames/miniPlatformer/game/data/images folder (Figure 2.1) (Figure 2.2) Figure 2.1 Figure 2.2 With that done we are now ready to import those images into the LevelBuilder. Click the "Add ImageMap" icon on the right sidebar (Figure 2.3). You will be prompted to pick between the two images we added to our images folder. Select MiniTileMap.png file from the list. You will see a preview of it in the right panel of the dialog (Figure 2.4). Click the Select button to bring up the Image Builder dialog. Figure 2.3 Figure 2.4 On the Image Builder dialog change the Image Mode to CELL, you'll notice how this nicely separates the tiles into four separate chunks (Figure 2.5). This will be important later when we go to build our tile map. Figure 2.5 Repeat the process for Player.png, adding it as a new image map and then picking "CELL" for the Image Mode. You'll notice that things don't look exactly right this time. It appears that there are four player images per cell. To fix that we need to edit the "Cell Width" and "Cell Height" properties so they both read "128" (Figure 2.6). Figure 2.6 Creating AnimationIn this section we will create four animations for our player from the playerImageMap. They are:
Some of these animations will only have one frame, but you will see how we could easily add more. Lets start with the Run animation since it's the most interesting. Start by clicking the Add Animation icon (Figure 2.7). On the Select Source dialog that appears choose the PlayerImageMap (Figure 2.8). After that you will be presented with the animation builder dialog. Here you can drag frames from them imageMap and onto an animation time line. Figure 2.7 Figure 2.8 Drag frames 4 to 11 from the imageMap onto the animation timeline, one after the other. When you have finished you should have something that looks like (Figure 2.9). Preview the animation to see if it seems intact and then save the animation as "playerRun". Figure 2.9 The remaining animations are built in the same way except that they only have one frame of animation (in your own project you could add more). The list below shows what animations to create and what frames to assign them.
Create the remaining 3 single frame animations. When you are done your Animated Sprites rollout should look something like (Figure 2.10). Figure 2.10 Building a levelNow we will build a simple tileLayer for our level. Drag and drop the newLayer.lyr object from the Tile Maps rollout and onto our scene. (Figure 3.1) Once you've placed it on the scene we'll have to customize it a little to make it work with the rest of our art. Figure 3.1 With tileLayer selected in the scene and click the Edit button on the right sidebar we want to edit the TileSize properties of the Tile Map. Set the X and Y Tile Size properties to 32(Figure 3.2) this will make the tiles large enough to work well with our player art. It's easier to resize the entire tile map then it is to individually resize each player animation.
(Figure 3.3) and (Figure 3.4) show the tileLayer before and after setting the Tile Size. Now we have a tile layer but it appears to be only big enough to hold one tile. We need to resize the TileLayer to cover the screen area. Using the blue control boxes, reposition and resize the tile layer larger then our camera's view. You can use the mouse wheel to zoom the scene view in and out to get enough room to resize the tile layer. Once your done your scene should look something like (Figure 3.5). Figure 3.5 (Figure 3.3) and (Figure 3.4) show the tileLayer before and after setting the Tile Size. It's time to explore T2D's Tile Map editor. Hover your mouse over the tile layer in our scene until the set of action buttons appears at it's top left corner. Click the Edit Tile Map button (Figure 3.6). This will bring up the Tile Editor in the right sidebar(Figure 3.7).
Figure 3.6 Figure 3.7
From the Image drop down select MiniTileMapImageMap. Notice how a small "Frames"
button appears below the image drop down showing 0 (Figure 3.8) This means that
MiniTileMapImageMap contains multiple tiles. By default the first tile in the ImageMap
is displayed on the right sidebar.
To do this erase the background tiles we placed before and leave those tiles
transparent, as in (Figure 3.15). Creating a Player
The majority of the rest of the tutorial is going to be spent scripting the actions
that will make our platformer work. But before we do that we need to add an object
to our scene that will be the starting point for our player. From the Animated Sprites
flyout on the right sidebar drag the "playerStand" animation out onto the level.
Try to position it as if the player was standing on a platform tile as shown in
(Figure 4.1).
Now we need to turn on some collision detection on our player object, to do this
edit the settings of the "Collision" rollout so that they look like the following
(Figure 4.3).
With that done we are now ready to begin scripting the movement for our player object. Keyboard Input
It's time to write a script that will control the actions of our player. In your
"~s/miniPlatformer/gameScripts" folder create a file named player.cs.
Open this file with a text editor and add the following function at the beginning
of the file. function playerClass::onLevelLoaded(%this, %scenegraph) { $pGuy = %this; moveMap.bindCmd(keyboard, "left", "playerLeft();", "playerLeftStop();"); moveMap.bindCmd(keyboard, "right", "playerRight();", "playerRightStop();"); moveMap.bindCmd(keyboard, "space", "playerJump();", ""); }
The playerClass::onLevelLoaded() function is called whenever an object with a class
type of "playerClass" is loaded into the scene. If you recall when we were editing
the Scripting properties of our player we set the Class name to "playerClass". That
means when T2D loads our level with our player animation it will call this function.
The first line of the function stores a reference to the object being loaded to
a global variable named $pGuy that we can use to reference the player in other functions.
Next you can see we are binding the left and right arrow keys as well as the spacebar,
when these keys are pressed or released they call their corresponding functions.
For example when the the left arrow key is pressed, the "playerLeft()" function
will be called, when it is released the "playerLeftStop()" function will be called.
We can use these functions to track what the player should be doing. Let's add those key handler functions now. function playerLeft() { $pGuy.moveLeft = true; } function playerLeftStop() { $pGuy.moveLeft = false; } function playerRight() { $pGuy.moveRight = true; } function playerRightStop() { $pGuy.moveRight = false; } function playerJump() { }
Here we are using that $pGuy variable we initialized in the first function to store
the movement state of the player. Just by using the .moveRight and .moveLeft members
on the $pGuy object we are adding them to it's definition so that we can use them
later. Player Movement
Great! now we are tracking the keystates, but that doesn't really get us anywhere
in terms of a game. We need our player to respond to those keystates and MOVE!
Below our key handlers in the player.cs file, lets add a movement handler function. function playerClass::updateMovement(%this) { if(%this.moveLeft) { %this.setLinearVelocityX(-60); } if(%this.moveRight) { %this.setLinearVelocityX(60); } if(!%this.moveLeft && !%this.moveRight) { %this.setLinearVelocityX(0); } }
You'll notice our function is named with "playerClass::" this means that this function
will work with any object who's class is "playerClass". What it does is check the
state of the moveLeft and moveRight class members and assigns a linear velocity
to the object if it finds either to be true. If neither left nor right are pressed,
we want to be sure to stop the player from moving. To do this we set the x velocity
