Starting with this posting, we will upload a series of articles that can help with Python development. The series will be written in four articles, and the contents are as follows, and if necessary, additional posts will be uploaded as a separate series.
In this article, we will show you what Git is and Why do we need it. Also, we will give a brief intro to how we can start and use Git.
- Git Basic
- Virtual Environment
- PEP8
- Jupyter
What is Git
Git is a free and open-source distributed version control system designed to handle everything from small to very large projects with speed and efficiency [1]. It provides us a history of content changes and facilitates collaborative changes to files [2].
Why Do We Need Git
When we work on a project and do something creative and productive, we repeat the following four steps [2].
- Create things.
- Save things.
- Edit things.
- Save the things again.
By repeating the above steps, we add new things, delete unnecessary ones, request modifications, and make corrections where necessary. To make this process straightforward and efficient, we turn to the help of version control. Through the version control system, we can easily track the followings [2].
- When we did it.
- Why we did it.
- What the contents of the change.
This makes it possible to efficiently understand the project’s process and be more productive when revisiting the project in the future.
For these reasons, we cannot overemphasize the necessity of version control when working on projects through collaboration as well as personal projects. By using Git, we can take these benefits of version control.
Basic Git Commands
The following are essential terminal commands for Git. It may be difficult to memorize, but it is good to understand only its purpose. As long as you understand each command’s purpose, you can easily use Git through a GUI, which will be covered in the following section.
For reference, the contents are referred to as the following links.
git init
$ git init [project-name]
- This command is used to start a new repository.
git clone
$ git clone [url]
- This command is used to obtain a repository from an existing URL.
git add
$ git add [file-name]
- This command adds a file to the staging area.
git rm
$ git rm [file-name]
- This command deletes the file from your working directory and stages the deletion.
git commit
$ git commit -m “Message to go with the commit here”
- This command records or snapshots the file permanently in the version history.
git status
$ git status
- This command lists all the files that have to be committed.
git push
$ git push [variable name] master
- This command sends the committed changes of master branch to your remote repository.
$ git push [variable name] [branch-name]
- This command sends the branch commits to your remote repository.
git branch
$ git branch
- This command lists all the local branches in the current repository.
$ git branch [branch-name]
- This command creates a new branch.
$ git branch -d [branch-name]
- This command deletes the feature branch.
git checkout
$ git checkout [branch-name]
- This command is used to switch from one branch to another.
$ git checkout -b [branch-name]
- This command creates a new branch and also switches to it.
git pull
$ git pull [repository link]
- This command fetches and merges changes on the remote server to your working directory.
git merge
$ git merge [branch-name]
- This command merges the specified branch’s history into the current branch.
git diff
$ git diff
- This command shows the file differences which are not yet staged.
$ git diff [first branch-name] [second branch-name]
- This command shows the differences between the two branches mentioned.
git stash
$ git stash save
- This command temporarily stores all the modified tracked files.
$ git stash pop
- This command restores the most recently stashed files.
$ git stash list
- This command lists all stashed changesets.
$ git stash drop
- This command discards the most recently stashed changeset.
GitKraken
There is an entry barrier to use the commands described above in a terminal window. For those who have difficulty using Git in a terminal window, we suggest to use a GUI called GitKraken. With GitKraken, you can intuitively and easily manage projects without memorizing all the git commands. Figure 3. is a screenshot of GitKraken.
We can do the basic operation as the git commands described above through the buttons in Area 1. In Area 2, GitKraken shows the files that have been modified compared to the log, whether these files are added in the staging area, and allows us to commit. Lastly, in Area 3, it shows us the workflow of the project.
One More Thing 😜
Those who want to use Git only with commands in a terminal window, not using a GUI, or who want to have a deeper understanding, can learn without losing interest through the quest-game-type tutorial provided at the following link.
Reference
[1] Git. [Online]. Available: https://git-scm.com/. [Accessed: 01-Oct-2020].
[2] “Git Basics Episode 1,” Git. [Online]. Available: https://git-scm.com/video/what-is-version-control. [Accessed: 01-Oct-2020].
[3] S. C.  [Online]. Available: https://www.freecodecamp.org/news/5-git-commands-you-should-know-with-code-examples/. [Accessed: 01-Oct-2020].
[4] Atlassian, “Gitflow Workflow: Atlassian Git Tutorial,” Atlassian. [Online]. Available: https://www.atlassian.com/git/tutorials/comparing-workflows/gitflow-workflow. [Accessed: 01-Oct-2020].


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Maintenance Tracker
1.0
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#import <ChecklistItem.h>
Instance Methods | |
| (void) | - toggleChecked |
| (void) | - scheduleNotification |
Properties | |
| NSString * | text |
| NSString * | notes |
| NSString * | make |
| NSString * | numberPlate |
| NSString * | serviceFrequency |
| BOOL | checked |
| NSDate * | dueDate |
| NSDate * | nextServiceDate |
| BOOL | shouldRemind |
| int | itemId |
| UIImage * | image |
Definition at line 12 of file ChecklistItem.h.
| - (void) scheduleNotification |
Definition at line 84 of file ChecklistItem.m.
| - (void) toggleChecked |
Definition at line 56 of file ChecklistItem.m.
|
readwritenonatomicassign |
Definition at line 19 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 20 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 24 of file ChecklistItem.h.
|
readwritenonatomicassign |
Definition at line 23 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 16 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 21 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 15 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 17 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 18 of file ChecklistItem.h.
|
readwritenonatomicassign |
Definition at line 22 of file ChecklistItem.h.
|
readwritenonatomiccopy |
Definition at line 14 of file ChecklistItem.h.


(Photos) New Arsenal Adidas kit pictures emerge online
by Lucien SilverbergArsenal may be preparing their kit designs for next season already as Adidas serves up its latest effort.
See the tweet below as a well-connected Arsenal blogger shares an image of a stylish new black and red design.
It is not yet clear if this Arsenal kit will be out next season, or if it’s a fourth strip for the club on FIFA – similar to some released by a few other big clubs.
Either way, it’s not exactly traditional Arsenal colours, but it looks pretty good and should be a hit among fans!


