Sparse matrix backends¶
As the BIOM project evolves, so do the underlying data structures, leading to potential runtime and memory trade-offs between implementations. The BIOM project currently supports two sparse matrix backends: CSMat and ScipySparseMat. CSMat is the default sparse matrix backend used in the BIOM project.
How to check what sparse matrix backend is in use¶
To check what sparse matrix backend is in use, simply execute biom show-install-info. The last line shows the SparseObj type. For instance:
$ biom show-install-info
System information
==================
Platform: darwin
Python/GCC version: 2.7.1 (r271:86832, Aug 30 2012, 10:07:33) [GCC 4.2.1 (Based on Apple Inc. build 5658) (LLVM build 2336.11.00)]
Python executable: /Users/caporaso/.virtualenvs/biom/bin/python
Dependency versions
===================
pyqi version: 0.2.0
NumPy version: 1.7.1
dateutil version: 1.5
biom-format package information
===============================
biom-format version: 1.2.0
SparseObj type: CSMat
The last line indicates that the CSMat sparse matrix backend is in use.
Changing the sparse backend¶
There are two methods to change the backend that is used. The first method is by copying the biom_config file located under support_files/ and placing it in your home directory as ~/.biom_config. Then, edit ~/.biom_config and replace the current backend type with the desired type.
The second method is to set the environment variable $BIOM_CONFIG_FP to a file path of your choice, and place the following line into that file:
python_code_sparse_backend <BACKEND TYPE>
Where <BACKEND TYPE> is replaced by the specific backend implementation to use.
Sparse matrix backend descriptions¶
Different sparse matrix backends have different performance characteristics. As the BIOM project changes over time, additional backends may be added that address specific performance concerns.
CSMat¶
The default sparse matrix backend is CSMat. CSMat is a pure-Python implementation of coordinate list, compressed sparse row and compressed sparse column formats and facilitates interaction with these representations. CSMat is recommended if you are unable to install scipy, which is a required dependency when using ScipySparseMat.
ScipySparseMat¶
ScipySparseMat is a relatively lightweight Python wrapper around scipy’s sparse matrix library (scipy.sparse). You will need to have scipy installed if you plan to use this backend. In general, expect to see performance improvements in both runtime and overall memory consumption when using this backend, especially with larger sparse BIOM tables (e.g., thousands of samples and/or observations).


Since childhood I have experience mood problems, ranging from general unhappiness associated with self detachment all the way to extreme depression and hopelessness. Feelings of being isolated and incapable of experiencing a real emotion…feeling fake. This peaked in my early twenties when I attempted suicide. I evaded my family’s desire for me to seek psychological help, saying that the experience on its own had put me off of wanting to kill myself…and indeed it has.
That said I have tried both Prozac and, most recently, Effexor combined with psychotherapy, in an attempt to reduce the role that depression has in my life.  I discontinued using it a few months after starting, with no side effects…other than draining my bank account.
It’s worth mentioning that I have had several very positive experiences with taking Ecstasy with friends, which helped me to admit to them and myself that I was, at that time, constantly afraid of…well…of everything. A state of being that led to my constantly second guessing myself, holding myself back and generally not feeling like a whole person. The gift of pleasure and reduction of inhibitions that came with my E trips helped me loosen up a great deal…though they didn’t cure me.
Other drugs I have experimented with include THC, GHB, Diviner’s Sage and shrooms. None of these have had any impact on my depression…though the shrooms were not enjoyable at all.
Just over a year ago I encouraged my boyfriend to seek help with his chronic depression and he was prescribed Effexor by our doctor. Initially he had great success with it and this convinced me that I should also give it a try, despite its cost. (I’m a freelance artist so I don’t have a corporate drug plan to rely on.)
I began taking Effexor just over a year ago, starting at 37.5 mg and working up to 150 mg over the space of a month, combined with weekly visits to a psychotherapist. The side effects included dizziness, constipation, constant intense yawning, hunger, reduced libido and difficulty reaching orgasm. These more or less passed by the third month…all except the sexual side effects which never went away while I was taking it…not a big concern since my desire for sex has never been very strong. I decided to reduce my dosage to 112.5 mg since I was too drowsy on 150 mg. Once the initial side effects had passed I found the drug was very effective in controlling my depression.
 I began drawing and painting again and felt a much higher level of motivation both with my own projects and with working for my clients. The only negative side effect was how rapidly paying for my daily dosage was draining my bank account.
After a few months of psychotherapy I stopped seeing my therapist…there just wasn’t anything to talk about, though he did help a little with pushing me to deal with my bisexuality. My boyfriend, who is also bi, has continued to encourage me to explore that aspect of myself, though I’ve not had the opportunity to do so…yet…
While I was doing well on Effexor my boyfriend found it becoming less and less effective for him, until eventually it was no long helping him at all. Our doctor prescribed Bupropion (Wellbutrin) along with the Effexor and that made things even worse…he soaked my shoulder several times as uncontrollable depression wracked him.
I decided to continue my Effexor for a few more months and then to also get off of it, since it was costing me too much. I’d also lost the initial boost to my emotions and motivation, though I still felt better than before. But my doctor convinced me to continue, saying that they based how long someone should be taking antidepressants on how long they had been experiencing the depression…which in my case is over thirty years. *ugh* So…despite wanting to get off of the drug, I continued taking it…but I decided to reduce my dosage to 75 mg. To see if that would still be effective while saving me some money.
Sadly 112.5 mg seems to be the ideal dosage for me, and after a month on 75 mg I was again experiencing depression and mild suicidal fantasies. No real intent to do myself in, but if I stood on my apartment balcony I’d speculate on what it would be like to end my life by jumping off…always concluding that it was a bad idea. But such fantasies were again becoming frequent.
After discussing it with our doctor he recommended going back up to a higher dosage and hinted that he might prescribe Wellbutrin as well. Yipe! I’m not eager to try Wellbutrin after seeing what it did to my boyfriend. But, I went back up to 112.5 mg again and, yes, it did cure the depression that I was feeling…but the price of continuing continued to nag me.
So, once again, I’ve decided to reduce my dosage and get off of Effexor. Not because I haven’t found it useful, but because I just can’t afford it and…well…I would like to enjoy certain recreation stimulants again. Perhaps that’s a shallow reason, but it’s something that is important to me…I rarely use recreational drugs, but I do enjoy them now and then. Anyway…after spending a week on 75 mg and then another week on 37.5 mg I was surprised at how little withdrawal symptoms I was feeling. A little dizziness when I first went to 37.5 mg but that was it.
Then I dropped to 0 mg and all heck has broken loose inside of my cranium. >.<;>
Dizziness, lack of focus, inability to form sentences and worse of all a symptom that I call the ‘jolties’. It's as if my nervous system is a tense string that gets plucked, giving my the sensation that my entire body is being physically jolted. I think this is partly to blame for the sensation of dizziness. Just today I realized that the jolt sensation is tied to my eye movements…that when my eyes make rapid or large motions horizontally or vertically I feel a jolt in my body. So it seems to be purely within my mind, rather than something that's affection my body’s nervous system at large. Very odd. But now that I’ve noticed what’s triggering the jolts I've been able to reduce them significantly just by keeping my eyes more stable.
It’s been a week now that I’ve been off of Effexor and there’s no reduction in the jolties…though all of the other withdrawal symptoms have more or less subsided…I’m still having some problems with speaking now and then. Emotionally I’m actually feeling better now than when I was at 112.5 mg a few weeks ago…my libido is perking up and my motivation as an artist has returned again. Though that may have more to do with my recent socializing than anything else.
So…I guess I have to say that Effexor has been a useful tool for me in combating my long term depression and general moodiness, but, it’s too expensive and, in other ways, too costly a tool for long term use.
I just hope that these damn jolties will subside soon! >.<;
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


FBI lawyer allegedly altered document related to surveillance of Trump campaign adviser
by Ben FeuerherdA former FBI lawyer allegedly altered a document related to surveillance of Trump campaign adviser Carter Page during the 2016 election, a report said Thursday.
The evidence of the altered document was turned over to federal prosecutor John Durham, who is investigating how intelligence was gathered by agencies including the CIA and FBI during the probe into the Trump campaign, CNN reported.
It’s not clear what role the altered document played in the investigation into Page — or if a FISA warrant against him would have been okayed without the fudged document, according to the report.
Trump and his supporters have repeatedly claimed the security agencies took shady steps in their investigation into his 2016 campaign’s relationship with Russia.
The evidence of the fudged document was turned over to Durham by Justice Department Inspector General Michael Horowitz, who is conducting a review on how FISA warrants were obtained against Page.