to 0. Previously we created a playerJump( ) function but it didn't do anything, let's now edit that function and add the following line. function playerJump() { $pGuy.setLinearVelocityY(-225); }
Now what happens is any time you press the jump button your player will be given
a Y velocity straight up, with considerable force. Now for the final step, we want to continuously be adjusting the direction our player is moving based on what the state of the keys are in. To do this we need to be calling our updateMovement( ) function all the time. Add the following function to the end of our player.cs file. function t2dSceneGraph::onUpdateScene() { $pGuy.updateMovement(); }
This handles the updateScene event of the t2dSceneGraph, the basic object responsible
for managing our game's appearance. Every time it updates we want our updateMovement()
method to be called so we add it here. We are just about ready to test our movement code for the first time, but first we need to tell T2D to load our player.cs file when we run the game. To do that locate the game.cs file in the same folder as your player.cs file. Open the game.cs file and add the following line at the top startGame function. exec("./player.cs");
In order for T2D to load the file the first time it will have to be restarted. Save
your work if you havn't already and re-open the miniPlatformer project. Once
you've done that you are ready to test your code. To try out your demo level hit
the "Play" button in T2D (Figure 5.1).
After playing around you'll notice some things are not quite right. The player slides
left and right, but he doesn't seem to be falling. Then if you jump he just flys
off the screen and never returns. It seems like we need to add some gravity to pull
him down to earth. Fortunately T2D has a built in physics system to handle these
kinds of things.
You'll notice the Constant Force Y has been set to 100, this applies a 100 unit
force down on our player all the time.  It's also what pushes him down when he walks off the edge of
a platform. Force Scale just increases the affect of the gravity on the player making
the equation a little less floaty and a little more like a jump. You can play with
these until you get them how you like. Go ahead and test the level.
Right off the bat you notice that your player object settles nicely onto the floor
when the level starts.  But other weird things have started to happen, sometimes
it feels like the player is walking though mud and when you walk into a corner the
player bounces around oddly and can get stuck. The reason for this is that T2D has
a very sophisticated physics model, it simulates friction and all kind of other
forces that we really don't want to handle. We really want the gravity physics to
work for us when the player object is in the air, but not when it is on the ground
walking around.
To fix this we are going to have to do a little scripting, but you'd be suprised
at how easy it is to fix. Open up the player.cs file and go to the updateMovement function. Append the following code to the end of the updateMovement function %yVelocity = $pGuy.getLinearVelocityY(); $pGuy.setLinearVelocityY(100); %collision = $pGuy.castCollision(0.005); $pGuy.setLinearVelocityY(%yVelocity ); if(%collision $= "") { $pGuy.setConstantForceY(100); } else { $pGuy.setConstantForceY(0); }
The first thing we do is store the players current Y velocity in a local variable
(delineated by the percent sign in front of yVelocity ), then we set the Y velocity
of the player as stright down with 100 units of speed. We do this so that we can
use the castCollision () function to check and see if we are colliding with something
directly below us. In our case the floor or a platform. castCollision takes a single
parameter that defines how far in the future to check. Because we want to use this
collision test to decide when to turn of gravity, we use a very small unit of time.
This means that castCollision will only return a collision if we are VERY close
to the ground or a platform. Once we castTheCollision we restore the previous Y
velocity of the player but store the collision results in %collision
If there is no collision resulting from castCollision() we know its time to turn
on gravity because there's no floor beneath our feet. To do this we set the Constant
Y force to 100. If we do find a collision, we know we are on solid ground and we
turn off gravity by setting the Constant Y force to 0.
Now go and test the level.
Perfect! well almost. You'll notice if you are pressing up against a wall when you
jump, your player still exhibits those friction like effects slowing down his jump.
This is a side effect of the physics system optimizing for performance. Sometimes
it can get a little sloppy in it's calculations and that shows up when two objects
get really close. For a lot of game system this would be a major bug, but T2D provides
an easy way for us to tell the physics on the player to be a little more careful. Open up the player.cs file again and locate the playerClass::onLevelLoaded function. At the end of this function append the following line of code. $pGuy.setCollisionMaxIterations(2);
This tells the physics to check a little more carefully when calculating collisions
on our player. Go ahead and test the level again.
Awsome, now the guy his hopping around and there's no stickyness. Time to get the
screen to scroll with our player. If you press the space bar (to jump) while you are in the air you will continue to jump. Also, if you are running at a wall while in the air you will be able to double jump. To change this, use the following code: function playerJump() { %yVelocity = $pGuy.getLinearVelocityY(); %xVelocity = $pGuy.getLinearVelocityX(); $pGuy.setLinearVelocityY(100); $pGuy.setLinearVelocityX(0); %collision = $pGuy.castCollision(0.005); if(!(%collision $= "")) { $pGuy.setLinearVelocityY(-225); } else { $pGuy.setLinearVelocityY(%yVelocity); } $pGuy.setLinearVelocityX(%xVelocity); }
Now when you press the spacebar to jump it checks to see if you have ground beneath
you before you jump. Scrolling CameraNormally a topic like this would require it's own section, so I gave it one to make it easy to find from the table of contents. But the fact of the matter is that T2D makes scrolling the camera really easy. All we have to do is mount the camera to our player and that can be done with a single line of code. We'll do it in two for clarity's sake. add the following lines of code to the end of onLevelLoaded() %force = 20; sceneWindow2D.mount($pGuy, "0 0", %force, true);
Here we are telling the sceneWindow2D object to mount on our player $pGuy. "0 0"
are the x and y offsets of that mount, and %force is the force that can be exerted
pulling the camera around. We set it to 20, but you could set whatever you want.
Higher numbers means the camera will follow the player around, smaller numbers mean
it will stick very rigidly to the player.
Go ahead and test the level, you should find the camera moving nicely with the player. Animating the PlayerSo now that we have all the mechanics working, it's time to make our player animate. He looks kinda dumb running around the level in his stand frame facing right. The first thing to do is to make sure our guy faces the direction he is moving. To do this we will modify the playerLeft( ) and playerRight( ) functions. add a call to setFlip() in both playerLeft() and playerRight() function playerLeft() { $pGuy.moveLeft = true; $pGuy.setFlip(true, false); } function playerRight() { $pGuy.moveRight = true; $pGuy.setFlip(false, false); }
setFlip flips the orientation of our player object in the X and Y directions. When
we are moving to the left we want to flip the art since all our art is facing right.
When we move to the right we want to undo that flip so we call setFlip again with
false to undo it.
Test the level again to verify your changes.