POETIC JUSTICE A film review by Emily L. Corse Copyright 1993 Emily L. Corse/The Summer Pennsylvanian
** (out of ****)
In 1991, John Singleton set himself a tough act to follow. At just twenty-three years of age, he won Academy Award nominations for both directing and writing BOYZ N THE HOOD, making him the youngest nominee ever for best director. And that was his first feature film.
Unfortunately, the many fans of Singleton's beautifully conceived, beautifully executed debut will be disappointed by his second feature film, a rambling love story starring pop star Janet Jackson.
Singleton's decision to step away from the scene of his original success, the grueling violence and drugs of the 'hood, is both daring and laudable. POETIC JUSTICE is billed as a "street romance" and presents a portrait of a young woman who finds herself through poetry and, eventually, true love. But the major strength of BOYZ was the sensitive, believable characterizations of the young men whose lives were chronicled--and this strength is missing from the new film. The fault lies mainly with the lead character, Justice. As written by Singleton and performed by Jackson, Justice does not ring true.
Filmed against the ravaged landscape of post-rebellion Los Angeles, POETIC JUSTICE begins "Once upon a time...", an ironic reminder that not all stories are fairy tales. Suddenly the screen is filled with giant images of the ultra-white Penelope and Brad (Lori Petty and Billy Zane) breezily trading bad dialogue and gunfire in a glossy new-wave penthouse. For whom are these role models?
Certainly not for the youth of South Central L.A., who fill the parking lot of the drive-in theatre, just barely noticing the hilariously awful action on the giant screen above them.
Among the audience are Justice and Markell (played by Q-Tip), sharing an intimate, teenaged moment. Before allowing too much familiarity, Justice asks her boyfriend why he loves her. "'Cuz you're fun," he replies to her disappointment, before returning with the more thoughtful, "...'cuz when I was in the county jail you sent me all those nice poems."
That's all we see of the relationship between the two young lovers, as Markell soon falls victim to a casual, senseless murder. The film's main story begins with an older Justice, still in deep mourning, working as a hairdresser and hiding out from her feelings, from the world, and from men.
One of the hopeful suitors whose hopes she depresses is Lucky (Tupac Shakur), a hip-yet-responsible mail carrier attracted by Justice's flair for stamp-licking. Shakur's Lucky is both convincing and irresistible. When a postal supervisor advises that he should use mace to ward off vicious dogs, he exclaims, "That stuff is like Binaca to them rottweilers!"
With a standard plot twist, the two antagonistic protagonists are forced into a long journey together, on a mail run up the California coast to Oakland. And romance blooms.
It's a familiar scenario that could have worked with a stronger lead, but Justice is only boring. The poetry she writes in her notebook, though beautiful and powerful in its own right, sounds artificial in the passionless voice of Janet Jackson. Justice's poetry sounds like it's read from a book, not from her heart. (In fact, the soul-stirring poetry used in the film is the work of famed author Maya Angelou.)
Jackson's mediocre acting skills can't overcome the handicap of her cover-girl looks and TV white teeth. When she grimaces in pain, she looks like she's smiling for the camera. The only time her character comes alive is during a montage of her lonely home life, to the accompaniment of Stevie Wonder's "Never Dreamed You'd Leave In Summer." This scene of Justice eating popcorn with Tabasco, lying on the floor in the dark, and trying on faces in the mirror is well-filmed, realistic, and quite affecting.
Tyra Ferrell plays Justice's boss Jessie, a sexy, no-nonsense owner of a successful beauty salon. Jessie's character has the depth so lacking in Justice--she is self-assured and powerful; she nurtures her staff to some extent, but remains unwilling to sacrifice herself to the needs of others. She's a little too hard to be happy, yet fulfilled at least in her career. POETIC JUSTICE would have been a better movie if it followed the growth of her three-dimensional character, as Ferrell's performance never falters.
After the hard-hitting social commentary of BOYZ N THE HOOD, John Singleton may take plenty of flak for POETIC JUSTICE--more for its immature writing and flat, uninspired treatment than for its lighter theme.
With any luck, he'll remember Jessie's warning to Justice: "Out here ... sometimes you gonna lose one, like a blow dryer or a good hairbrush."
--Emily L. Corse<EMAIL_ADDRESS>.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


MindTrails is a public research website that offers free training programs to promote healthier thinking patterns for people with anxiety and other emotional difficulties. If you have other concerns about your mental health throughout participating in this study, we encourage you to speak with a licensed treatment provider.
MindTrails does not endorse or recommend any third party commercial products or services. Information on the website may not be used by private parties for advertising or product endorsement purposes.
MindTrails is not responsible for, and disclaims all liability for damages of any kind arising out of use, reference to, or reliance on any information contained within the site.
If you are seeking additional help for your (or a loved one’s) mental health, the following is a list of resources for you to look through and consider. We have provided links to information about specific mental illnesses, treatment resources, and general mental health information.
Information Links
Mental Health and Wellness Resources Available at Kaiser
- At Kaiser Permanente, mental health resources are a phone call away. Connect with Kaiser to explore your options at<PHONE_NUMBER> (TTY) 711, Monday through Friday, 7 a.m. to 7 p.m.
- Calm and myStrength are available to adult Kaiser Permanente members at no additional cost to help you ease anxiety, improve sleep, manage relationships, lift your mood, and more.* Get more details at kp.org/selfcare.
- If you are facing a financial hardship and are concerned about the costs of care, learn more about your options by calling our Financial Counselors at<PHONE_NUMBER> or 1-877-803-1921 (TTY 711).
Accessing High-Quality Treatment
Please note that when looking for appropriate treatment options, you may want to consider the following:
- Look for a psychological or psychiatric treatment with research studies scientific research supporting its effectiveness.
- Find a treatment provider with whom you feel comfortable. This means it is absolutely within your rights to ask questions before committing to any specific type of treatment, whether it be psychotherapy or medication.
Remember that everyone struggles with feelings of sadness or worry or not liking how they look, etc. It is normal to experience these feelings at times, and having a few symptoms does not mean that you meet criteria for a diagnosis of a mental disorder. However, we recommend that you consider seeking a professional evaluation if you are experiencing these symptoms more strongly than is typical for you (or for most other people you know), for an extended period of time (e.g., extremely sad mood for more than a couple weeks), or if the symptoms start to interfere with your ability to live your life in the way you want.
Treatment Referrals
American Psychological Association (APA)
APA provides educational information, links for information about disorders and treatment, and referral assistance for those seeking psychological therapy.
Substance Abuse and Mental Health Services Administration (SAMHSA)
This site provides local psychological treatment resources in your area.
Association for Behavioral and Cognitive Therapies (ABCT)
ABCT provides referrals for those seeking psychological therapy, as well as educational opportunities and articles about cognitive and behavioral therapies.
Help for Suicidal Thoughts and Urges


--- layout: post title: 'London Games Festival: Tim Wright' date: 2006-10-04 00:00:00 categories: digital-media play ---
Tim Wright steps up.
Grew up without computers, blogs or mobile phones. Talks about Oldton. First comments led away from where Tim thought it would go. It's all about putting childhood memories into a fictional setting.
Googlers took it up and started contributing.
Coincidences followed... Tim's dad *had* been to Oldton as a sailor! Folks then start accusing Tim of faking stuff, of course :)
Tim had a lot of content to deal with but wasn't sure what to do with it. At another conference he heard a lot of talk about cards as a story-telling tool, tokens in gameplay, as items of value, with suits, etc. "Cards are just an unbound book, aren't they?"> He also wanted to build and draw a map, using assets from the blog to create a guided tour of the town.
"You're not sure whether people will collude with you in your engagement, or sabotage you."
The project turned from a blog collection to a mapping project to a card-related narrative...


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There is a certain class of app where the content is key - for example live dynamic content. If you just want to see what that might look like in an app and you have basic web skills then Awac makes it easy to build a working app prototype.
There is a certain class of app where the content is key - for example live dynamic content. If you just want to see what that might look like in an app and you have basic web skills then Awac makes it easy to build a working app prototype.
There is a certain class of app where the content is key - for example live dynamic content. If you just want to see what that might look like in an app and you have basic web skills then Awac makes it easy to build a working app prototype.
Or at least that's the plan, but we're not there yet...
Currently the only web-app container we have is Awac which supports Android. But ideally we would also have an Iwac (iOS Web App Container) and at least one web-based container. The intent is that it should be possible for the same apps to run on multiple platforms.


Links um tölvuleikja upplýsingar og afþreyingu.
Hérna er listi yfir "Top 5 síður" sem er góðar og gagnlegar þegar það kemur að tölvuleikjum og afþreyingu
- www.gamefaqs.com
- www.metacritic.com
- www.speedrun.com
- www.pcgamer.com
- www.twitch.tv
Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and Walkthroughs, over 250000 cheat codes, and over 100000 reviews.
Metacritic aggregates music, game, tv, and movie reviews from the leading critics around the globe.
speedrun.com is a site that provides leaderboards, resources, forums and more, for speedrunning. Speedrunning is the act of playing a video game with the intent of completing it as fast as possible, for the purposes of entertainment and competition. Read more.
PC Gamer is your source for exclusive reviews, demos, updates and news on all your favorite PC gaming franchises.
Founded in June 2011, Twitch is the world’s leading social video platform and community for gamers, video game culture, and the creative arts. Each day, close to 10 million visitors gather to watch and talk about video games with more than 2 million streamers. We invite you to join the millions of people who come to Twitch to stream, view, and interact around these shared passions together.