This diagram illustrates a sample document tree.
The root node (HTML) is at the top. It has two children: HEAD and BODY. HEAD has one child: TITLE. BODY has three children: H1, P, and UL. The UL has 3 LI leaf nodes.
In outline form, one . indenting for each level, that gives:
HTML .HEAD ..TITLE .BODY ..H1 ..P ..UL ...LI ...LI ...LI


Author: Jane Merlevede
Context
Deconvolution consists in solving the matrix factorization problem \(D=T*A\), including determining the dimensions of T and A matrices. The number of cell types is closely related to K, the number of columns in T and the numbers of rows in A: the number of cell types is at most K. In the ideal case where one captures only cell population signals, the number of cell types is exactly K.
In most cases however, in particular when using unsupervised approaches, the decomposition captures additional sources of variation, as for example technical bias, sequencing and analysis artifacts, gender or age of the individuals. In this case, the number of cell types is strictly less than K. To limit the presence of these extra sources, one can clean the data beforehand (i.e. to remove undesired signals, as described in the previous paragraph). This will make the number of cell types as close as possible from K. For example, in methylation data, it is common to remove or correct measurements (CpGs) that correlate with patient age or gender prior to any matrix factorization.
Strategies
There are different strategies to select the number of components (and hence deduce the number of cell types). Most of them consist in testing a range of values for K and select the value that optimizes a defined criteria.
Using PCA, one can use the percentage of explained variance by selecting a number of components such that when increasing this number, the percentage of explained variance does not decrease significantly.
Using NMF and ICA, one can look at the stability of components through tens or hundreds of iterations by varying the initializations or/and bootstrapping the cases. Once the components have been extracted (K determined), it is possible to test their correlation with clinical or technical (ethnic group, tobacco exposure, batchs, experimenter, …) information if available, in order to identify if other sources of variability remain.
To confirm that a component is associated with a cell type, one can perform enrichment analysis or compare it with profiles of “pure” cell populations if such are available.


Magnification: |
Times |
Crosshair Color: |
Click to select a data point. The following keys can then be used to the adjust the position:
| Cursor (Arrows) - | Move up/down/right/left |
| Shift + Cursor - | Faster rate of movement |
| Q - | Select next point |
| W - | Select previous point |
| Del/Backspace - | Delete point |
| E - | Edit label (Bar Chart) |
This program is distributed under the GNU General Public License Version 3.
Copyright 2010-2015 Ankit Rohatgi <ankitrohatgi@hotmail.com>


Latent Dirichlet Allocation (LDA), a topic model designed for text documents.
ml_lda( x, formula = NULL, k = 10, max_iter = 20, doc_concentration = NULL, topic_concentration = NULL, subsampling_rate = 0.05, optimizer = "online", checkpoint_interval = 10, keep_last_checkpoint = TRUE, learning_decay = 0.51, learning_offset = 1024, optimize_doc_concentration = TRUE, seed = NULL, features_col = "features", topic_distribution_col = "topicDistribution", uid = random_string("lda_"), ... ) ml_describe_topics(model, max_terms_per_topic = 10) ml_log_likelihood(model, dataset) ml_log_perplexity(model, dataset) ml_topics_matrix(model)
| x | A |
|---|---|
| formula | Used when |
| k | The number of clusters to create |
| max_iter | The maximum number of iterations to use. |
| doc_concentration | Concentration parameter (commonly named "alpha") for the prior placed on documents' distributions over topics ("theta"). See details. |
| topic_concentration | Concentration parameter (commonly named "beta" or "eta") for the prior placed on topics' distributions over terms. |
| subsampling_rate | (For Online optimizer only) Fraction of the corpus to be sampled and used in each iteration of mini-batch gradient descent, in range (0, 1]. Note that this should be adjusted in synch with |
| optimizer | Optimizer or inference algorithm used to estimate the LDA model. Supported: "online" for Online Variational Bayes (default) and "em" for Expectation-Maximization. |
| checkpoint_interval | Set checkpoint interval (>= 1) or disable checkpoint (-1). E.g. 10 means that the cache will get checkpointed every 10 iterations, defaults to 10. |
| keep_last_checkpoint | (Spark 2.0.0+) (For EM optimizer only) If using checkpointing, this indicates whether to keep the last checkpoint. If |
| learning_decay | (For Online optimizer only) Learning rate, set as an exponential decay rate. This should be between (0.5, 1.0] to guarantee asymptotic convergence. This is called "kappa" in the Online LDA paper (Hoffman et al., 2010). Default: 0.51, based on Hoffman et al. |
| learning_offset | (For Online optimizer only) A (positive) learning parameter that downweights early iterations. Larger values make early iterations count less. This is called "tau0" in the Online LDA paper (Hoffman et al., 2010) Default: 1024, following Hoffman et al. |
| optimize_doc_concentration | (For Online optimizer only) Indicates whether the |
| seed | A random seed. Set this value if you need your results to be reproducible across repeated calls. |
| features_col | Features column name, as a length-one character vector. The column should be single vector column of numeric values. Usually this column is output by |
| topic_distribution_col | Output column with estimates of the topic mixture distribution for each document (often called "theta" in the literature). Returns a vector of zeros for an empty document. |
| uid | A character string used to uniquely identify the ML estimator. |
| ... | Optional arguments, see Details. |
| model | A fitted LDA model returned by |
| max_terms_per_topic | Maximum number of terms to collect for each topic. Default value of 10. |
| dataset | test corpus to use for calculating log likelihood or log perplexity |
The object returned depends on the class of x
.
spark_connection
: When x
is a spark_connection
, the function returns an instance of a ml_estimator
object. The object contains a pointer to
a Spark Estimator
object and can be used to compose
Pipeline
objects.
ml_pipeline
: When x
is a ml_pipeline
, the function returns a ml_pipeline
with
the clustering estimator appended to the pipeline.
tbl_spark
: When x
is a tbl_spark
, an estimator is constructed then
immediately fit with the input tbl_spark
, returning a clustering model.
tbl_spark
, with formula
or features
specified: When formula
is specified, the input tbl_spark
is first transformed using a
RFormula
transformer before being fit by
the estimator. The object returned in this case is a ml_model
which is a
wrapper of a ml_pipeline_model
. This signature does not apply to ml_lda()
.
ml_describe_topics
returns a DataFrame with topics and their top-weighted terms.
ml_log_likelihood
calculates a lower bound on the log likelihood of
the entire corpus
For `ml_lda.tbl_spark` with the formula interface, you can specify named arguments in `...` that will be passed `ft_regex_tokenizer()`, `ft_stop_words_remover()`, and `ft_count_vectorizer()`. For example, to increase the default `min_token_length`, you can use `ml_lda(dataset, ~ text, min_token_length = 4)`.
Terminology for LDA:
"term" = "word": an element of the vocabulary
"token": instance of a term appearing in a document
"topic": multinomial distribution over terms representing some concept
"document": one piece of text, corresponding to one row in the input data
Original LDA paper (journal version): Blei, Ng, and Jordan. "Latent Dirichlet Allocation." JMLR, 2003.
Input data (features_col
): LDA is given a collection of documents as input data, via the features_col
parameter. Each document is specified as a Vector of length vocab_size
, where each entry is the count for the corresponding term (word) in the document. Feature transformers such as ft_tokenizer
and ft_count_vectorizer
can be useful for converting text to word count vectors
doc_concentration
This is the parameter to a Dirichlet distribution, where larger values mean more smoothing (more regularization). If not set by the user, then doc_concentration
is set automatically. If set to singleton vector [alpha], then alpha is replicated to a vector of length k in fitting. Otherwise, the doc_concentration
vector must be length k. (default = automatic)
Optimizer-specific parameter settings:
EM
Currently only supports symmetric distributions, so all values in the vector should be the same.
Values should be greater than 1.0
default = uniformly (50 / k) + 1, where 50/k is common in LDA libraries and +1 follows from Asuncion et al. (2009), who recommend a +1 adjustment for EM.
Online
Values should be greater than or equal to 0
default = uniformly (1.0 / k), following the implementation from here
topic_concentration
This is the parameter to a symmetric Dirichlet distribution.
Note: The topics' distributions over terms are called "beta" in the original LDA paper by Blei et al., but are called "phi" in many later papers such as Asuncion et al., 2009.
If not set by the user, then topic_concentration
is set automatically. (default = automatic)
Optimizer-specific parameter settings:
EM
Value should be greater than 1.0
default = 0.1 + 1, where 0.1 gives a small amount of smoothing and +1 follows Asuncion et al. (2009), who recommend a +1 adjustment for EM.
Online
Value should be greater than or equal to 0
default = (1.0 / k), following the implementation from here.
topic_distribution_col
This uses a variational approximation following Hoffman et al. (2010), where the approximate distribution is called "gamma." Technically, this method returns this approximation "gamma" for each document.
See http://spark.apache.org/docs/latest/ml-clustering.html for more information on the set of clustering algorithms.
Other ml clustering algorithms:
ml_bisecting_kmeans()
,
ml_gaussian_mixture()
,
ml_kmeans()
if (FALSE) { library(janeaustenr) library(dplyr) sc <- spark_connect(master = "local") lines_tbl <- sdf_copy_to(sc, austen_books()[c(1:30), ], name = "lines_tbl", overwrite = TRUE ) # transform the data in a tidy form lines_tbl_tidy <- lines_tbl %>% ft_tokenizer( input_col = "text", output_col = "word_list" ) %>% ft_stop_words_remover( input_col = "word_list", output_col = "wo_stop_words" ) %>% mutate(text = explode(wo_stop_words)) %>% filter(text != "") %>% select(text, book) lda_model <- lines_tbl_tidy %>% ml_lda(~text, k = 4) # vocabulary and topics tidy(lda_model) }


After having been in use, the BaseTen schema might contain some temporary information. The temporary information is removed periodically when the database is queried, but for creating installation scripts it might be desirable to remove all unnecessary data. All the data isn't temporary, so making schema-only dumps isn't recommended.
To remove the temporary information select File → Prepare Database for Dump.