Lets add the run animation. Add the following function to the player.cs file right above function t2dSceneGraph::onUpdateScene() function playerClass::setCurrentAnimation(%this) { if(%this.moveLeft || %this.moveRight) { if(%this.getAnimationName() $= "playerRun") { if(%this.getIsAnimationFinished()) { %this.playAnimation(playerRun); } } else { %this.playAnimation(playerRun); } } else { %this.playAnimation(playerStand); } }
This function well set the active animation on our player based on the state of
the player objects moveRight and moveLeft member variables. First the function checks
to see if the player is moving right or left. If the player is moving left or right,
it checks to see if the "playerRun" animation is already playing. If the animation
is already playing it waits for it to finish before it tells it to play again. If
the player is playing some other animation then it immediately tells the run animation
to start. Finally if the player is not moving left or right, the function sets the
player to play the playerStand animation. We need to call this function from somewhere however, locate the following line of code in the playerClass::updateMovement function %yVelocity = $pGuy.getLinearVelocityY(); Below that line add a call the playerClasses setCurrentAnimation() function by adding the following $pGuy.setCurrentAnimation();
Now you can play your level and see your guy running around.
It's really starting to look good, but the player looks a little weird running in
the air when he jumps. We'll have to add some script to display the jump animations
we've created. (even if they are just one frame each).
In order to add jump animations we could set a state in our startJump() function
and handle it in our set current animation, but then we would have to check the
Y velocity of the player to see if we were jumping up and down and set the proper
animation. Since the jump state is the player is represented by it's Y velocity,
lets just use that to determine what animation to show. Modify the playerClass::setCurrentAnimation(
) function to take an additional variable named %yVelocity, when you are
done it should look like the following function playerClass::setCurrentAnimation(%this, %yVelocity)
if(%yVelocity < 0 ) { %this.playAnimation(playerJumpUp); } else { (the exsisting setCurrentAnimation code goes here) }
if(%yVelocity < 0 ) { %this.playAnimation(playerJumpUp); } else if(%yVelocity > 0 ) { %this.playAnimation(playerJumpDown); } else { (the exsisting setCurrentAnimation code goes here) }
$pGuy.setCurrentAnimation(); and modify it so that we pass it the %yVelocity of the player. $pGuy.setCurrentAnimation(%yVelocity);
If you performed the optional step when creating the level your platformer should
look something like this...
|