Personal Information
I studied Software Engineering at "Universidad de los Andes" - Colombia.
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procedure Invalidate; override;
Invalidate is overriden from TWinControl. In addition to standard behavior, it also invalidates the buffer content, so that the buffer gets actually updated during the following paint procedure.
You do not have to call this method explicitly in your application.


paint method Null safety
Called whenever the object needs to paint. The given Canvas has its
coordinate space configured such that the origin is at the top left of the
box. The area of the box is the size of the size
argument.
Paint operations should remain inside the given area. Graphical operations outside the bounds may be silently ignored, clipped, or not clipped. It may sometimes be difficult to guarantee that a certain operation is inside the bounds (e.g., drawing a rectangle whose size is determined by user inputs). In that case, consider calling Canvas.clipRect at the beginning of paint so everything that follows will be guaranteed to only draw within the clipped area.
Implementations should be wary of correctly pairing any calls to Canvas.save/Canvas.saveLayer and Canvas.restore, otherwise all subsequent painting on this canvas may be affected, with potentially hilarious but confusing results.
To paint text on a Canvas, use a TextPainter.
To paint an image on a Canvas:
-
Obtain an ImageStream, for example by calling ImageProvider.resolve on an AssetImage or NetworkImage object.
-
Whenever the ImageStream's underlying ImageInfo object changes (see ImageStream.addListener), create a new instance of your custom paint delegate, giving it the new ImageInfo object.
-
In your delegate's paint method, call the Canvas.drawImage, Canvas.drawImageRect, or Canvas.drawImageNine methods to paint the ImageInfo.image object, applying the ImageInfo.scale value to obtain the correct rendering size.
Implementation
@override
void paint(Canvas canvas, Size size) {
if (dropList.isEmpty) {
initialize(canvas, size);
}
double effectiveLayer;
for (int i = 0; i < this.numberOfDrops; i++) {
if (dropList[i].drop.top + dropList[i].dropSpeed < size.height) {
dropList[i].drop = Offset(dropList[i].drop.left,
dropList[i].drop.top + dropList[i].dropSpeed) &
dropList[i].drop.size;
} else {
int layer = random.nextInt(numberOfLayers);
effectiveLayer = layer * distanceBetweenLayers;
dropList[i].drop = Offset(random.nextDouble() * size.width,
-(dropSize.height + (dropSize.height * effectiveLayer))) &
Size(dropSize.width + (dropSize.width * effectiveLayer),
dropSize.height + (dropSize.height * effectiveLayer));
dropList[i].dropSpeed =
this.dropFallSpeed + (this.dropFallSpeed * effectiveLayer);
dropList[i].dropLayer = layer;
dropList[i].dropColor = dropColors[random.nextInt(dropColors.length)];
}
paintObject.color = dropList[i]
.dropColor
.withOpacity(((dropList[i].dropLayer + 1) / numberOfLayers));
// draw drop
canvas.drawRect(
dropList[i].drop,
(trail)
? (Paint()
..shader = LinearGradient(
stops: [trailStartFraction, 1.0],
begin: Alignment.bottomCenter,
end: Alignment.topCenter,
colors: [paintObject.color, Colors.transparent],
).createShader(
dropList[i].drop,
))
: paintObject,
);
}
}