Tortuga.Chain.CommandBuilders Namespace
Classes
| Class | Description | |
|---|---|---|
| DbCommandBuilder |
This is the non-generic version of the base class from which all other command builders are created.
|
|
| DbCommandBuilder<(Of <(<'TCommand, TParameter>)>)> |
This is the base class from which all other command builders are created.
|
|
| DbOperationBuilder<(Of <(<'TConnection, TTransaction>)>)> |
This is the base class from which all other operation builders are created.
|
|
| MultipleRowDbCommandBuilder<(Of <(<'TCommand, TParameter>)>)> |
This is the base class for command builders that can potentially return multiple rows.
|
|
| MultipleTableDbCommandBuilder<(Of <(<'TCommand, TParameter>)>)> |
This is the base class for command builders that can potentially return multiple result sets.
|
|
| ObjectDbCommandBuilder<(Of <(<'TCommand, TParameter, TArgument>)>)> |
This represents command builders that operate on single object parameters: Insert, Update, Upsert, Delete
|
|
| ScalarDbCommandBuilder<(Of <(<'TCommand, TParameter>)>)> |
This is the base class for command builders that return one value.
|
|
| SingleRowDbCommandBuilder<(Of <(<'TCommand, TParameter>)>)> |
This is the base class for command builders that can potentially return one row.
|
|
| SqlBuilder |
Helper functions for building SQL statements.
|
|
| SqlBuilder<(Of <(<'TDbType>)>)> | ||
| TableDbCommandBuilder<(Of <(<'TCommand, TParameter, TLimit>)>)> |
This is the base class for table style command builders such as FromTableOrView and FromTableValueFunction.
|
Interfaces
| Interface | Description | |
|---|---|---|
| IDbCommandBuilder |
This allows executing command builders without returning anything.
|
|
| IMultipleRowDbCommandBuilder |
This allows the use of multi-row materializers against a command builder.
|
|
| IMultipleTableDbCommandBuilder |
This command builder may return multiple record sets
|
|
| IObjectDbCommandBuilder<(Of <(<'TArgument>)>)> |
This represents command builders that operate on single object parameters: Insert, Update, Upsert, Delete
|
|
| IScalarDbCommandBuilder |
This allows the use of scalar materializers against a command builder.
|
|
| ISingleRowDbCommandBuilder |
This allows the use of scalar and single row materializers against a command builder.
|
|
| ITableDbCommandBuilder |
This is a specialization of IMultipleRowDbCommandBuilder that includes support for sorting and limiting
|
Delegates
| Delegate | Description | |
|---|---|---|
| ParameterBuilderCallback<(Of <(<'TParameter, TDbType>)>)> |
Callback for the parameter builder.
|


I'm Rachael, a Full-Stack Web Developer based in Toronto, Canada. I'm currently studying at the University of Toronto School of Continuing Studies. My history is working in the Fashion Industry so I have a keen interest in combining design and functionality, it gives me great pleasure to see things come together in a beautiful way. In addition to persuing a new digital career I also love to be creative in the kitchen and Chair the non-profit Get Well Gamers.


News story
Apprentices across the country have kicked off the quest to become the team of the year as the Brathay Apprentice Challenge 2017 regional heats begin.
Now in its 6th year, the Brathay Apprentice Challenge (#BAC17) has seen over 650 apprentices from across 75 organisations enter the challenge. Over the next four months, the teams will take on a series of exciting and interactive work-related challenges to develop new skills and showcase their employer by engaging with young people and businesses to promote the benefits of apprenticeships.
Organisations of all sizes have entered teams of apprentices. Large employers include AstraZeneca, Balfour Beatty, GlaxoSmithKline, IBM and Severn Trent Water. Household names will be up against local authorities including Brighton & Hove Council, Plymouth City Council and Surrey County Council.
Smaller sized employers are represented with groups of companies working together to enter, such as the Enterprise M3 Apprentice Ambassador Network team created by the Local Enterprise Partnership.
Colleges and training providers have also entered the challenge with teams of apprentices training with organisations including Derwent Training Association, HIT Training and QinetiQ Apprentice Training School.
The challenge is designed to develop and test team building, leadership, logistical and communications abilities. The Regional Heats see apprentices complete a Community Project that benefits young people and conduct activities that raise the profile of the team, their employer and apprenticeships.
For the first time apprentices taking part in the Brathay Apprentice Challenge 2017 are invited to attend a full training day commended and certified by City & Guilds Group to help prepare them with additional skills, tools and techniques to confidently promote apprenticeships and ultimately boost their careers.
Eight National Finalists teams will be announced on 17 May 2017 at the House of Commons. The National Finals consist of further awareness raising activity with the challenge culminating in a four day Logistical and Team Building Finale at Brathay Trust’s Windermere headquarters from 12 to 15 June 2017. The apprentice team of the year 2017 will be announced on 14 June 2017.
Sue Husband, Director of the National Apprenticeship Service, said:
It is great to see so many employers embracing the Brathay Apprentice Challenge. This challenge is a unique opportunity for schools, employers and local communities to hear about the benefits of apprenticeships directly from apprentices.
Apprenticeships offer young people the opportunity to gain qualifications up to Degree level, whilst earning and developing skills they need to succeed. The Brathay Apprentice Challenge allows apprentices to showcase the true potential of apprenticeships.
For more information on the Brathay Apprentice Challenge and to see a list of all teams entered visit brathay.com/challenge .
Published: 18 January 2017
From: Skills Funding Agency
Part of: Apprenticeships


After a rough start to the 2019 PRO Chess League campaign, the Pittsburgh Pawngrabbers dropped their second game of the season against a well-motivated New York Marshalls team. The Pawngrabbers were able to keep it close up until the third round when the Marshalls were finally able to pull away for a decisive win.
Pawngrabbers General Manager Isaac Steincamp tweeted after the match:
Bitter pill to swallow for the @pghpawngrabbers. Match got away in the end, but the team made key progressions from last week. Unfortunate that Erenburg was sick for his @PROChessLeague debut, but Awonder and Minh did a great job of keeping the match tight. #nervesofsteel
— Isaac Steincamp (@isaackaito) January 16, 2019
While the result was disappointing, the Pawngrabbers have several positives to look up to. GM Awonder Liang continues to be a juggernaut on the team winning 3 out of his 4 rounds. His dominant performance in the first round can be seen below:
IM Tuan Minh Le, a second year veteran, also had a good showing drawing 2 rounds and notching a win against FM Aaron Jacobson. However, the team failed to overcome a Marshalls team that capitalized on mistakes and managed to hold on to an early lead. GM Sergey Erenburg struggled throughout the match, but was playing through an illness which most definitely factored into his weakened game yesterday.
While the Pawngrabbers are currently 0-2, there is still much to look forward to going into the crucial game against Montclair. Awonder is in wonderful form and the other players in the lineup seem hungry to prove themselves against their bitter rivals.
The Pawngrabbers play rivals Montclair Sopranos next week in what is expected to be a heated matchup. The Pittsburgh Pawngrabbers have picked up a couple players from the Sopranos including GM Evgeny Postny and NM James Canty III which should make the matchup next week quite interesting. The Sopranos are off to a good start sitting at 4th in the division, however, the Pawngrabbers look ready for a challenge.