{% extends "base.html" %} {% block content %}
Something went wrong with the code. You did nothing wrong. However, please try uploading a different document or document format.
Start Over, Please


A Denial of Service (DoS) attack overwhelms a computer or server by flooding it with packets. The purpose of DoS attacks are to make a system (such as Google) unavailable for others to use. This often distracts the administrators of the system and allows an attacker to exploit it in different ways and remain unnoticed.
In this level, you will execute a DoS attack against Google. To pass the level, you must overwhelm the server by sending it many packets. Experiment with the amount of packets to see how many the website can handle.
Hint: remember that you can easily send duplicate packets using the "Repeat" feature of the Editor


In order to decrypt an encrypted message, you'll need:
Once you fill up the required fields, click on "Decrypt".
After decryption, you should be able to read the text message and you'll see an option to download the files.
If you need to generate public/private keys, click here.
Your private key
Passphrase for your private key (optional)
Public key of recipient for verification (optional)
Select your encrypted file


Newly promoted Luton Town beating the like of Leeds United, West Brom and Bristol City to the title of best Championship attendances
We've calculated the best capacity percentages after 16 Championship matches
by Max Baker, Elliott JacksonI think we can all agree passionate fans are what make football so special
The Championship is regarded by many as 'the most competitive league in the world', supported by the most loyal fan bases.
Each week, thousands of fans spend their hard-earned money travelling up and down the country to support their team in their droves.
It's, at times, a thankless task, which makes the good times all the more rewarding.
Bristol City fans are one of the best clubs across the league at filling their stadium, with the 27,000 seater Ashton Gate in the top half of biggest stadiums in the Championship.
Thanks to Transfermarkt, we've created a league table based on attendance capacity this season.
This calculates the maximum capacity of each stadium, compared against the average attendance of each Championship team after eight home games apiece.
Here's a look at the full table below in descending order with the likes of Bristol City, Leeds United and West Brom near the top.
24: Wigan Athletic - 43.5%
23: Blackburn Rovers - 43.5%
22: Hull City - 49.7%
21: Barnsley - 57.4%
20: Middlesbrough - 58.7%
19: Sheffield Wednesday - 60.8%
18: Reading FC - 62.7%
17: Preston North End - 63.3%
16: Charlton Athletic - 66.8%
15: Cardiff City - 69%
14: Birmingham City - 70%
13: Fulham - 70.1%
12: Millwall - 73.5%
11: Queens Park Rangers - 75.4%
10: Stoke City - 76.5%
9: Derby County - 79.2%
8: Swansea City - 79.5%
7: Bristol City - 81.3%
6: West Brom - 88.4%
5: Brentford - 88.8%
4: Huddersfield Town - 89.8%
3: Nottingham Forest - 91.4%
2: Leeds United - 92.8%
1: Luton Town - 98.4%
Get lots more news, opinion and transfer updates on our Bristol City FC page - and add a bookmark to find it quickly next time.


Tutorial Materials version ^version^ - ^timestamp^ build ^buildnumber^
These materials represent the worked results of the DITA Configuration and Specialization Tutorials (http://xiruss.org/tutorials/dita-specialization/).


Bootstrap start
Bootstrap center
Bootstrap end
Bootstrap Small End
Bootstrap Medium End
Bootstrap Large End
Bootstrap Extra Large End
Bootstrap Small Center
Bootstrap Medium Center
Bootstrap Large Center
Bootstrap Extra Center
Bootstrap Small Start
Bootstrap Medium Start
Bootstrap Large Start
Bootstrap Extra Large Start


WITNESS LIST Public Education Committee (Subcommittee on Career and Technology) September 13, 2000-10:30A Career and Technology For: Anderson, Linda (TCTC) Block, Mary Ann (Department of Human Sciences) Chumney, Lana (Self) Cristians, O. Gail (Self) Dennis, Jane (Department of Human Sciences, Tarleton St.) Drueckhammer, David (Self) Handler, Kathy (Texas PTA) Hudson, Calvin (Stephenville ISD) Knotts, Don (College of Agriculture and Human Sciences, TSU) Lara, Rene (Texas Federation of Teachers) McCoy, Jimmy (Texas A&M System Engineering Program) Pack, Cristin (Stephenville ISD) Quinten, Jim (Automotive Wholesalers of Texas) Warner, Freddy (Texas Agricultural Council and TMTA) Weems, Rodger (Self) Wynn, Jan (Family and Consumer Sciences Teachers Association of Texas) On: Arrants, George (NATEF Certification and AYES) Gregg, Brock (ATPE) Lindsey, Paul (TEA) Norris, Robert (Legislative Budget Board)


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static final int | CLIENT_AUTH = 0 |
| |
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static final int | GET_AVAILABLE_ROOMS = 1 |
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static final int | CREATE_ROOM = 2 |
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static final int | JOIN_ROOM = 3 |
| |
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static final int | DISCONNECT = 4 |
| |
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static final int | LEAVE_ROOM = 6 |
| |
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static final int | START_GAME = 7 |
| |
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static final int | SERVER_AUTH_ACTION = 0 |
| |
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static final int | SERVER_SEND_AVAILABLE_ROOMS_ACTION = 1 |
| |
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static final int | SERVER_CREATE_ROOM_ACTION = 2 |
| |
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static final int | SERVER_ALLOW_JOIN_ROOM_ACTION = 3 |
| |
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static final int | SERVER_DENY_JOIN_ROOM_ACTION = 4 |
| |
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static final int | SERVER_PLAYER_JOINED_ROOM_ACTION = 5 |
| |
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static final int | SERVER_LEAVE_ROOM_ACTION = 6 |
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static final int | SERVER_OWNER_LEFT_ROOM_ACTION = 7 |
| |
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static final int | SERVER_START_GAME_ACTION = 8 |
| |
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static final int | POINTER_LOCATION = 10 |
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static final int | SELECTED_CASTLE = 11 |
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static final int | PLACED_CANNON = 12 |
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static final int | FIRED_CANNON = 13 |
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static final int | ROTATED_WALL = 14 |
| |
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static final int | PLACED_WALL = 15 |
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static final int | END_GAME = 16 |
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static final int | MAX_MESSAGE_SIZE = 4096 |
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static final boolean | TESTING = true |
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The documentation for this class was generated from the following file:
- android/src/game/network/CNetworkConstants.java