The Web UI
As in adv3, so in adv3Lite, you can choose between the traditional TADS user interface or the new Web UI. The method for configuring this is almost identical to that used for the standard adv3 library, apart from one or two file-names. For the full details, see the section on "Playing on the Web" in the TADS 3 System Manual. In the present section we reproduce part of that material, duly adapted for use with adv3Lite.
In the traditional UI, the user installs a TADS interpreter on his or her machine, and the interpreter displays the user interface using the native features of the operating system — opening a window on the Mac, for example, or writing to the terminal window on Unix. With the Web UI, the user interface isn't part of the TADS interpreter at all, but instead runs in a standard Web browser. The game still runs in the TADS interpreter, but the interpreter doesn't show any UI windows; instead, the game sends everything to the Web browser for display, via a network connection.
The Web UI configuration offers several big new capabilities beyond what's possible with the traditional TADS user interface:
- Web-based play. You can set things up so that users can play your game directly in a browser, without installing your game or any TADS software on their machines. Users simply point their browser to a URL, and the game runs in the browser window. There's nothing for players to download or install — not even a plug-in, since the UI is built entirely on standard Web technologies that are native to all modern browsers (HTML, CSS, Javascript, and AJAX). Your game and the TADS interpreter run on a separate Web server machine; the user only needs to know the URL to the server, which you can easily supply via a hyperlink on your own Web page.
- Full support for Javascript, CSS, and HTML DOM. The traditional HTML TADS user interface uses an "extended subset" of the older HTML 3.2 standard, and has no support for CSS, Javascript, or HTML DOM access. With the Web UI, you have access to all of those technologies, plus full standard HTML, because the UI runs in an actual browser. HTML TADS is certainly more optimized for the traditional text game UI than a browser is, but the trade-off is that it's narrowly focused on that one type of UI. Web browsers are much more flexible and powerful as UI platforms.
- Multiuser gaming. A key TADS feature that makes the Web UI possible is a network server capability. The network capability goes beyond just talking to the browser, though: it's really a full-featured networking layer that lets a game communicate with multiple clients, opening up numerous possibilities for collaborative and multi-user games. Although the Adv3Lite library is only designed for a single player character, its new Web UI support does allow multiple people to connect to the same session and play the game collaboratively.
Choosing between the regular UI and the Web UI
The Web UI is a whole separate output layer from the traditional user interface, with its own set of functions. This is good news and bad news.
The good news is that the Web UI gives you vastly more control and power than the traditional console UI offers. For one thing, all of the networking features are directly available - they're not hidden inside the interpreter, but are readily accessible and controllable from your program. For another, you have direct access to all of the browser-side coding: you can write your own HTML, CSS, Javascript, and AJAX code to run in the browser, so you can customize virtually every aspect of the user interface. There's absolutely nothing about the Web UI that's built into the interpreter; everything that's predefined is simply part of the library, so it's readily accessible and customizable. Your game's UI can do anything that a Web site can do - drag-and-drop, animation, dynamic pop-up lists, layered objects, menus, and on and on.
The bad news is that you must choose in advance whether your game will use the Web UI or the traditional UI. If you stick to the basic command-line user interface, the only difference is in compiler options, so you can actually compile the same game both ways — so you'd have a single set of source files, but you'd compile it twice, once into a .t3 file for conventional play, and again into a separate .t3 for Web play. On the other hand, if you decide to take advantage of the more advanced features of the conventional UI (such as sound playback or the Banner API), or if you want to customize the Javascript front end of the Web UI, your game will be tied to the UI that you choose.
If you have an existing game that you created with a previous TADS 3 version, you can port it to the Web UI. If you were careful to use only Adv3Lite functions for input and output, rather than calling built-in interpreter functions directly, porting your game to the Web UI should be a simple matter of recompiling with the Web UI compiler settings. If you made use of more advanced UI features, though, porting requires somewhat more work:
- the banner API
- sound playback
- non-standard TADS HTML tags
Creating a new Web UI game from scratch
The first step in creating a Web UI game is to set up your build instructions (your project's .t3m file) to include the networking functions and the Web UI version of the Adv3Lite library.
If you're using Workbench on Windows: Select the Create New Project command. The "wizard" dialog will ask you which type of user interface to use; select the "Adv3Lite - Web UI" option from the list of project types.
If you're creating your project file manually: Follow the standard procedure for creating a .t3m file for a regular Adv3Lite game. Once you've set up the basic .t3m file, follow the instructions below for changing a .t3m file from a conventional game to the Web UI.
Porting an existing game
To port an existing game based on the traditional console user interface (including HTML TADS games), the first step is to switch to the Web UI libraries. This requires a few changes to your project's .t3m file.
Attention Workbench users on Windows: It's possible to make the necessary changes using Workbench, but the procedure is actually a bit easier if you edit the .t3m file manually, so the explanation below assumes you're going that route. Close Workbench before proceeding, and use a different editor, such as Notepad. Don't attempt to edit the .t3m file using Workbench or while it's open in Workbench, since Workbench will overwrite any changes you make as long as Workbench has it open.
Here's the procedure to update your .t3m file
to use the Web UI:
The first item, -D TADS_INCLUDE_NET, tells the compiler to
include the network-related built-in functions. These interfaces
aren't included by default because they're not universally supported
on all interpreters, and a game that includes them won't run on an
interpreter that doesn't support them. This makes it better to omit
them unless you actually make use of them, which of course you must
for a Web UI game.
The second item, -lib adv3LiteWeb, selects the Web version
of the Adv3Lite library. Adv3LiteWeb emulates all of the programming
interfaces from Adv3Lite related to basic command-line interactions, such
as displaying text or HTML output, reading command lines, reading
keystrokes, and so on. This lets you write a Web UI game as though it
were a standard console-based game.
The third item, -lib webui -source tadsnet, adds the TADS
Web UI library to the build, along with some helper classes for the
networking interfaces. The Web UI library is a separate component
from Adv3LiteWeb. Adv3LiteWeb doesn't actually implement the Web interface,
but rather implements an emulation of the traditional Adv3Lite input and
output functions on top of the Web UI library. The Web UI library is
a whole separate subsystem that consists of a Javascript library that
runs in the user's Web browser, and a TADS library that runs on the
server machine hosting the game. The TADS and Javascript portions
communicate with each other using the TADS networking system.
The Web UI library is analogous to the traditional input/output
functions built into the interpreter. With traditional console-based
games, you always had the option to bypass the Adv3Lite library and work
directly with the interpreter built-ins. For Web-based games, you
similarly have the option to bypass the Adv3LiteWeb library and work
directly with the Web UI library. If you do so, of course, your game
will be inextricably tied to the Web UI - you won't be able to easily
port it back to the console UI later. But the trade-off is that you
can exploit the full power of Javascript in the browser.
Depending on how much custom UI work you use in your existing game,
the library additions above might be all you have to do. The Adv3LiteWeb
library emulates the input and output functions in Adv3Lite, so you won't
have to change anything related to displaying text or reading input as
long as you used Adv3Lite functions for I/O rather than calling the
interpreter built-ins directly.
If you use any HTML image or audio files, such as JPEG images,
there's an extra step. See resource files
below.
To test your game in Web UI mode, recompile with the .t3m changes
above. If it compiles successfully, try running it. If you're using
Windows, HTML TADS will run a Web UI game locally as though it were a
standard game - so you don't have to set up a Web server to test Web
UI mode.
If you encounter any compiler errors building your game after
making the .t3m changes, you must have used a part of Adv3Lite that isn't
supported in the Web version. The most likely missing piece is the
banner API - Adv3LiteWeb doesn't support it. The Javascript front end has
analogous capabilities, but the specifics are different enough that
there's no Adv3LiteWeb emulation for the console-mode banners.
If the game compiles successfully, but doesn't work correctly when
you run it, your game probably calls built-in functions in the
interpreter rather than using the Adv3Lite equivalents. You'll have to
examine your code and eliminate calls to built-ins.
If you stick to the basic command-line user interface, and you're
careful to use Adv3Lite library methods for all of your input/output
operations, porting from the console UI to the Web UI is usually just
a matter of changing your .t3m file as described above.
An interesting implication is that you can easily create both UI
versions of your game from the same set of source files. If you
create two copies of your .t3m file - one for the console UI, and
another for the Web UI - creating the two versions is just a matter of
compiling the game with each .t3m file.
Why would you want to do this? The main reason is to accommodate
different users' preferences. Playing on the Web has a number of
advantages (greater portability, no need to install anything, the
ability to resume a saved game on different machines, multi-user
collaboration), but the traditional console UI has some advantages of
its own (faster response time, no need to be connected to the Internet
while playing). Offering both versions of your game lets users pick
the mode that works better for them.
Here are some tips for creating a dual-mode game:
If you use HTML resources such as images or audio files (JPEGs,
PNGs, MP3s, etc), there's an extra detail to tend to: you have to tell
the library that it's okay for client browsers to download those
files. The library is cautious about network security, so by default
it doesn't let clients download anything without your say-so.
It's fairly easy to specify resource download permissions. First,
you should group your resources into one or more folders - that is,
subdirectories of your main project folder for the game. Second,
for each folder, add an object definition like this to your game:
That tells the library to treat anything in the "foldername"
subdirectory of the game folder as an HTML resource, allowing the
client browser to download those files. It's just an ordinary object
definition, so you can put it anywhere in your source code that object
definitions are allowed. If you divide your resources into multiple
folders, just add a definition like the one above for each folder.
(You don't have to do this for subfolders, though - the '/foldername/'
definition will allow files in subfolders of 'foldername'.)
In the traditional console UI, the way the game program terminates
is fairly straightforward. When the player types QUIT, the Adv3Lite
command loop exits, which unwinds the call stack until the main()
function returns. This terminates the game program, at which point
the interpreter program exits to the operating system. Alternatively,
on GUI versions (such as QTads or HTML TADS), the player can end the
program by closing the main window. This is processed in much the
same way as QUIT internally: the interpreter sends an "end of file"
indication to the command loop, to let it know that no more input is
forthcoming (as there's no way for the player to enter more input
without the main window), causing the command loop to exit.
With the Web UI, things aren't quite as simple. The complication
is that the player and the game are on separate computers. At first
glance, it might seem as though we could take the same approach: if
the player types QUIT or closes their browser, we should simply let
the TADS program terminate as usual. But what happens if the player's
network connection momentarily lapses? We obviously don't want to
treat that the same way as an intentional disconnection, but it's not
always possible to tell the difference with the network protocols
involved. And what happens if the player presses the Refresh button
in their browser? It turns out that "Refresh" and "Close Page" are
essentially indistinguishable from the perspective of a Web page.
Further, what happens if the player types QUIT, but still wants to see
what's on the page for a while after? If they try to refresh the page
after typing QUIT, the server - the game program - still has to be
running to service the request.
To handle these various situations, the Web UI has to use a
different approach to managing its session lifetime. For the Web UI,
the program's job is larger than merely running the game; it's also
acting as a Web server. The Web server's lifetime isn't defined by
the duration of the game session, but rather by the existence of
connected clients: as long as there's a client connected, the Web
server needs to be available to service any new requests from the
client.
As we mentioned above, the network protocols we use don't tell us
with certainty whether or not a client is connected. More precisely,
they don't tell us with certainty that a client is not
connected. We can tell for sure that a client is connected,
because if we receive a request message, we know that it had to come
from a connected client. But the absence of any requests doesn't
necessarily mean that there are no clients; it could simply mean that
the client doesn't have any work for us at the moment, or that the
client computer is tied up doing something else before it can issue
its next request, or that a network glitch has temporarily delayed
messages from the client.
The Web UI has a two-pronged approach to dealing with all these
uncertainties. First, the Javascript portion of the UI uses a
publish/subscribe model to maintain a continuous communication channel
with the server. The server uses this channel to send periodic
"keepalive" messages to the client when no other messaging activity is
taking place. This ensures that the client and server exchange
messages with a minimum frequency (about every 90 seconds — frequently
enough to allow reasonably timely detection of a disconnected client,
but rarely enough that the extra messages won't affect network
performance). Second, the server monitors client sessions for long
periods of inactivity. When a client doesn't responds to our
"keepalive" messages for longer than a certain interval (about 60
seconds), we assume that the client has disconnected. When we haven't
heard from any clients for a certain interval (about 120
seconds), we assume that the player must be finished with the game.
This the point when the program exits and the interpreter terminates.
The timeout intervals mentioned above are nothing magical; they're
just parameters in the Web UI server code, chosen based on practical
experience. Detecting a disconnection is inherently probabilistic: we
can never be certain a client is never coming back, no matter how long
it's been since we last heard from them, but the longer we go the more
likely it becomes that we have a disconnection rather than something
temporary like a network glitch or client-side CPU bottleneck. The
practical goal is to choose timeouts that let us shut down the
server-side program as soon as possible when it's no longer needed (so
that the server machine resources aren't tied up longer than
necessary), but no sooner.
Note that when running in local stand-alone
mode, some interpreters maintain a direct connection to the
browser window that allows them to detect when the player closes the
window. This bypasses the timeouts and allows the game program and
interpreter to terminate immediately when the player closes the
browser window. This is possible in standalone mode because
everything's running on one machine, which eliminates the
uncertainties of the network configuration and allows the interpreter
to know exactly what's going on with the browser. The Windows
interpreter provides this feature.
One of the main reasons to create a Web UI game is that it allows
users to play on the Web, without having to download your game or
install software. However, Web UI games can also be played
without a Web server, a browser, or a network connection. Most TADS
interpreters let you play a Web UI game in "local" mode, also known as
standalone mode - this means that you run the game on a single
computer without a Web server involved.
You'll probably want to use standalone mode while you're developing
and testing your game, since it would be inconvenient to have to
upload your game to a server every time you recompile.
If you're using Workbench on Windows to develop your game,
standalone mode is the default way of running. When you use the Go
command, Workbench automatically runs the game in standalone mode.
Everything looks just like it does with a traditional console-mode
game. The only difference is that the game window is actually an
embedded Web browser - but this is all handled invisibly, so you don't
have to worry about launching a browser separately or typing a URL or
anything like that.
As we described earlier, a Web UI game
continues running even after the player types QUIT, so that it can
continue to provide HTTP services as long as the client is connected
(to allow page refreshes, for example). This can be a little strange
when you're using the debugger. There are two simple ways to truly
terminate the game program: you can close the game window, or you can
use the Terminate Game command in the debugger. Closing the game
window triggers a special message to the game program that tells it to
terminate immediately, bypassing the usual timeout intervals that
would otherwise keep the game running for a while longer. When you
use the Terminate Game command, this directly ends the game program.
When using the Adv3LiteWeb library, there are some additional things
you should do to make sure your game works correctly.
In HTML TADS games, you can use <A HREF=xxx> to create
clickable command links. With the Web UI, all HTML is displayed by
a standard Web browser, so the <A HREF> tag has its standard
meaning, which is to create a hyperlink to a separate Web page.
To create a command link, use the Adv3LiteWeb function aHref():
You should continue to use <A HREF> for actual hyperlinks,
where the link navigates to another Web page rather than entering
a command, as well as for special links such as mailto: links.
The <TAB> tag is an HTML TADS extension that isn't in standard
HTML. Standard Web browsers don't support it. Unfortunately,
standard HTML doesn't have a simple equivalent of <TAB>, but you
can usually achieve similar effects using <SPAN> or <DIV> tags
with CSS styling to control spacing.
As we've already mentioned a couple of times, you can't use the
interpreter's built-in functions for input and output. The built-ins
all operate directly on the local console, which obviously isn't
available to a remote user playing on the Web.
Instead of the interpreter built-ins, always use the inputManager
equivalents:
The promptFunc parameter can be supplied either as an anonymous function that displays a prompt or simply as a single-quoted string. For getInputLine() and getKey() (or their macro equivalents) this parameter can be omitted altogether; you can simply display a prompt string before calling the method. For the most common cases you can use the following macros:
Building the same game both ways
#ifdef TADS_INCLUDE_NET
special code for the Web UI goes here
#else
special code for the console UI goes here
#endif
Resource files
WebResourceResFile
vpath = static new RexPattern('/foldername/')
;
QUIT, disconnect, and program termination
Local single-machine (stand-alone) testing
Debugging with Workbench on Windows
Adv3LiteWeb usage tips
Use aHref() for command links
"To save the game, type <<aHref('SAVE')>>. "
Don't use <TAB>
Use inputManager methods for input
Use cls() instead of clearScreen()
You shouldn't use the built-in function clearScreen(), just as you shouldn't use any other built-in I/O functions. Use cls() instead - this will work correctly in both Adv3 and Adv3web.
Don't use the Banner API
The Banner API isn't supported in Adv3LiteWeb. This includes both the low-level banner functions built into the interpreter and the Adv3Lite BannerWindow class.
The Web UI provides similar capabilities, but it uses a new programming interface. The new system is much more flexible than the banner API because it uses Javascript and CSS in the client. This combination isn't limited to the "tiled" model of the banner API - you can create overlapping windows, create transparent windows, move windows dynamically, set sizes using font metrics, etc. The new system is so different that it makes more sense to work directly with the new interfaces, so that you can take better advantage of their new capabilities.
Note that Adv3LiteWeb does provide the higher-level components that were built on the banner API in Adv3Lite: the status line, the menu system, and the hint system. The Adv3LiteWeb versions of these components are built directly on the new Javascript front end instead of the banner API.
Sound playback
The <SOUND> tag is an HTML TADS extension that's not in standard HTML, so you can't use it for sound playback in Web UI games.
There's currently no support for sound playback in the Web UI library. Mike Roberts plans to add this in the future. For the moment, if you need sound playback, you'll have to resort to direct Javascript programming.
<ABOUTBOX>
The <ABOUTBOX>> tag is an HTML TADS extension, not part of standard HTML. You shouldn't use this tag. There's currently no equivalent in the Web UI. However, note that the Adv3Lite library only calls gameMain.setAboutBox() when running in console mode, so it's fine to write your <ABOUTBOX> code as usual in that method.