You can learn more about my creative process at my blog , also you can follow me on twitter and facebook .
I have some cool programming projects on github and my cats' blog on tumblr.
Hey, I just met you and this is crazy, but here's my e-mail , so write me, or call me 4213-45-710 , maybe. I'd love to talk :)


As always, these are just my personal thoughts on these games. If a game sounds interesting, or if it sounds like I don't know what the heck I'm talking about, you should hop on over to BoardGameGeek. You'll be able to find plenty of other reviews, forums and resources on these and many other boardgames.
This is a pretty light little group game with a cool western theme. Some of the elements that help make this game enjoyable are the varying abilities and stats on the different characters and weapons, the intersting range mechanic where you need weapons or cards with greater range in order to attack players sitting further away from your position at the table, and the role selection where one player will be the sheriff while others will be outlaws, renegades or deputies depending on the amount of players.
Now while it can be a fun diversion, the game is not without issues. For starters, while the game says that you can play with as little as four players, I highly recommend that you have at least five. With only four players the odds seem pitted against the sheriff a bit too heavily. Another issue that can arise is an extended and drawn out stand off between the last two players.  This may not be the most amazing group game out there but with a very low price point, some interesting mechanics and a cool little used theme it is definitely a game worth checking out.
If you've ever played Sid Meier's Pirates then you can start by imagining almost all of what that game offers crammed into a boardgame experience. This is a great game with a ton of interaction between the players, many different choices to make and ways to win the game and an incredibly fun and under utilized theme. Really, how many games let you sail the seas as a scurvy sea dog?
If there is a flaw in the game, it's that there are almost too many options. There are so many different paths to victory that it can be difficult at times to keep track of all the options before you. The game can go fairly smooth and simple if a player is choosing to operate as merchant rather than a pirate, so if you're playing with someone who is doing this make sure to rain down some piratical pain upon them until they correct their ways. A lot of the time I recommend playing a game before going out and buying it, but this one is a definite no brainer.
By all logical means, I should absolutely love this game. There are a host of characters to choose from with diverse abilities, a leveling up progression system, a ton of weapons, armor and items to buy or discover and plenty of combat. Of all the boardgames I own, this one captures the feel of playing an epic dungeon crawl style video game, which in my mind is a great thing.
And don't get me wrong I do enjoy a game of it every now and then, but it somehow doesn't quite live up to what I was expecting out of it. I think the main problems for me are that towards the end of the game it seems to drag on a bit and the movement system is a bit convoluted, especially for new players which can add unnecessary downtime to the game. I think if the game was played with a variant that sped up the end game I would enjoy this one a lot more than I do now.