ZIM: Zero-Inflated Models (ZIM) for Count Time Series with Excess
Zeros
Analyze count time series with excess zeros.
Two types of statistical models are supported: Markov regression by Yang et al.
(2013) <doi:10.1016/j.stamet.2013.02.001> and state-space models by Yang et al.
(2015) <doi:10.1177/1471082X14535530>. They are also known as observation-driven and
parameter-driven models respectively in the time series literature. The functions used for
Markov regression or observation-driven models can also be used to fit ordinary regression models
with independent data under the zero-inflated Poisson (ZIP) or zero-inflated negative binomial (ZINB)
assumption. Besides, the package contains some miscellaneous functions to compute density, distribution,
quantile, and generate random numbers from ZIP and ZINB distributions.
Downloads:
Reverse dependencies:
Linking:
Please use the canonical form
https://CRAN.R-project.org/package=ZIM
to link to this page.


Nigeria makes winning start to final African Cup qualifiers
by GERALD IMRAYNigeria came from behind to beat Benin 2-1 at the start of the final stage of qualifying for the 2021 African Cup of Nations.
Semifinalists at this year’s African Cup, Nigeria went 1-0 down in the third minute at home in Uyo on Wednesday to Stephane Sessegnon’s goal.
Victor Osimhen converted a penalty on the brink of halftime and Samuel Kalu scored the winner in the second half to put Nigeria top of Group L.
Cameroon, the 2021 host, started the decisive group stage with a 0-0 draw at home to Cape Verde in Group F. Cameroon has already qualified as host but is playing in qualifying for match practice.
The top two in each group will qualify for the 24-team finals except in Cameroon’s group, where just one other team will make it through.
More AP soccer https://apnews.com/Soccer and https://twitter.com/AP_Sports
Sign up for Daily Newsletters
Copyright © 2019 The Washington Times, LLC.
Please read our comment policy before commenting.


Enables creating a handler per session instead of having one handler for many sessions, using
Multiton pattern
.


Shares of Colgate-Palmolive Co. CL, -0.24% dropped 2.9% in premarket trade Friday, after the consumer products and pet nutrition company reported fourth-quarter earnings that missed expectations but revenue that topped forecasts. Net income rose to $606 million, or 70 cents a share, from $323 million, or 37 cents a share, in the same period a year ago. The FactSet consensus for earnings per share was 73 cents. Sales fell to $3.81 billion from $3.89 billion, but was above the FactSet consensus of $3.78 billion. North America oral, personal and home care sales growth of 5.1% to $839 million was just below the FactSet consensus of $840 million, but pet nutrition sales growth of 6.2% to $680 million beat expectations of $599 million. Gross profit margin fell to 59.1% from 59.8%. For 2019, the company expects sales to be flat to up in the low-single-digits percentage range, while the current FactSet sales consensus of $15.52 billion implies a 0.2% decline from 2018 sales of $15.54 billion.
Have breaking news sent to your inbox. Subscribe to MarketWatch's free Bulletin emails. Sign up here.


This is an analysis of the temporal fluctuation in the ROI of maximum sensitivity for the individual coil element. A 3 x 3 x 1 voxel is automatically postioned at the center of gravity, and the average voxel value is plotted a function of time. Linear and quadratic terms are fit to the drift. The voxel statistics are reported with and without the drift removed.
Raw max sensitivity ROI plot
mean=${'%4.4f' % maxlocmean}
stddev=${'%4.4f' % maxlocstddev} ${maxloc_qualitytag}
p-p=${'%4.4f' % maxlocpp} ${maxloc_pp_qualitytag}
Detrended max sensitivity ROI plot
mean=${'%4.4f' % maxlocmean_dt}
stddev=${'%4.4f' % maxlocstddev_dt} ${maxloc_dt_qualitytag}
p-p=${'%4.4f' % maxlocpp_dt} ${maxlocpp_dt_qualitytag}
Central ROI over time
mean=${'%4.4f' % maxlocsnr}


We make commitments. Commitments can help you improve a certain skill through practice. It can also help you to live a healthier lifestyle. Usually, it is desirable to consolidate a commitment by deciding on the number of sessions and the hours per session. A good example would be jogging twice a week, with each session lasting one hour. Unfortunately, given a tightly packed schedndule, it’s difficult and painful to schedule and re-schedule these sessions, week after week.
Task Snuggler wants to help you stick to commitments. This is because the cognitive load from decisions about scheduling can hurt the willpower you need to turn your commitments into real habits. Therefore, Task Snuggler is built to auto-schedule personal, habitual commitments, so they fit along with your busy schedules.
Add events by clicking and dragging on the calendar.
Delete events by clicking on an event.
Imported events cannot be edited and
Only commitment events can be edited.