#include <stSlimNode.h>
Inheritance diagram for stSlimNode:
Public Types | |
| enum | stSlimNodeType { INDEX = 0x4449, LEAF = 0x464C } |
Public Member Functions | |
| virtual | ~stSlimNode () |
| stNodeType | GetNodeType () |
| stPage * | GetPage () |
| stPageID | GetPageID () |
| stCount | GetNumberOfEntries () |
| virtual int | AddEntry (stSize size, const stByte *object)=0 |
| virtual const stByte * | GetObject (stCount idx)=0 |
| virtual stSize | GetObjectSize (stCount idx)=0 |
| virtual stDistance | GetMinimumRadius ()=0 |
| void | RemoveAll () |
| virtual stCount | GetTotalObjectCount ()=0 |
Static Public Member Functions | |
| stSlimNode * | CreateNode (stPage *page) |
| stSize | GetGlobalOverhead () |
Protected Types | |
| typedef stSlimNode::stSlimNodeHeader | stSlimNodeHeader |
Protected Member Functions | |
| stSlimNode (stPage *page) | |
Protected Attributes | |
| stSlimNodeHeader * | Header |
| stPage * | Page |
The main function of this class is to provide a way to identify a disk node and create the required node instance to manipulate the node.
The structure of Index Node follows:
Slim node structure
The Header holds the information about the node itself.
The Node Data is the segment of the node which holds the particular information of each type of the node. This class does not know how this information is organized.
Marcos Rodrigues Vieira<EMAIL_ADDRESS>Josiel Maimone de Figueiredo<EMAIL_ADDRESS>Definition at line 113 of file stSlimNode.h.
|
|
This is the structure of the Header of a SlimTree node. |
|
|
Node type. Definition at line 118 of file stSlimNode.h. |
|
|
This method will dispose this instance and all associated resources. Definition at line 133 of file stSlimNode.h. |
|
|
Creates a new instance of this class.
Definition at line 286 of file stSlimNode.h. References stPage::GetData(), Header, and Page. |
|
|
This is a virtual method that defines a interface in the insertion of a new Object in a Node.
Implemented in stSlimIndexNode, and stSlimLeafNode. |
|
|
This is a virtual method that defines a interface for the instantiate the correct specialization of this class.
|
|
|
Returns the global overhead of a slim node (header size) in bytes. Definition at line 249 of file stSlimNode.h. References stSize. |
|
|
Returns the minimum radius of this node. Implemented in stSlimIndexNode, and stSlimLeafNode. |
|
|
Returns the type of this SlimTree node (Leaf or Index).
Definition at line 142 of file stSlimNode.h. References Header, stNodeType, and stSlimNode::stSlimNodeHeader::Type. |
|
|
Returns the number of entries in this node.
Definition at line 180 of file stSlimNode.h. References Header, stSlimNode::stSlimNodeHeader::Occupation, and stCount. Referenced by stSlimIndexNode::GetIndexEntry(), stSlimLeafNode::GetLeafEntry(), and stSlimLeafNode::GetTotalObjectCount(). |
|
|
Gets the serialized object. Use GetObjectSize to determine the size of the object.
Implemented in stSlimIndexNode, and stSlimLeafNode. |
|
|
Returns the size of the object in bytes. Use GetObject() to get the object data.
Implemented in stSlimIndexNode, and stSlimLeafNode. |
|
|
Returns the associated page.
Definition at line 151 of file stSlimNode.h. References Page. |
|
|
Returns the ID of the associated page.
Definition at line 160 of file stSlimNode.h. References stPage::GetPageID(), Page, and stPageID. |
|
|
Returns the total number of objects in the subtree. Implemented in stSlimIndexNode, and stSlimLeafNode. |
|
|
Remove All entries. Definition at line 229 of file stSlimNode.h. References stPage::Clear(), Header, stSlimNode::stSlimNodeHeader::Occupation, Page, stNodeType, and stSlimNode::stSlimNodeHeader::Type. |
|
|
Header of this page. Definition at line 274 of file stSlimNode.h. Referenced by GetNodeType(), GetNumberOfEntries(), RemoveAll(), and stSlimNode(). |
|
|
The page related with this class. Definition at line 279 of file stSlimNode.h. Referenced by GetPage(), GetPageID(), RemoveAll(), and stSlimNode(). |