v0.050:
- Improvements to the endless mode.
- More work on the new area.
- Fixes to focus in/out mute code.
- Fixed Story Mode/Endless Mode translations.
- Endless mode improvements.
- More level design on the new area.
- Endless mode won't required the user name when starting anymore.
- New game now lets the user pick story mode or endless mode.
- Fixed issue with camera position on the intro.
- Improvements on the endless mode.
- More work on the new area.
- Improvements to the new endless mode, now works using waves of enemies.
- Work in progress endless mode.
- More work on the new level.
v0.049:
- Yet more level design for the new area.
- More level design on the new area.
- Fixed issue with window position after getting resized.
- Started working on a new area.
- Fixed a few code issues with Darktopus battle.
- Code cleanup.
- Improvements in Portuguese/Spanish translations.
- Improvements on the Flooded Caves area music.
- Fixed possible bug with music and focusing in/out the window.
- Game pauses when the window is not focused.
v0.048:
- Fixed bug with profile screen.
- Small UI improvements on the main menu.
- Added 1 more pixel to the menu spacing value.
- UI fixes.
- Cleanup settings code.
- Added game pad configuration screen.
- fixed small bug with sea mine code.
- Sea mine status will be saved after exploding.
- If build is on debug mode disable the demo flag.
- Fixed a few small issues with some enemy animations.
v0.047:
- A demo string is displayed on the main menu for the demo version.
- Fixed a few bugs with the level design of the Flooded Caves area.
- Fixed possible bug with dialog timeouts.
- Recolored jellyfish enemy.
- Added defensive arrow traps for Darktopus that gets triggered when the player stays too close to him.
- Added boss fight startup dialogues for Darktopus fight.
- Fixed missing platform lever on the Flooded Caves area.
- Savegame code cleanup.
- More work on the music for the Flooded Caves area.
- Public demo will end after the first boss fight.
- Language can be changed only on the main menu.
- Fixed rounding error with scaling on some resolutions.
- Background code cleanup.
- Fixed small issue with spiders changing direction fast on the air after jumping on the boss fight.
- Language setting can be changed on the fly now.
- Fixed issues with sea horse damage area.
- Fixed fullscreen issues on Linux.
- Removed outdated fullscreen restart note on the settings menu.
- Started working on the Flooded Caves music.
v0.046:
- Connect third sub level area with flooded caves.
- A bit more work on the Flooded Caves level design.
- Pixel perfect setting can be changed on the fly now.
- More work on the level design of the Flooded Caves area.
- Added Cave Sublevel dialog lines (thanks to JC Noir).
- Added some new dialog lines after the Venomteeth fight (thanks to JC Noir).
- Added instaKill dev flag.
- Fixed bug with Venomteeth boss.
- Added a sound effect for the splash screen.
- More improvements on the splash screen.
- Improvements on splash logo.
- Added a splash screen at startup (WIP).
- When going back to windowed mode restore the cursor visibility.
- Fullscreen mode can be switched on the fly now.
- More level design on the Flooded Caves area.
- Small design fix for Cave Sublevel area.
- Darktopus will move to the next phase when being hit.
- Fixed a small bug with touch buttons not hiding on the mountain area text scene.
v0.045:
- Fixed possible crash at exit.
v0.044:
- Fixed issue with text cutscenes and movement.
- Started implementing the third phase of the new boss.
- Dev mode improvements.
- Fixed issues with wip area.
- Yet more work on the first two phases of the new boss.
- More improvements on the first two phases of the new boss, work in progress.
- Shawy can't lose air when god mode is enabled.
- More work on the new boss.
- Improvements on the laser beam spell for the new boss.
- Early work on the second boss.
- Main dialog can dynamically change the width of the dialog box when the text is short.
v0.043:
- Max air is now affected by the baseHP.
- Improved hit timer code.
- Renamed difficulty modes to: Normal, Hard and Hardcore.
- Fixed issue with Venomteeth not spawning anymore :P.
- Implemented a camera shake effect when the sea mine explodes.
- Few improvements on the level design of the Venomteeth Nest area.
- Loading a saved game with sacred stones will change the baseHP correctly now.
- Fixed Venomteeth being able to spawn again after being killed.
- Fixed lever object being able to be switched again after loading a saved game.
- Added a visual effect for the sea mine when the player is near it.
- Design improvements on the new area.
- Default clear color now defaults to a lighter color and added a background layer with a darker one.
- Re-colored a bit the water tiles with the waves with a lighter tone.
- Finished implementing the sea mine code.
- Added WIP sea mine trap.
- Updated sea horse hp to 2.
- Prevent starting a cut-scene when enemies are close.
- Cave Entrance texts are now shown after killing a bat.
- Added event texts for the bifurcation area (texts by JC Noir).
- Fixed joysticks not working properly.
- Added a new enemy for the new area, the sea horse.
- More level design on the new area.
- Added a Pixel Perfect option on the settings screen.
- Added a key mapping for taking a screenshot, defaults to zero.
- Code cleanup.
- Animated tiles use now a shader for better performance.
- Fixed issue with window scale code on some devices.
- Fullscreen code cleanup.
- Enabled fullscreen option on the settings screen for Windows build.
- Added a color mode picker screen when the user starts the game for the first time.
- Area name is now shown when entering a new area and on the full map screen.
v0.042:
- More jellyfish AI improvements.
- Added story texts for the lava corridor and the lava and water areas too (contributed by JC Noir).
- Fixed bug with pressing Esc on the continue screen (thanks JC Noir for reporting), and also added a Yes/No selection on that screen.
- Fixed touch buttons being on top of the new area dialogs.
- Improvements on the credits menu screen.
- More work on the new area.
- Fixed some unreachable coins on the Venomteeth Nest area.
- Fixed platform lever object not working fine with paths with horizontal movement.
- Shawy regains air faster when he is not on water.
- Added a few additional story texts for the mountain and cave entrance areas (contributed by JC Noir).
- Added a few more idle jokes (thanks John Ingemi and Graham Brown).
- More work on the new area.
- Added a note on the language setting to tell the player that the change requires restart.
- Shawy doesn't get collision damage from enemies when he has just hit them.
- Improvements on touch screen buttons.
- Added some more idle jokes.
- Fixed issue with air panel getting bugged.
- Fixed issues with touch button positions.
- Code cleanup.
- Improvements on jellyfish AI.
- Added a few new idle jokes.
- Started working on a new area.
- High-score crashfix.
v0.041:
- Fixed hud message position.
- Secret fixes ;).
- Fixed touchscreen button positions.
- Fixed cave sub level starting position.
- Defaults to light green color mode.
- Fixed Shawy main menu movement.
- No need to hide the score anymore when showing the boss health.
- Small fix to Venomteeth jump.
- Fixed issue when the windowScale value on the saved settings is bigger than what the current screen can handle.
- Improvements on Venomteeth boss fight.
- Enlarged a bit the dialog box and improved the save area sprite.
- Fixed game over and continue screen placements.
- Fixed save game screen placement.
- Fixed controls screen placement.
- Fixed bug with extra spaces on high-score.
- Improvements on the backgrounds.
- Small correction with one of the tutorial messages.
v0.040:
- Base resolution is now 228x128.
- Recoloring some enemies.
- Press Esc on the settings menu will now go back to the main menu, Esc on the main menu will quit the game.
- Fixed bug that could make shawy end up in an unreachable place.
- Language can be changed on the settings menu (requires restart).
- Updates to translations.
- Color mode can only be changed on the main menu.
v0.039:
- Profile screen randomises a name at the start.
- When completed achievements will show the description now.
- Added a few improvements on the third sublevel area design.
- More work on the third sublevel area music.
- Mountain parallax now uses two layers as well.
- AI improvements on the jellyfish enemy.
- Improvements on the music for the third sublevel area.
- Cave parallax now uses two layers.
- Added sound effects for the arrow trap and when then worm burrows.
- Added more work on the music for the third sublevel area.
- Added yet another palette for the color modes.
- Added a transition effect when picking the color mode.
- Fixed some bugs with going back on some levels.
v0.038:
- Added two more palettes to select.
- Fixed achievements progress not being saved.
- Started working on the jellyfish AI.
- More design work on the third sublevel area and started adding its music theme.
- More design improvements on the new areas.
- Added a few more sound effects.
- More work on the cave sublevel area music.
- Fixed issue with lever_platform animation.
- More work on the cave sublevel music.
- More work on Cave Sublevel area music.
- Fixes to high-score threading issues on quit.
- Implemented a new lever that calls for the platform when the platform has a lever as well.
- Re-worked the music for the cave sublevel area, still WIP.
v0.037:
- Achievements can have a hint that shows on the achievement screen.
- More level design on the third sublevel area.
- Highscore code now runs on its own thread.
- Fixed issue with Venomteeth music.
- More design improvements on the cave sub level area.
- Connected the cave sublevel area with the third sublevel area.
- Re-worked music on Bifurcation, Lava and Water and Venomteeth Nest areas.
- Added a sound effect when Shawy is low on air.
- Added a sound effect for the piranha bite.
- Re-worked some of the sound effects.
- Re-worked the music from MainMenu, Mountain, Cave Entrance and Lava Corridor areas.
- More work on achievements.
- Implemented work in progress achievements.
- More work on the third sub-level area design.
- More design work on the new areas.
- Fixed bug with doors on mini-map.
- Design improvements on cave sublevel area.
- Improvements on worm AI.
- Worms can't be attacked while hidden.
- Venomteeth now will drop one sacred stone on death.
- Avoid tutorial dialogs when on dev mode.
- Added new jellyfish enemy.
v0.036:
- Added new eye enemy, its AI still needs some improvements.
- Added new worm enemy sprite-sheet.
- Improvements on fonts code to handle unicode characters.
- Updated Text Interface Engine code.
- Updates to translations.
- Added a few new lines of dialog for Venomteeth and his minions.
- Fixed bug with Venomteeth damage area.
- Adjusted phase timers for Venomteeth, battle will be more dynamic now.
- Work in progress boss music for Venomteeth fight.
- Started working on yet another level, really basic design only.
- Fixed high-score screen not working on the Android version.
- More cave_sublevel design.
v0.035:
- Improvements on the high-scores screen.
- Added a notification message when the high-score is created/updated for the player.
- Fixed bug with map going away when switching areas, and stuck in loading bug after continue countdown reached to zero (thanks cadox8 for reporting).
v0.034:
- Older save-games are not compatible with this version.
- Added a simple credits menu, will improve it later.
- More level design on the new area.
- Work in progress new platform type for the new area.
- Enemies are allowed to sleep when they're far from the player, saves cpu :).
- Shortened the death animations on the enemies.
- Speeded up a little Shawy's attack animation.
- Camera improvements, disabled drag for the x axis and lowered the drag margin on the y axis.
- More work on the Venomteeth Nest music.
- Improvements on Venomteeth Nest music track.
- Started adding a new enemy for the new level.
- Added an arrow trap on the new level.
- UI improvements.
- Fixed bug when globalstats.io doesn't replies with an access token.
v0.033:
- Improved difficulty note position.
- Improved note display on new game menu.
- Fixed UI bug and also started working on a new level.
- Added easy mode and modified difficulty modes as follows: Easy mode has halved damage and continue for 5 coins, Normal mode has full damage and continue for 10 coins, Hardcore mode has full damage and can't continue.
- Leaderboard data is updated when the game starts.
- Fixed bug with hiding touch buttons on cut-scenes.
- User high-scores are pretty much working now, it needs some improvements and more testing though.
- Added a user name input screen after the new game menu, the user name will be used for high-score purposes.
- More WIP code for high-scores.
- Started working on a high-score screen.
v0.032:
- Added a few more save positions on some areas.
- Fixed selection arrow position.
- Cutscene can be skipped while the npc is moving now.
- Small bug fix.
- Escape skips cut scenes.
- Hide controls and fullscreen/window settings on touch devices.
- Mini-map can be toggled on android devices tapping the top right section of the screen.
- Hud elements will be hidden on the intro scene.
- Added tutorial dialogs for the map and the menu for android devices.
- Adjusted music files volume.
- Added a second save area on cave entrance and mountain areas.
- Shawy will now explain how to use the mini map function if not used by the player.
- Mini-map can be toggled with M and Tab, and it's configurable on the controls menu.
- Small bug fix.
- Adjusted volume for CaveTheme and MainMenu, WIP.
v0.031:
- Menu will now show a maximum options of 5, if there are more options (like on the settings or the controls menus) there will be shown up/down arrows to determine that the are more options.
- Game can be saved now using the menu (Esc while in-game) when standing on a save area.
- Implemented variable jump height for Shawy (jumps higher the longer you keep pressing jump).
- More work on translations.
- Show save areas on map as well.
- Map revealed areas are now saved/loaded from disk and on changing area.
- Full-map position is centered on the player when is shown.
- More work on translations.
- Music and SFX volume default to 50% when game is first launched.
- Shawy can look up or down while walking too now.
- Adjusted the size of the mini map.
- Pickup objects fade faster.
- Fixed performance issues with mini-map and fixed a few issues with fog.
- Added a shader for the mini map to fix the opacity.
v0.030:
- Implemented map fog.
- Map improvements, pickups are shown on map as well.
- Enemies are also shown in maps.
- Many improvements to the maps.
- Started implementing a full map script.
- Mini-map bug fix.
- Mini map improvements.
- WIP mini map.
- Removed the collision shape for the save area object.
- Fixed a few issues with venomteeth damage area.
- Fixed small issue with boss gate.
- Added a few improvements on how Venomteeth jumps back to his platform.
- Improvements on mountain and cave entrance level design, better learning curve.
v0.029:
- Android release stuff.
- Lowered a bit the opacity for the touch screen buttons.
- Improved placing of touch screen buttons.
- Enabled Venomteeth Nest area.
- Updated default_clear_color to darkest tone.
- Fixed loading issue with fullscreen devices.
- Added touchscreen buttons support.
- Fixed delay before fade out when objects are picked up.
Changelog (v0.025 to v0.028):
- New area to explore.
- Controls can be changed now, max of two inputs per action.
- Bats will stop pursuing shawy when he has gone far.
- This is a secret commit ;).
- Shawy can hold air a bit longer under water.
- Design improvements on several areas.
- Fixed bug with spider web spell.
- Fixed player facing bug after changing areas.
- Shawy will explain how to lookup or down if the player doesn't use those commands.
- Older savegames are incompatible now.
- Separated key mapping from ui keys to in-game keys.
- Joystick buttons are now assignable on the controls menu.
- Implemented a new sprite for the save area.
- Improved and extended music themes on several areas.
- If the windowScale is not set, use the highest possible based off the screen size.
Changelog (v0.023 to v0.024):
- Fixed max attenuation distance for sample player on different resolutions.
- Disabled fullscreen option until gets properly fixed on all OSes.
- Added a SFX for the slime jump.
- Fixed linux build not allowing to change resolutions.
- Resolution can only be changed from main menu.
- Window resolution will be changed instantly now, no need to restart anymore.
- Fixed issue with platforms and jumping.
- Fixed issue with collisions and platforms.

- Added an option to change text speed.
- Dialogs will show faster now by default, enter will now first show the full text and then skip it.
- Fixed bug with jumping and damage throwback.
- Fixed issue with continue on some areas.
Changelog (v0.019 to v0.022):
- Fixed vertical glitch with vertical platforms.
- Fixed window resolution setting.
- Enemies will re-spawn after 4 mins (of game time) and only the first kill adds points to the score.
- Fixed bug with movement on horizontal platforms.
- New game mechanic, Shawy can look up or down using the up/down controls, jump is now assigned to button b (x or k key).
- Shawy will now lose air when under water, and after all the air is gone he will start losing health.
- Improved text SFX.
- Hearts will re-spawn after 2 mins of being taken.
- Coin will no longer reappear when changing to previous areas if it was previously taken.
- Implemented a new font for the HUD, "Micro Full 6x3" by russelleh.
- New logo for main menu.
- Implemented fade in/out effects.
- Added a new level.
- Added a dialog when the player is near the gate for a while.