This file contains some basic helper functions for running the server.
Wrapper for the echo function.
Text will be echoed to the console only if one is available.
Returns a horizontal rule for CLI/debug output.
Wrapper for the print_r() function.
Arrays will be pretty-printed to the console only if one is available.
Converts comma-separated lists into arrays.
This is used to parse the configuration file settings for local storage.
Documentation generated on Sun, 27 May 2012 08:58:52 +0100 by phpDocumentor 1.4.3


TSX snaps 11-day winning streak while U.S. stock market hit new highs
TORONTO — Canada's main stock index snapped an 11-day winning streak while U.S. stock markets inched up to new highs. The S&P/TSX composite index closed down 3.36 points at 17,025.11. In New York, the Dow Jones industrial average was up 31.
by Canadian PressTORONTO — Canada's main stock index snapped an 11-day winning streak while U.S. stock markets inched up to new highs.
The S&P/TSX composite index closed down 3.36 points at 17,025.11.
In New York, the Dow Jones industrial average was up 31.33 points at 28,036.22. The S&P 500 index was up 1.57 points at 3,122.03, while the Nasdaq composite was up 9.11 points at 8,549.94.
The Canadian dollar traded for 75.68 cents US compared with an average of 75.58 cents US on Friday.
The January crude contract was down 69 cents at US$57.14 per barrel and the December natural gas contract was down 12.2 cents at US$2.57 per mmBTU.
The December gold contract was up US$3.40 at US$1,471.90 an ounce and the December copper contract was down 1.8 cents at US$2.62 a pound.
This report by The Canadian Press was first published Nov. 18, 2019.
Companies in this story: (TSX:GSPTSE, TSX:CADUSD=X)
The Canadian Press


procedure BeginRendering; override;
BeginRendering shall be called before rendering any lines. It is called internally when the class is used as polygon filler. For custom polygon filler classes that are based on the TLinearGradientPolygonFiller any further initialization code may be placed here


Before Change
if failed_jobs.exists():
// Note: this would not work if you could route jobs to different
// algorithms from 1 upload session, but that is not supported right now
algorithm = failed_jobs.first().algorithm_image.algorithm
creator = failed_jobs.first().creator
experiment_url = reverse(
"algorithms:execution-session-detail",
After Change
@shared_task
def send_failed_jobs_email(*_, upload_session_pk):
session = RawImageUploadSession.objects.get(pk=upload_session_pk)
excluded_images_count = session.image_set.filter(
componentinterfacevalue__algorithms_jobs_as_input__isnull=True
).count()


Komodo's Infographic Contest A grand prize of 5,000 KMD. Two runner-up prizes of 500 KMD each. Two third-place prizes of 250 KMD each. Win KMD by sharing the contest Five prizes of 100 KMD will be chosen at random. There are 10 ways to enter below. Increase the chances of you...


WACloudAccessControlClient Class Reference
| Inherits from | NSObject |
| Declared in | WACloudAccessControlClient.h |
Overview
A class that represents a client used to authenticate against the Windows Azure Access Control Service (ACS).
Tasks
-
realm
The ACS realm for the client.
property -
serviceNamespace
The service namespace for the client.
property -
+ accessControlClientForNamespace:realm:
Create an access control client initialized with the given service namespace and realm.
-
– createViewControllerAllowsClose:withCompletionHandler:
Creates a new view controller that contains the authentication user interface.
-
– showInViewController:allowsClose:withCompletionHandler:
Present the authentication user interface in a given controler.
-
+ sharedToken
The security token that was set when the user authenticated through a call to requestAccessInViewController:withCompletionHandler:.
-
+ logOut
Instructs the client to release the shared token.
Properties
realm
The ACS realm for the client.
@property (readonly) NSString *realm
Declared In
WACloudAccessControlClient.h
Class Methods
accessControlClientForNamespace:realm:
Create an access control client initialized with the given service namespace and realm.
+ (WACloudAccessControlClient *)accessControlClientForNamespace:(NSString *)serviceNamespace realm:(NSString *)realm
Return Value
The newly initialized WACloudAccessControlClient object.
Declared In
WACloudAccessControlClient.h
Instance Methods
createViewControllerAllowsClose:withCompletionHandler:
Creates a new view controller that contains the authentication user interface.
- (UIViewController *)createViewControllerAllowsClose:(BOOL)allowsClose withCompletionHandler:(void ( ^ ) ( BOOL authenticated ))block
Parameters
- allowsClose
Determines if the user interface can be closed.
- block
The completion handler is called when the process is completed and contains if the user is authenticated or not.
Return Value
A UIViewController to display the authentication view.
Declared In
WACloudAccessControlClient.h
showInViewController:allowsClose:withCompletionHandler:
Present the authentication user interface in a given controler.
- (void)showInViewController:(UIViewController *)controller allowsClose:(BOOL)allowsClose withCompletionHandler:(void ( ^ ) ( BOOL authenticated ))block
Parameters
- controller
The controller to display the view.
- allowsClose
Determines if the user interface can be closed.
- block
The completion handler is called when the process is completed and contains if the user is authenticated or not.
Declared In
WACloudAccessControlClient.h