Installation
Main configuration
Name:
Your name will be used as directory name to save your projects
Directory projects:
Main directory for DSP (path starts by homedir)
Github directory:
Set your Github remote repository if you want to synchronize your projects remotely
Install
Installation ...
Installation Infos:


I feel that I am as weak against you as a leaning wall or a broken-down fence.
4 My enemies plan to remove me from my important position so that people no longer honor me.
They delight in telling lies.

He is like a huge,
strong rock on which I can find shelter.
8 You my people, always trust in him.
Tell him all your troubles
because we go to him for safety.
9 People who are considered to be unimportant are as unreliable as a breath of air;
people who are considered to be important also really amount to nothing.
If you put them all on a scale, it would be as if they weighed less than a puff of air.
10 Do not trust in money gained by extorting it from others;
do not try to gain anything by robbing others.
If you become very wealthy, do not trust in your money.
11 I have heard God say more than once that he is the one who really has power,
12 and that he is the one who faithfully loves us, as he promised.
He rewards every one of us according to the deeds that we do.


ITV set to launch new weekend entertainment show with John Bishop
The comedian will look back on the week's biggest events with the help of guest stars
by James Rodger, https://www.facebook.com/jamesrodgerjournalistITV is launching a new entertainment series starring John Bishop.
The comedian will look back on the week's biggest events with the help of guest stars.
John Bishop At The Weekend will dissect the news in his own comic style.
Katie Rawcliff, of ITV, said: "We're thrilled to have John and his new show for ITV.
"With his irrepressible wit, we can't wait to see what he and his star-studded guests make of each week."
Bishop hosted the annual ITV Palooza event in London, welcoming a glittering array of stars from the TV channel's biggest shows.
Simon Cowell appeared on the red carpet, along with Amber Gill and other stars of Love Island.


Chapter 3 Literature
3.1 Modeling success and attrition in CEGEP
The most important relevant work for this project is (???).
3.2 Predictive Modelling in Learning Analytics and Educational Data Mining
(Lang et al. 2017)
References
Lang, C., G. Siemens, Alyssa Wise, and D. Gasevic. 2017. Handbook of Learning Analytics. SOLAR.


GET TO KNOW OUR MEN PLAYERS
MARIETTA && WOLF INDOOR
Cory|Midfielder|🇺🇸
Marietta| Wolf
Cristian|Midfielder|🇲🇽🇺🇸
Wolf
Gerard|Midfielder|🇹🇬🇺🇸
Marietta| Wolf
Heitor|Midfielder|🇧🇷🇺🇸
Marietta
Hussein|Goalkeeper|🇪🇬🇺🇸
Marietta| Wolf
Justin|Defender|🇺🇸
Marietta
Moussa|Forward|🇱🇧🇺🇸
Marietta| Wolf
Rodney|Defender|🇬🇭🇺🇸
Marietta| Wolf
Trevor|Forward|🇺🇸
Marietta| Wolf
Zack|Goalkeeper|🇺🇸
Marietta| Wolf
Christian|Defender|🇲🇽🇺🇸
Marietta| Wolf


Nick
Manager
- ID: 23
- Email<EMAIL_ADDRESS>- Office Number: 32
Mike
Engineer
- ID: 45
- Email<EMAIL_ADDRESS>- Github Profile: mike93
Jim
Engineer
- ID: 453
- Email<EMAIL_ADDRESS>- Github Profile: jim78
Mason
Intern
- ID: 76
- Email<EMAIL_ADDRESS>- School: UNF
Manager
Engineer
Engineer
Intern


Raveboiz & NoGun team up to make A real club banger called 'Ice'. This one is a combination of catchy melody on a drop with trap elements on breakdown.
Early supported by Marnik!
PROMO:
http://bit.ly/ctr010Make sure to check out our official playlist on Spotify:
http://bit.ly/ctr_playlistMuch appreciation for all the support
Maks


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--- title: Simple autoreload for wsgi python apps running in uWSGI date: 2013-03-06 10:09:12.000000000 +02:00 categories: - programming - tech tags: - app - bash - development - find - python - rsync - shell - ssh - uwsgi - wsgi status: publish type: post published: true meta: _edit_last: '600927' geo_latitude: '37.979180' geo_longitude: '23.716647' geo_accuracy: '4584' geo_address: "Αθήνα, Ελλάς" geo_public: '1' publicize_reach: a:2:{s:7:"twitter";a:1:{i:14391;i:1622;}s:2:"wp";a:1:{i:0;i:9;}} tagazine-media: a:7:{s:7:"primary";s:0:"";s:6:"images";a:0:{}s:6:"videos";a:0:{}s:11:"image_count";i:0;s:6:"author";s:6:"600927";s:7:"blog_id";s:7:"5739772";s:9:"mod_stamp";s:19:"2013-03-06 10:09:12";} publicize_twitter_user: koukopoulos _wpas_done_14391: '1' _publicize_done_external: a:1:{s:7:"twitter";a:1:{i:13858422;b:1;}} author: login: kouk email<EMAIL_ADDRESS>display_name: Konstantinos Koukopoulos first_name: '' last_name: '' excerpt: !ruby/object:Hpricot::Doc options: {} ---
While developing, it's usefull to have uwsgi autoreload your application. In my case I rsync changed files to the server running uWSGI. But uWSGI only monitors the app configuration file, which generally doesn't change. In order to have your app auto-reload (like django does) you can switch to your app's base directory and execute:
[sourcecode language="bash"]
while true ; do
find . -name \*.py \ # for python
-newer /path/app.ini \ # if changed
-exec touch /path/app.ini \; \ # reload
-print # print
sleep 2
done
[/sourcecode]
Everytime you rsync
or scp
some python file to the server the -newer
predicate will turn true for this file and find
will touch
the configuration file (thereby making it newer than all the source files).


Glossary
UW Bothell Course Descriptions
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BUSINESS SCHOOL
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Detailed course offerings (Time Schedule) are available for
To see the detailed Instructor Class Description, click on the underlined instructor name following the course description.