How long will you people turn my glory into shame, *
love what is worthless, and pursue lies?
But know that the LORD has set apart the faithful for himself; *
the LORD hears when I cry out to him.
Tremble in your anger but do not sin; †
meditate in your heart, *
while on your bed, and be still.
Offer your righteous sacrifices, *
and trust in the LORD.


minaelf
// 下载完替换下面2个 js // curl -L -O<EMAIL_ADDRESS>// curl -L -O https://unpkg.com/aelf-sdk-cross-chain@latest/dist/aelf-cross-chain.umd.js


Back to Home
CSIS 4251 Projects
Page Removal Policies
Page Frames
List the Processes (#'s only)
Submit
Reset
Disable examples?


Computes matrix of relative likelihoods for each of J rows of Bhat for each of P prior covariances.
calc_relative_lik_matrix(data, Ulist, algorithm.version = c("Rcpp", "R"))
| data | A |
|---|---|
| Ulist | List containing the prior covariance matrices. |
| algorithm.version | indicates R or Rcpp |
The return value is a list containing the following components:
J x P matrix containing likelihoods p(bhat[j] + Ulist[p], V), but normalized so that the largest entry in each row is 1.
Vector which will recover the original
likelihoods; for example, lfactors[i] +
log(lik_matrix[i,])
yields the log-likelihoods corresponding
to row i of the Bhat data matrix.


You reflect on the people who used to be in your life, and it's like, 'Wow, I can't believe that person was ever really in my life.' But people are put into your life for seasons, for different reasons, and to teach you lessons.
When I was a child, my mother said to me, 'If you become a soldier, you'll be a general. If you become a monk, you'll end up as the Pope.' Instead, I became a painter and wound up as Picasso.


This guide provides detailed information about Auto Scaling actions, data types, parameters, and errors. For detailed information about Auto Scaling features and their associated API calls, go to the Auto Scaling Developer Guide .
Auto Scaling is a web service designed to automatically launch or terminate Amazon Elastic Compute Cloud (Amazon EC2) instances based on user-defined policies, schedules, and health checks. This service is used in conjunction with Amazon CloudWatch and Elastic Load Balancing services.
This reference is based on the current WSDL, which is available at:
http://autoscaling.amazonaws.com/doc/2011-01-01/AutoScaling.wsdl
Endpoints
For information about this product's regions and endpoints, go to Regions and Endpoints in the Amazon Web Services General Reference.


INTRODUCTION
The Account Activity API provides you the ability to subscribe to realtime activities related to a user account via webhooks. This means that you can receive realtime Tweets, Direct Messages, and other account events from one or more of your owned or subscribed accounts through a single connection.
Supported Activity types
- Tweets
- @mentions
- Replies
- Retweets
- Quote Tweets
- Retweets of Quoted Tweets
- Likes
- Subscription Revokes
- Follows
- Blocks
- Mutes
- Send Direct Messages
- Receive Direct Messages
- Typing indicators
- Read receipts
- Tweet deletes
The Account Activity API is a webhook-based API that sends account events to a web app you develop, deploy and host. Check here more
Requirements
- Twitteroauth Package
- Domain with SSL support
- Twitter App
Setup
- Create a Twitter App
- Configure your Callback URL, App keys in config.php
//config.php
define('CONSUMER_KEY', 'YOUR CONSUMER KEY');
define('CONSUMER_SECRET', 'YOUR CONSUMER SECRET');
define('OAUTH_CALLBACK', 'YOUR CALLBACK URL');
Securing Your webhook
Below code should be implemented in your webhook file. During Webhook registration Twitter will send a crc_token parameter. All events where triggered to this file after the webhook registration. Please go through securing-webhooks
// webhook.php
include "../config.php";
if(isset($_REQUEST['crc_token'])) {
$signature = hash_hmac('sha256', $_REQUEST['crc_token'], CONSUMER_SECRET, true);
$response['response_token'] = 'sha256='.base64_encode($signature);
print json_encode($response);
} else {
// Here You Recieve Realtime Webhook Events.
}
1. Register Webhook
/* Create a TwitterOauth object with consumer/user tokens. */
$connection = new TwitterOAuth(CONSUMER_KEY, CONSUMER_SECRET, $access_token['oauth_token'], $access_token['oauth_token_secret']);
$url = "Your Webhook URL";
$content = $connection->post("account_activity/all/your-env_name/webhooks", ["url" => $url]);
Response
{
"id": "1234567890",
"url": "https://your_domain.com/webhook/twitter",
"valid": true,
"created_at": "2016-06-02T23:54:02Z"
}
2. Subscribe User to Webhook
/* Create a TwitterOauth object with consumer/user tokens. */
$connection = new TwitterOAuth(CONSUMER_KEY, CONSUMER_SECRET, $access_token['oauth_token'], $access_token['oauth_token_secret']);
$content = $connection->post("account_activity/all/your-env_name/subscriptions");
// Subscribes user to a webhook. Returns 200 status.
3. Update Your Webhook File
// webhook.php
include "../config.php";
if(isset($_REQUEST['crc_token'])) {
$signature = hash_hmac('sha256', $_REQUEST['crc_token'], CONSUMER_SECRET, true);
$response['response_token'] = 'sha256='.base64_encode($signature);
print json_encode($response);
} else {
// Here You Recieve Realtime Webhook Events
// Writing the recieved events to file
$eventJSON = file_get_contents('php://input');
$myfile = fopen("events.txt", "w") or die("Unable to open file!");
fwrite($myfile, $eventJSON . PHP_EOL);
fclose($myfile);
}
After User subscription. Log into Twitter (use the subscribed Twitter Account), Then trigger an event Eg: favorite a Tweet, send a direct message, retweet a post. Then check the directory you can see a text file "events.txt" with event payloads
4. Checking Webhook Status using Bearer Token
// appcall.php
/* Build TwitterOAuth object with client credentials. */
$connection = new TwitterOAuth(CONSUMER_KEY, CONSUMER_SECRET);
$request_token = $connection->oauth2('oauth2/token', ['grant_type' => 'client_credentials']);
$connection = new TwitterOAuth(CONSUMER_KEY, CONSUMER_SECRET, $request_token->access_token);
$content = $connection->get("account_activity/all/your:envName/subscriptions/list");
print_r($content);
Returns a list of the current All Activity type subscriptions. Note that the /list endpoint requires application-only OAuth, so requests should be made using a bearer token instead of user context.
5. Reference
API call's using Bearer Token. Call these endpoints from appcall.php .
-
GET account_activity/all/webhooks
Returns all environments, webhook URLs and their statuses for the authenticating app. Currently, only one webhook URL can be registered to each environment.
-
GET account_activity/all/:env_name/subscriptions/list
Returns a list of the current All Activity type subscriptions. Note that the /list endpoint requires application-only OAuth, so requests should be made using a bearer token instead of user context.
-
GET account_activity/all/subscriptions/count
Returns the count of subscriptions that are currently active on your account for all activities. Note that the /count endpoint requires application-only OAuth, so that you should make requests using a bearer token instead of user context.
Check all supported endpoints here .


Click Me
Hidden Value
Click Me By Js
Some test content
Click Button1
Now Visible
Alert
Confirm
Prompt


Typedefs | |
|
typedef struct axiom_stax_builder | axiom_stax_builder_t |
Functions | |
| AXIS2_EXTERN axiom_stax_builder_t * | axiom_stax_builder_create (const axutil_env_t *env, axiom_xml_reader_t *parser) |
| AXIS2_EXTERN axiom_node_t * | axiom_stax_builder_next (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN axis2_status_t | axiom_stax_builder_discard_current_element (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN void | axiom_stax_builder_free (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN void | axiom_stax_builder_free_self (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN axiom_document_t * | axiom_stax_builder_get_document (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN axis2_bool_t | axiom_stax_builder_is_complete (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN int | axiom_stax_builder_next_with_token (struct axiom_stax_builder *builder, const axutil_env_t *env) |
| AXIS2_EXTERN axiom_stax_builder_t* axiom_stax_builder_create | ( | const axutil_env_t * | env, | |
| axiom_xml_reader_t * | parser | |||
| ) |
Creates an stax builder
| environment | Environment. MUST NOT be NULL. | |
| parser | parser to be used with builder. The builder will take ownership of the parser. |
| AXIS2_EXTERN axis2_status_t axiom_stax_builder_discard_current_element | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
Discards the element that is being built currently.
| environment | Environment. MUST NOT be NULL, . | |
| builder | pointer to stax builder struct to be used |
| AXIS2_EXTERN void axiom_stax_builder_free | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
Free the build struct instance and its associated document,axiom tree.
| builder | pointer to builder struct | |
| env | environment, MUST NOT be NULL |
| AXIS2_EXTERN void axiom_stax_builder_free_self | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
Free the build struct instance and its associated document. does not free the associated axiom tree.
| builder | pointer to builder struct | |
| env | environment, MUST NOT be NULL |
| AXIS2_EXTERN axiom_document_t* axiom_stax_builder_get_document | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
Gets the document associated with the builder
| builder | axiom_stax_builder | |
| env | environment |
| AXIS2_EXTERN axis2_bool_t axiom_stax_builder_is_complete | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
builder is finished building om structure
| builder | pointer to stax builder struct to be used | |
| environment | Environment. MUST NOT be NULL. |
| AXIS2_EXTERN axiom_node_t* axiom_stax_builder_next | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
Builds the next node from stream. Moves pull parser forward and reacts to events.
| builder | pointer to stax builder struct to be used | |
| environment | Environment. MUST NOT be NULL. |
| AXIS2_EXTERN int axiom_stax_builder_next_with_token | ( | struct axiom_stax_builder * | builder, | |
| const axutil_env_t * | env | |||
| ) |
moves the reader to next event and returns the token returned by the xml_reader , returns -1 on error
| builder | pointer to stax builder struct to be used | |
| environment | Environment. MUST NOT be NULL. |