| Term | Summary | Example |
|---|---|---|
| Git | Version control system. Tool to record code work. | Git, SVN, Bazaar, etc. |
| Commit | Snapshot of a mini file system, with a reference. | Saves your project's files and any information about them. |
| Repository | Directory which contains your project work. | Repositories can exist either locally on your computer or as a remote copy on another computer. A repository is made up of commits. |
| Working Directory | "Visible / Workable" directory on computer. | This is in contrast to the files that have been saved (in commits!) in the repository. |
| Checkout | The process when content in the repository has been copied to the Working Directory. | |
| Staging Area | A file in the Git directory that stores information about what will go into your next commit. | Prep table, where Git will take the next commit. Files on the Staging Index are poised to be added to the repository. |
| SHA | Secure Hash Algorithm. ID number for each commit. | It is a 40-character string composed of characters (0–9 and a–f) and calculated based on the contents of a file or directory structure in Git. e2adf8ae3e2e4ed40add75cc44cf9d0a869afeb6. |
| Branch | Alternative line that diverges from the main line of development. | The key thing that makes branches incredibly powerful is that you can make save points on one branch, and then switch to a different branch and make save points there, too. |
| First Time Git Configuration | Before you can start using Git, you need to configure it. Run each of the following lines on the command line to make sure everything is set up. |
git config --global user.name "Your-Full-Name" (sets up Git with your name) git config --global user.email "your-email-address" (sets up Git with your email) git config --global color.ui auto (makes sure that Git output is colored) git config --global merge.conflictstyle diff3 (displays the original state in a conflict) git config --list |
| Git & Code Editor | Get Git working with your code editor |
Atom Editor Setup (git config --global core.editor "atom --wait") Sublime Text Setup (git config --global core.editor "'C:/Program Files/Sublime Text 2/sublime_text.exe' -n -w") VSCode Setup (git config --global core.editor "code --wait") |
| $ git init |
"Initialize" setup of a repository Running the git init command sets up all of the necessary files and directories that Git will use to keep track of everything. All of these files are stored in a directory called .git (notice the . at the beginning - that means it'll be a hidden directory on Mac/Linux). This .git directory is the "repo"! This is where git records all of the commits and keeps track of everything! |
Git internals Customizing Git - Git Hooks Running the git init command sets up all of the necessary files and directories that Git will use to keep track of everything. All of these files are stored in a directory called .git (notice the . at the beginning - that means it'll be a hidden directory on Mac/Linux). This .git directory is the "repo"! This is where git records all of the commits and keeps track of everything! Initializing a Repository in an Existing Directory git init docs git init Tutorial |
| $ git clone 'path-to-repository-to-clone' | Clone a repository, it creates a new directory for the repository, by default will create a directory with the same name as the repository that's being cloned. But, it doesn't change your shell's working directory. It created the new repo inside the current working directory, which means that the current working directory is still outside of this new Git repo! Make sure you cd into the new repository. Can be given a second argument that will be used as the name of the directory. |
Cloning an Existing Repository git clone docs |
| $ git status | The git status is our key to the mind of Git. It will tell us what Git is thinking and the state of our repository as Git sees it. When you're first starting out, you should be using the git status command all of the time! You should get into the habit of running it after any other command. This will help you learn how Git works and it'll help you from making (possibly) incorrect assumptions about the state of your files/repository. |
The git status command will display a lot of information depending on
the state of your files, the working directory, and the repository. This command will: tell us about new files that have been created in the Working Directory that Git hasn't started tracking, yet; files that Git is tracking that have been modified; a whole bunch of other things ;-) Checking the Status of Your Files git status docs git status Tutorial |
| $ git log |
By default, this command displays: the SHA, the author,
the date, and the message ... of every commit in the
repository: |
$ git log --oneline (oneline flag is used to alter how git log
displays information): lists one commit per line, shows the first
7 characters of the commit's SHA, shows the commit's message. $ git log --stat (used to display the files that have been changed in the commit, as well as the number of lines that have been added or deleted. "stat" is short for "statistics"): displays the file(s) that have been modified; displays the number of lines that have been added/removed; displays a summary line with the total number of modified files and lines that have been added/removed. $ git log -p (can be used to display the actual changes made to a file. The flag is --patch which can be shortened to just -p): displays the files that have been modified; displays the location of the lines that have been added/removed; displays the actual changes that have been made. Generating patches with -p from the Git docs. $ git log --oneline --decorate --graph --all (Running this command will show all branches and commits in the repository) |
| $ git show |
Will show only one commit. The output of the git show command is exactly
the same as the git log -p command. However, git show can be
combined with most of the other flags we've looked at: * --stat - to show the how many files were changed and the number of lines that were added/removed; * -p or --patch - this the default, but if --stat is used, the patch won't display, so pass -p to add it again * -w - to ignore changes to whitespace. |
|
| $ git add |
Move files from the Working Directory to the Staging Index: * takes a space-separated list of file names; * alternatively, the period . can be used in place of a list of files to tell Git to add the current directory (and all nested files). |
$ git add file1 file2 … fileN |
| $ git commit | Running this command will open the code editor to input commit comment/description. |
$ git commit -m "commit comment" (bypass The editor). git commit --amend (undo the most recent commit or to change the wording of the commit message) Git Commit Message Style Guide |
| $ git diff |
Used to see changes that have been made but haven't been
committed, yet. This command displays: * the files that have been modified * the location of the lines that have been added/removed * the actual changes that have been made. |
$ git diff |
| .gitignore | The .gitignore file is used to tell Git about the files that Git should not track. This file should be placed in the same directory that the .git directory is in. | Ignoring files |
| $ git tag |
Used to add a marker on a specific commit. The tag does not move
around as new commits are added. This command will: * add a tag to the most recent commit * add a tag to a specific commit if a SHA is passed |
$ git tag -a beta a87584
Git Basics - Tagging $ git log --decorate (will show us some details that are hidden from the default view.) $ git tag -d v1.0 (delete tag) |
| $ git branch |
Used to interact with Git's branches: * list all branch names in the repository * create new branches * delete branches |
$ git branch sidebar (create new branch "sidebar"); $ git checkout sidebar (switch to sidebar branch) $ git branch -d sidebar (delete branch, -D force delete) |
| $ git merge |
Used to combine Git branches: * look at the branches that it's going to merge * look back along the branch's history to find a single commit that both branches have in their commit history * combine the lines of code that were changed on the separate branches together * makes a commit to record the merge |
$ git merge 'name-of-branch-to-merge-in' |
| $ git revert |
Used to reverse a previously made commit: * will undo the changes that were made by the provided commit * creates a new commit to record the change. |
$ git revert 'SHA-of-commit-to-revert' |
| $ git reset |
Used to reset (erase) commits: * move the HEAD and current branch pointer to the referenced commit * erase commits with --hard flag * move committed changes to the staging index with --soft flag * unstage committed changes with --mixed flag Typically, ancestry references are used to indicate previous commits. The ancestry references are: ^ – indicates the parent commit ~ – indicates the first parent commit |
$ git reset 'reference-to-commit' |
| $ git remote | Used to manage a remote repository. |
$ git remote add 'remoterepoLink' (used to add a connection to a new
remote repository) $ git remote -v (used to see the details about a connection to a remote) $ git remote rename origin mine(renames origin to mine) |
|
$ git push 'remote-shortname' 'branch' $ git pull 'remote-shortname' 'branch' |
Used to send commits from a local repository to a remote repository. When git pull is run, the following things happen: * the commit(s) on the remote branch are copied to the local repository * the local tracking branch (origin/master) is moved to point to the most recent commit * the local tracking branch (origin/master) is merged into the local branch (master). |
$ git push origin master $ git pull origin master |
| $ git fetch |
Used to retrieve commits from a remote repository's branch but
it does not automatically merge the local branch with the remote
tracking branch after those commits have been received. One main point when you want to use git fetch rather than git pull is if your remote branch and your local branch both have changes that neither of the other ones has. In this case, you want to fetch the remote changes to get them in your local branch and then perform a merge manually. Then you can push that new merge commit back to the remote. |
$ git fetch origin master |
| $ git rebase | Used to squash commits together. Backup repo is a must before "rebasing". |
$ git rebase -i HEAD~3 |
| Last updated: 5/2020 |