Instructor Demo: Process Isolation
In this demo, we'll illustrate:
- What containerized process IDs look like inside versus outside of a kernel namespace
- How to impose control group limitations on CPU and memory consumption of a containerized process.
Exploring the PID Kernel Namespace
Start a simple container we can explore:
[centos@node-0 ~]$ docker container run -d --name pinger centos:7 ping <IP_ADDRESS>
Use
docker container exec
to launch a child process inside the container's namespaces:[centos@node-0 ~]$ docker container exec pinger ps -aux USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 1 0.1 0.0 24860 1884 ? Ss 02:20 0:00 ping <IP_ADDRESS> root 5 0.0 0.0 51720 3504 ? Rs 02:20 0:00 ps -aux
Run the same
ps
directly on the host, and search for your ping process:[centos@node-0 ~]$ ps -aux | grep ping USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 11622 0.0 0.0 24860 1884 ? Ss 02:20 0:00 ping <IP_ADDRESS> centos 11839 0.0 0.0<PHONE_NUMBER> pts/0 S+ 02:23 0:00 grep --color=auto ping
The ping process appears as PID 1 inside the container, but as some higher PID (11622 in this example) from outside the container.
List your containers to show this ping container is still running:
[centos@node-0 ~]$ docker container ls CONTAINER ID IMAGE COMMAND ... STATUS ... NAMES bb3a3b1cbb78 centos:7 "ping <IP_ADDRESS>" ... Up 6 minutes pinger
Kill the ping process by host PID, and show the container has stopped:
[centos@node-0 ~]$ sudo kill -9 [host PID of ping] [centos@node-0 ~]$ docker container ls CONTAINER ID IMAGE COMMAND ... STATUS ... NAMES
Killing the ping process on the host also kills the container - all a running container is is its PID 1 process, and the kernel tooling that isolates it from the host. Note using
kill -9
is just for demonstration purposes here; never stop containers this way.
Imposing Resource Limitations With Cgroups
Start a container that consumes two full CPUs:
[centos@node-0 ~]$ docker container run -d training/stress:2.1 --vm 2
Here the
--vm
flag starts 2 dummy processes that allocate and free memory as fast as they can, each consuming as many CPU cycles as possible.Check the CPU consumption of processes in the container:
[centos@node-0 ~]$ docker container top <container ID> UID PID PPID C ... CMD root 5806 5789 0 ... /usr/bin/stress --verbose --vm 2 root 5828 5806 99 ... /usr/bin/stress --verbose --vm 2 root 5829 5806 99 ... /usr/bin/stress --verbose --vm 2
That
C
column represents CPU consumption, in percent; this container is hogging two full CPUs! See the same thing by runningps -aux
both inside and outside this container, like we did above; the same process and its CPU utilization is visible inside and outside the container:[centos@node-0 ~]$ docker container exec <container ID> ps -aux USER PID %CPU %MEM ... COMMAND root 1 0.0 0.0 ... /usr/bin/stress --verbose --vm 2 root 5 98.9 6.4 ... /usr/bin/stress --verbose --vm 2 root 6 99.0 0.4 ... /usr/bin/stress --verbose --vm 2 root 7 2.0 0.0 ... ps -aux
And on the host directly, via the PIDs we found from
docker container top
above:[centos@node-0 ~]$ ps -aux | grep <PID> USER PID %CPU %MEM ...  The--cpus="1"
flag has imposed a control group limitation on the processes in this container, constraining them to consume a total of no more than one CPU.Find the host PID of a process running in this container using
docker container top
again, and then see what cgroups that process lives in on the host:[centos@node-0 ~]$ cat /proc/<host PID of containerized process>/cgroup 12:memory:/docker/31d03... 11:freezer:/docker/31d03... 10:hugetlb:/docker/31d03... 9:perf_event:/docker/31d03... 8:net_cls,net_prio:/docker/31d03... 7:cpuset:/docker/31d03... 6:pids:/docker/31d03... 5:blkio:/docker/31d03... 4:rdma:/ 3:devices:/docker/31d03... 2:cpu,cpuacct:/docker/31d03... 1:name=systemd:/docker/31d03...
Get a summary of resources consumed by processes in a control group via
systemd-cgtop
:[centos@node-0 ~]$ systemd-cgtop Path Tasks %CPU Memory Input/s Output/s / 68 112.3 1.0G - - /docker - 99.3 301.0M - - /docker/31d03... 3 99.3 300.9M - - ...
Here again we can see that the processes living in the container's control group (
/docker/31d03...
) are constrained to take up only about 1 CPU.Remove this container, spin up a new one that creates a lot of memory pressure, and check its resource consumption with
docker stats
:[centos@node-0 ~]$ docker container rm -f <container ID> [centos@node-0 ~]$ docker container run -d training/stress:2.1 --vm 2 --vm-bytes 1024M [centos@node-0 ~]$ docker stats CONTAINER CPU % MEM USAGE / LIMIT MEM % ... b29a6d877343 198.94% 937.2MiB / 3.854GiB 23.75% ...
 STATUS 296c8f76af5c training/stress:2.1 ... Exited (1) 26 seconds ago
It exited immediately this time.
Inspect the metadata for this container, and look for the
OOMKilled
key:[centos@node-0 ~]$ docker container inspect <container ID> | grep 'OOMKilled' "OOMKilled": true,
When the containerized process tried to exceed its memory limitation, it gets killed with an Out Of Memory exception.
Conclusion
In this demo, we explored some of the most important technologies that make containerization possible: kernel namespaces and control groups. The core message here is that containerized processes are just processes running on their host, isolated and constrained by these technologies. All the tools and management strategies you would use for conventional processes apply just as well for containerized processes.


{% extends 'layouts/main.html' %} {% block title %}Home{% endblock %} {% block content %}
Social media sites give you a template of who they think you are, ask you to fill it in, and then sell your information off to advertisers. inContext lets you define your profile on your own terms, and gives you control over who sees your information. With the power of contexts, the way people see you is up to you.
In one sentence: You define aspects of yourself, add details about them, and make contexts to share them with.
Scroll down for more detail!
Your page is made of aspects. Each aspect is one screen of your profile, and can describe any part of your identity you like. Whether it's:
An aspect can be any part of you that you want.
When you make an aspect, it's just an empty page. To flesh it out, add some details! You name them and can add an image, some text, or both. Details let you describe yourself however you'd like.
Want to share pictures of your friends? Go for it.
Need everyone to know what League you reached in Starcraft last season? Sounds good!
Whichever of the details of your life you want to record, you can do it.
Once you've made your aspects and added some details, it's time to define your contexts. Contexts are how people get to know you.
Instead of asking to be your friend, people ask to connect with you in one of your contexts. Friend, co-worker, band-mate, potential client -- your contexts are up to you.
A context is a set of aspects that you want visible for somebody who knows you like that. If you want one of your aspects to only show up for close friends, or you want to have a simple context just for acquaintances, you can make them that way!.


I love anything and everything thats related to tech or superhoreos.
I work on websites and web-apps and occasioionally on mobile application as need arises.
Education
- Bachelor of Engineering
BITs edu Campus - Vadodara
July 2013 - May
2017
8.87 CGPA
- HSC
Metas of Adventists School - Surat
86.6%
- SSC
Metas of Adventists School - Surat
81.7%
Achievements & Activities
- 2nd position - Aahvan'14.
- 6th position code-hack-2b (online competition on Hackerearth).
- 2nd position in Exhibits'17
- Participated in Codevita contest organized by TCS (cleared 2 rounds).
- Participated in Smart India Hackathon 2017.
- Actively participate in coding contests hosted on Hackerearth.
Key Strengths
- Curious to learn new skills and improvising myself.
- Team player and patient.
- Hard-working and perseverant.


--- layout: structure--404 title: 404 Page not found ---
You could try searching:
Or one of these links:


View Source
This example is to show how to draw 3D Mesh. For convienence, it uses THREE.JS to create the geometry attributes and do the 3d rotation with its Matrix4.