| Client Name and final Decission Maker | Cooper Abel Edward Sorensen |
|---|---|
| Client's business (website) name | CaesArts |
| Redisign or new | New |
| Type of site | Identity, Marketing, Entertainment |
| Client's goals | Presence on the web, Fun |
| Aduiences | Issues and Concerns | Approach |
|---|---|---|
Other ArtistsYounger male and female artists. Less traditional, a litte experimental and unorthodox. Some would be manga artists others graphic novel artists but all would produce or enjoy the expression a drawing or painting can offer. All would be fairly tech savvy, enjoying their phones and tablets. most would not use a desk top computer on a regular basis. All would take their art seriously, and my experience shows, could be hyper critical and also the most supporting people you have ever met. |
|
|
HipstersAgain, almost the same description as above the difference is they are not artists, just people who appreciate art. Still the younger set, believe they are hip. know all the cool places to be. Trendy, with style and fasion. |
|
|
Courious peopleThis could be anybody, my client wants to have a small story line that unfolds over time and it involves a catoon bedbug. It is funny, so people looking for some different humor. People looking for good quality drawing. I think the age would be younger but I am thinking less than 50. Still they would be tech savvy, mostly phones for start, maybe on breaks or busses. |
|
|


|
IFRAME
frame.contentWindow.document.designMode: on |
DIV
div.ownerDocument.designMode: off |
| type: | [] |
| tagName: | [] |
| id: | [] |
| keyIdentifier: | [] |
| keyLocation: | [] |
| keyCode: | [] |
| charCode: | [] |
| which: | [] |
| isTrusted: | [] |
| --------------------- | |
| Modifiers | |
| alt: | [] |
| ctrl: | [] |
| shift: | [] |
| meta: | [] |


| User name | About me | Links | Classes taken | Technical skills | |||
|---|---|---|---|---|---|---|---|
| srl08 | I am a student in WDI3 based out of Washington, D.C. | FEWD, WDI | ROR, Javascript, Html, CSS | Show | Edit | Destroy | |
| kaitlynn | I am so nice. you'll totally like me. | FEWD | Javascript, Html, CSS, Python, Meteor | Show | Edit | Destroy | |
| Kristian | the coolest | UXD | Graphic Designer | Show | Edit | Destroy | |
| Kaylee Schwitzer | Annapolis is lovely this time of year | UXD, FEWD | HTML, CSS | Show | Edit | Destroy |


BREAKING: Lawan swears in Olujimi as Senator
by Sunday AborisadeSunday Aborisade, Abuja
The President of the Senate, Ahmad Lawan, on Thursday, administered the oath of office on Senator Biodun Olujimi as Senator representing Ekiti South Senatorial District.
Olujimi replaced the former Senate Spokesperson, Adedayo Adeyeye, whose election was nullified by both the Ekiti State Election Petitions Tribunal and the Court of Appeal sitting in Kaduna recently.
Details later…


General
Notes
Tasks
Files
Appointments
History
Name
Description
Act grp: {{project.actGrp}} (TODO)
Usr admin list: {{project.usrAdminList}} (TODO)
Usr assign list: {{project.usrAssignList}} (TODO)
Start date
End date
Effort unit (hours:minutes)
Effort cap (hours:minutes)
Save
Cancel
Found {{project.notes.length}} notes
New note
search
{{note.descr}}
...
({{note.date.toLocaleString()}})
delete
Found {{project.tasks.length}} tasks ({{project.tasksCompleted}} completed)
New task
Purge
Sort by:
% completed
due date
creation date
updated
search
supervisor_account
event
forward
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
check_circle
{{task.descr}}
Created by:
...
({{task.created.date.toLocaleString()}})
; updated by:
...
({{task.updated.date.toLocaleString()}})
delete
[Files]
[Appointments]
Found {{project.history.length}} entries
search
{{filter.text}}
...
{{entry.summary}}
...
({{entry.timestamp.toLocaleString()}})