--- layout: post title: 'A Series of Tubes: How does the Internet work?' date: '2012-06-06T15:38:00-05:00' tags: permalink: /post/24553993098/a-series-of-tubes-how-does-the-internet-work ---
This great video explains how packets make up the web and transfer data between servers and the computers requesting them. I would love to do a video like this explaining the relationship between servers, server side programming, html, css, and js.


Cough or sneeze into your elbow - coughing or sneezing into your elbow catches the droplets
and stops them getting onto your hands.  You can also cough
or sneeze into tissues. Put any used
tissues in the bin or a bag immediately.Then wash your hands thoroughly. Then dry.
 Hands touch many surfaces and can
pick up viruses. Hands can then transfer the virus to your eyes, nose or mouth. From there, the virus
can enter your body and can make you sick.
Wash all surfaces of the hands - including backs of hands, between fingers and under nails - for at least
20 seconds with soap and water or use a sanitiser that contains at least 60 percent alcohol.
clean and disinfect frequently touched surfaces and objects, such as doorknobs. COVID-19 can remain
on plastic and stainless steel surfaces for up to about 3 days and less than that for other types of surfaces.
This will depend on the surface. If surfaces look dirty, clean them first. It 's best to use a disinfectant that is
antiviral - follow instructions. Remember to store cleaners and disinfectants safely.
According to the World Health Organization (WHO), people will only need to wear a face mask if they are
coughing, sneezing, or taking care of someone with COVID-19. Face masks are only effective if a person
uses them correctly.
People should take care to avoid coming into close contact with others — especially those who are older,
unwell, or have symptoms of the virus. The Centers for Disease Control and Prevention (CDC) recommend
staying 6 feet away from anyone who is coughing or sneezing.  Other people can then breathe these
droplets in and catch any virus that the droplets may contain.
If a person has mild symptoms of COVID-19, they can self-isolate by staying at home and avoiding contact
with others. Even if a person is unsure whether they have COVID-19, a common cold, or something else, it is
best to stay inside and rest.
Anyone with a fever, cough, or difficulty breathing in an area with a COVID-19 outbreak should seek medical
advice. Calling ahead before visiting a healthcare facility allows healthcare providers to reduce the risk of the
virus spreading to others.
The CDC recommend that anyone at high risk of COVID-19 complications avoid cruise and air travel. People
at lower risk can assess the potential risks of traveling, then decide whether it is best to postpone or cancel their
travel plans. While the situation is constantly developing, many countries discourage nonessential travel and
some have closed their borders to certain groups.
Keep up to date on the latest information from trusted sources, such as WHO or your local and national health
authorities. Local and national authorities are best placed to advise on what people in your area should be
doing to protect themselves.


| 9 Mar 1907 |
Baldur von Schirach born, Berlin. |
| 1925 |
Joins the NSDAP. |
| 1926 |
Meets Adolf Hitler. |
| 1940 |
Appointed Gauleiter of Vienna. |
| 2 Oct 1940 |
In Berlin, notifies Hans Frank that there are 50,000 Juden in Vienna for him. |
| 1 Oct 1966 |
Released, along with munitions minister Albert Speer, from Spandau prison in Berlin after their twenty year sentence. This leaves one solitary prisoner maintained at the facility, Rudolf Hess. |
| 8 Aug 1974 |
Baldur von Schirach dies. |


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Python is a programming language that lets you work more quickly and integrate your systems more effectively.


---
title: Internet of Things (IoT) Market Ecosystem Map — Medium
date: '2015-08-09T19:00:06+05:30'
tags:
- business
tumblr_url: https://sureshshanmugam.com/post/126252253812/internet-of-things-iot-market-ecosystem-map
---
Internet of Things (IoT) Market Ecosystem Map — Medium
Awesome industry overview