Base:
method
GetMember<T>
System.Management.Automation.Adapter.GetMember<T>(System.Object, System.String)
3 overrides of GetMember
System.Management.Automation (3)
engine\CoreAdapter.cs (2)
4592
protected override T
GetMember
<T>(object obj, string memberName)
5030
protected override T
GetMember
<T>(object obj, string memberName)
engine\ExtraAdapter.cs (1)
46
protected override T
GetMember
<T>(object obj, string memberName)


Your organisation must be UK based to receive funding from Innovate UK.
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Save and continue


--- layout: blog title: Life permalink: /life/ ---
Hi everyone, I'm Alex, and I'm thrilled to have you visiting my blog!
I'm a Data Scientist and Biomedical Engineer currently working as Statistical Forecaster in the biopharmaceutical company Sanofi. I'm part of the Supply Chain Analytics CoE based in Barcelona, a group of talented people from all around the world whose mission is to improve the supply of pharmaceutical products through innovative machine learining and statistical methods!
I'm also a Doctor by the University of Barcelona (yes, a PhD, not a MD... Sorry guys, I don't know about diseases if that's what you were gonna ask me about). My thesis was about MRI Connectomics and machine learning in movement disorders, in collaboration with the Hospital Clinic.
Apart from my work in the healthcare sector (which I adore!), I enjoy being a data scientist so I love taking part in as many data science competitions as I can! I usually participate in datathons as Random6 (visit our github to know more about our cool projects).
But of course, work is not everything! Even engineers deserve some Netflix and chill from time to time (there're so many cool TV shows nowadays, so who can blame me?)
I've being playing the saxophone since I was eight, and even though now I'm not currently part of any band, I enjoy playing jazz songs. I also enjoy reading (such a cliché haha), so many books and so little time! And I must confess JP Sartre is my favourite philosopher: "l'existence précède l'essence" is such an inspiring quote! And apart from all these indoors activities, I love exercising, go trekking and exploring new countries.
Thank you for visiting my website, and feel free to contact me!


ABOUT
WORK
CONTACT
Hello I’m Elodie,
I'm a student and graphic designer living between Strasbourg and Nantes.


Home Groups
-
Aurora
John Heise |<PHONE_NUMBER>
Dave Ober |<PHONE_NUMBER>
Dave & Shari Ober
1st & 3rd Sundays 5:30 PM
ACCF | 27520 95th Ave, Wilsonville, OR 97070
Childcare will be provided for kids in a separate room
-
Sherwood
John Heise |<PHONE_NUMBER>
Dave Ober |<PHONE_NUMBER>
Dave & Shari Ober
1st & 3rd Sundays 5:30 PM
ACCF | 27520 95th Ave, Wilsonville, OR 97070
Childcare will be provided for kids in a separate room
-
Wilsonville
John Heise |<PHONE_NUMBER>
Dave Ober |<PHONE_NUMBER>
Dave & Shari Ober
1st & 3rd Sundays 5:30 PM
ACCF | 27520 95th Ave, Wilsonville, OR 97070
Childcare will be provided for kids in a separate room


| Opcode/Instruction | Op/En | 64/32 bit Mode Support | CPUID Feature Flag | Description |
| 66 0F 3A 60 /r imm8 PCMPESTRM xmm1, xmm2/m128, imm8 | RMI | V/V | SSE4_2 | Perform a packed comparison of string data with explicit lengths, generating a mask, and storing the result in XMM0 |
| VEX.128.66.0F3A.WIG 60 /r ib VPCMPESTRM xmm1, xmm2/m128, imm8 | RMI | V/V | AVX | Perform a packed comparison of string data with explicit lengths, generating a mask, and storing the result in XMM0. |
| Op/En | Operand 1 | Operand 2 | Operand 3 | Operand 4 |
| RMI | ModRM:reg (r) | ModRM:r/m (r) | imm8 | NA |
The instruction compares data from two string fragments based on the encoded value in the imm8 contol byte (see Section 4.1, “Imm8 Control Byte Operation for PCMPESTRI / PCMPESTRM / PCMPISTRI / PCMPISTRM”), and generates a mask stored to XMM0.
Each string fragment is represented by two values. The first value is an xmm (or possibly m128 for the second operand) which contains the data elements of the string (byte or word data). The second value is stored in an input length register. The input length register is EAX/RAX (for xmm1) or EDX/RDX (for xmm2/m128). The length represents the number of bytes/words which are valid for the respective xmm/m128 data.
The length of each input is interpreted as being the absolute-value of the value in the length register. The absolutevalue computation saturates to 16 (for bytes) and 8 (for words), based on the value of imm8[bit3] when the value in the length register is greater than 16 (8) or less than -16 (-8).
The comparison and aggregation operations are performed according to the encoded value of Imm8 bit fields (see Section 4.1). As defined by imm8[6], IntRes2 is then either stored to the least significant bits of XMM0 (zero extended to 128 bits) or expanded into a byte/word-mask and then stored to XMM0.
Note that the Arithmetic Flags are written in a non-standard manner in order to supply the most relevant information:
CFlag - Reset if IntRes2 is equal to zero, set otherwise ZFlag - Set if absolute-value of EDX is < 16 (8), reset otherwise SFlag - Set if absolute-value of EAX is < 16 (8), reset otherwise OFlag -IntRes2[0]AFlag - Reset PFlag - Reset
Note: In VEX.128 encoded versions, bits (VLMAX-1:128) of XMM0 are zeroed. VEX.vvvv is reserved and must be 1111b, VEX.L must be 0, otherwise the instruction will #UD.
| Operating mode/size | Operand1 | Operand 2 | Length1 | Length2 | Result |
| 16 bit | xmm | xmm/m128 | EAX | EDX | XMM0 |
| 32 bit | xmm | xmm/m128 | EAX | EDX | XMM0 |
| 64 bit | xmm | xmm/m128 | EAX | EDX | XMM0 |
| 64 bit + REX.W | xmm | xmm/m128 | RAX | RDX | XMM0 |
__m128i _mm_cmpestrm (__m128i a, int la, __m128i b, int lb, const int mode);
| int | _mm_cmpestra (__m128i a, int la, __m128i b, int lb, const int mode); |
| int | _mm_cmpestrc (__m128i a, int la, __m128i b, int lb, const int mode); |
| int | _mm_cmpestro (__m128i a, int la, __m128i b, int lb, const int mode); |
| int | _mm_cmpestrs (__m128i a, int la, __m128i b, int lb, const int mode); |
| int | _mm_cmpestrz (__m128i a, int la, __m128i b, int lb, const int mode); |
None.
See Exceptions Type 4; additionally, this instruction does not cause #GP if the memory operand is not aligned to 16 Byte boundary, and
| #UD | If VEX.L = 1. If VEX.vvvv != 1111B. |


Imageless iPhone 4
Description:
This rendering of iPhone 4 and its icons were made in pure CSS3. No images, no base64, no SVG, no canvas, just a lot of CSS3 and a little bit of Javascript (with jQuery, of course).
Viewed best with the latest versions of Safari and Chrome in Mac OS X.
iPhone features (like in a real iPhone):
- iPhone states: lock/unlock, on/off;
- the sound of unlocking and turning off;
- icon animations;
- "slide to unlock" letter animation;
- CSS3 alert demo;
- ability to customize the color of the iPhone.
© TjRus


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Applicant
PALLADIO
Platform for Planners and Architects
Applicant Form
Step 1
Submit the 2018 Planning Application Form.
Step 2
Log into your account with Metamask
- Applicant -
Step 3
Pre-consultation
- Duration -
1 hours
2 hours
3 hours
4 hours
Step 4
Step 5
Include a link to PDF for review.
Confidential links should be password protected.
Planning Application Checklist
Step 6
The pre-consultation fee is $130 CAD for municipalities in Ontario.
Palladio charges at 2% service fee, which is automatically deducted from the total.
Research and Information Fee
View Posted Consultations
Note: It can take several minutes to see your post.