The content of this section will cover the part of new entities/relations creation specific to MooseQuery. It will not cover how to create new Moose entities. For this, please refer to Moose documentation.
MooseQuery is the result of the Inria research team RMoD. This page documents the internals of MooseQuery. As prerequisites, it supposes the reader has a minimum of knowledge of Fame and Famix. If not, please read the Moose documentation, if you wish to understand everything.
This documentation covers:
The first section will be useful if you wish to extend/create a meta-model. The three next sections only describe how the query system works. It does not requires any change from the developers of a meta-model.
The content of this section will cover the part of new entities/relations creation specific to MooseQuery. It will not cover how to create new Moose entities. For this, please refer to Moose documentation.
First, the developer of the model has to make his new entities/relations queryable with MooseQuery.
As said in the user documentation, MooseQuery is based on two concepts:
Here, for example, Entity1 is the container of Entity2 and Entity1 is the source of an association whose Entity3 is the target.
Moose query needs to know those relations in order to work. To declare them you just need to use three pragma: <container>, <source> and <target>
The container pragma should be put in the contained entity in the method defined to access the container.
At the meta-model level, an entity may have several parents. For example, the container of a class can be a package or a method in the case of inner class. In that case, both methods #parentPackage and #container must have the pragma.
FAMIXAttribute>>parentType
<MSEProperty: #parentType type: #FAMIXType opposite: #attributes>
<MSEComment: 'Type declaring the attribute. belongsTo implementation'>
<container> "<=== Here is the containment relation definition"
^ parentType
The source and target pragmas must be in the methods relevant of the association.
FAMIXAccess>>accessor
<MSEProperty: #accessor type: #FAMIXBehaviouralEntity opposite: #accesses>
<MSEComment: 'Behavioural entity making the access to the variable. from-side of the association'>
<source> "<=== Here is the association's source definition"
^ accessor
FAMIXAccess>>variable
<MSEProperty: #variable type: #FAMIXStructuralEntity opposite: #incomingAccesses>
<MSEComment: 'Variable accessed. to-side of the association'>
<target> "<=== Here is the association's target definition"
^ variable
Relations definitions (via the pragmas) give to MooseQuery all the requirements for querying the meta-model. Now, the new entities of the model need to have the behaviour, i.e., the methods, to execute the queries. To do so, MooseQuery comes with a set of Traits to use in the new entities.
| Trait | Default users | Description |
|---|---|---|
| TAssociationMetaLevelDependency | FAMIXAssociation | This trait includes the information about associations needed for the navigation queries. It needs to be used by every association in a meta-model. |
| TEntityMetaLevelDependency | FAMIXNamedEntity | This trait includes the information about entities and adds the behaviour to explore the containment tree and execute scope queries. It needs to be used in every entity's hierarchy in a meta-model. |
| TDependencyQueries | FAMIXNamedEntity | This trait includes the information about entities and adds the behaviour to execute navigation queries. It needs to be used in every entity's hierarchy in a meta-model. |
| TOODependencyQueries | FAMIXContainerEntity | This trait includes the information about object-oriented entities and adds the behaviour to execute navigation queries. It needs to be used in every entity's hierarchy in a meta-model instead of TDependencyQueries. |
All those traits need to be used when implementing a new meta-model. For performance reasons, some more work is needed when using those traits. Some methods exist in two versions. One private with the real behaviour, and the other public that access a class instance variable or, if nil, set it with the result of the private method. Due to the fact that traits are currently stateless in Pharo, all the public methods have to be implemented for your new metaclass using directly the traits and not by inheritance. For example, FAMIXAnnotationInstance does not inherit from FAMIXNamedEntity but can be queried similarly. The same occur for new links using TAssociationMetaLevelDependency without inheriting from FAMIXAssociation. Here is the list of caches to implement:
"Already defined in MooseQuery:"
TEntityMetaLevelDependency class>>allChildrenTypes
^ self explicitRequirement
TEntityMetaLevelDependency class>>privateAllChildrenTypes
^ (self childrenTypes withDeepCollect: #childrenTypes as: Set) asOrderedCollection
"Method to implement:"
FAMIXNamedEntity class>>allChildrenTypes
^ allChildrenTypes ifNil: [ allChildrenTypes := self privateAllChildrenTypes ]
The model builds caches on classes to speed up queries. It means that during the development of the meta-model it is often required to reset those caches.
In order to reset the caches you can execute:
MooseModel resetMeta
This method will call #resetMooseQueryCaches on all subclasses of FAMIXEntity. If you add new caches (in a class that directly uses the trait and not through inheritance like FAMIXAnnotationInstance), you need to override in the class side of your entity #resetMooseQueryCaches to reset the added caches.
FAMIXNamedEntity class>>resetMooseQueryCaches
super resetMooseQueryCaches.
childrenSelectors := parentSelectors := allChildrenTypes := allParentTypes := outgoingMSEProperties := incomingMSEProperties := incomingAssociationTypes := outgoingAssociationTypes := nil
This section and the next ones explains how works MooseQuery's queries. From this point, no more action is required from the developer to have working queries on its meta-model.
Now that we saw how to make entities queryable, this documentation will focus on explaining the internal mechanisms of MooseQuery. The easiest queries are the ones related to the exploration of the containment tree.
MooseQuery allows querying the children/parents of an entity. This behaviour is based on the meta-model of the application. Each Moose entity possesses a meta-description that lists all the properties of the entity. These properties can be obtained with:
MooseEntity class>>allDeclaredProperties
"All properties described in the meta-model"
^self mooseDescription allAttributes
FAMIXType allDeclaredProperties. "==> An array of property descriptions (See screenshot bellow)"
Each property knows:
So, based on the meta-model and the moose pragma, it is possible for a Famix class to get the selectors to access its parents or children entity using the #parentSelectors and #childrenSelectors methods respectively. Here again a cache mechanism is used.
"Implementation details:"
TEntityMetaLevelDependency class>>privateChildrenSelectors
^ self allDeclaredProperties select: #isChildrenProperty thenCollect: #implementingSelector
FAMIXNamedEntity class>>childrenSelectors
^ childrenSelectors ifNil: [ childrenSelectors := self privateChildrenSelectors ]
TEntityMetaLevelDependency class>privateParentSelectors
^ self allDeclaredProperties select: #isContainer thenCollect: #implementingSelector
FAMIXNamedEntity class>>parentSelectors
^ parentSelectors ifNil: [ parentSelectors := self privateParentSelectors ]
"Example of use:"
FAMIXType parentSelectors. "=> #(#container #parentPackage)"
FAMIXType childrenSelectors. "=> #(#annotationInstances #types #definedAnnotationTypes #attributes #functions #methods)"
So, whatever the selector used in the meta-model to access the contained elements of a given entity, it is possible to access them through the children method that dynamically call each selector returned by the #childrenSelectors methods. The same is possible to get the parents of a given entity. Once we retrieved all parents/children selectors it is possible to perform them on an entity to get their results and gather the children/parents of this entity.
"Implementation details:"
TEntityMetaLevelDependency>>children
| res |
res := OrderedCollection new.
"Since some selector can return nil, an entity or a collection of entities, we need to do a nil check and to ensure everything is a collection via #asCollection"
self childrenSelectors do: [ :accessor | (self perform: accessor) ifNotNil: [ :r | res addAll: r asCollection ] ].
^ res asSet
TEntityMetaLevelDependency>>parents
| res |
res := OrderedCollection new.
"Since some selector can return nil, an entity or a collection of entities, we need to do a nil check and to ensure everything is a collection via #asCollection"
self parentSelectors do: [ :accessor | (self perform: accessor) ifNotNil: [ :r | res addAll: r asCollection ] ].
^ res asSet
"Example from the user documentation:"
package1 children. "=> { package2 . class1 }"
class3 children. "=> { attribute1 . attribute2 }"
package1 parents. "=> { }"
class3 parents. "=> { package2 }"
class4 parents. "=> { package3 . namespace1 }"
No risk to forget a selector, it is dynamically computed from the meta-model.
Similarly, it is possible to get children/parents recursively. Since containment trees can be pretty big, we use an accumulator to avoid creating a lot of collections.
"Implementation details:"
TEntityMetaLevelDependency>>allChildren
"Returns all the children and sub-children of an entity, i.e my children and those of my children, and those of the children of my children, etc"
^ self addAllChildrenIn: OrderedCollection new
TEntityMetaLevelDependency>>addAllChildrenIn: aCollection
aCollection addAll: self children.
self children do: [ :each | each addAllChildrenIn: aCollection ].
^ aCollection
"Examples from the user documentation:"
package1 allChildren. "=> { package2 . class1 . class2 . class3 . attribute1 . attribute2 }"
class3 allChildren. "=> { attribute1 . attribute2 }"
class3 allParents. "=> { package2 . package1 }"
attribute1 allParents. "=> { class3 . package2 . package1 }"
This section explains how the scope queries works.
A scope query is parametrized by:
A scope query can be applied on:
Queries going up or down in the containment tree for the scope search are usable respectively via the methods TEntityMetaLevelDependency>>#atScope: and #toScope:. For example we can want all the incoming invocations of package P2 (cf. user documentation examples) at class scope. Meaning that we want to compute all the invocations that reach a method recursively contained in P2. But, as a result, we don't want neither the invocations nor the target methods of these invocations. We want the classes containing these methods.
These methods begin to create a collection to store the results and call #atScope:in:/#toScope:in: with the newly created collection as a parameter. This is done for performance reasons. Instead of creating multiple collections and use concatenation on them, we create one at the beginning and pass it as a parameter of the query methods.
The query then checks if the receiver is of the searched kind. In case it is, the query end and returns the receiver as result. If it is not the case then the query is repeated on the parents/children of the entity depending on the direction in the containment tree of the query.
TEntityMetaLevelDependency>>atScope: aClassFAMIX in: aCollection
(self isKindOf: aClassFAMIX)
ifTrue: [ aCollection add: self ]
ifFalse: [ "The content of this block could be much more readable with #do: but we do this solution for performances... We need this method to be really really performant."
| selectors |
1 to: (selectors := self parentSelectors) size do: [ :ind | (self perform: (selectors at: ind)) atScope: aClassFAMIX in: aCollection ] ].
^ aCollection
As in the navigation queries, this code could be more readable but it is the way it is for performance reasons. Find the more readable code below.
TEntityMetaLevelDependency>>atScope: aClassFAMIX in: aCollection
(self isKindOf: aClassFAMIX)
ifTrue: [ aCollection add: self ]
ifFalse: [ self parentSelectors do: [ :selector | (self perform: selector) atScope: aClassFAMIX in: aCollection ] ].
^ aCollection
In the case of the up and down queries, we will just check if the entity can do up/down scopes and apply them if needed.
TEntityMetaLevelDependency>>withScope: aClassFAMIX in: aCollection
self allParentTypes detect: [ :class | aClassFAMIX = class or: [ aClassFAMIX inheritsFrom: class ] ] ifFound: [ self atScope: aClassFAMIX in: aCollection ].
self allChildrenTypes detect: [ :class | aClassFAMIX = class or: [ aClassFAMIX inheritsFrom: class ] ] ifFound: [ self toScope: aClassFAMIX in: aCollection ].
^ aCollection
The recursive version (#allAtScope:, #allToScope: and #allWithScope:) is approximately the same, except it will not stop if an entity of the right kind is found.
TEntityMetaLevelDependency>>allAtScope: aClassFAMIX in: aCollection
| selectors |
(self isKindOf: aClassFAMIX) ifTrue: [ aCollection add: self ].
"The content of this block could be much more readable with #do: but we do this solution for performances... We need this method to be really really performant."
1 to: (selectors := self parentSelectors) size do: [ :ind | (self perform: (selectors at: ind)) allAtScope: aClassFAMIX in: aCollection ].
^ aCollection
Once we understand the scope queries applied to entities, it is easy to understand the scope queries on MooseQueryResult.
MooseQueryResults store the associations gathered via a navigation query. Applying a scope query on it gathers the opposites of the first query receiver and apply the scope query on each of them.
TDependencyQueryResult>>atScope: aClassFamix
^ self newObjectResultWith: (self storage inject: OrderedCollection new into: [ :res :dep | (self opposite: dep) atScope: aClassFamix in: res ]) asSet


The @Service decorator is used to register a service, you must supply a service name to the decorator.
@Service
To create a service use yo angular-ts:service. To learn more about services see angularjs services documentation
yo angular-ts:service


- A Message From Warren E. Buffett
- Annual & Interim Reports Updated November 6, 2015
- Special Letters From Warren & Charlie RE:Past, Present and Future
- Link to SEC Filings
- Links to Berkshire Subsidiary Companies
- Corporate Governance
- Owner's Manual
- Letters from Warren E. Buffett Regarding Pledges to Make Gifts of Berkshire Stock
- News Releases Updated November 6, 2015
- Warren Buffett's Letters to Berkshire Shareholders Updated February 28, 2015
- Charlie Munger's Letters to Wesco Shareholders
- Annual Meeting Information
- Celebrating 50 Years of a Profitable Partnership (A commemorative book first sold at the 2015 Annual Meeting and now for sale on eBay.)
- Comparative Rights and Relative Prices of Class A and B Stock
- Berkshire Activewear


We’ll be up soon! The NTU Sikh Society website is currently under construction. — Publicity Director, NTU Sikh Society


{% include standard/head.html%} {% block content %}
404
Page Not Found!
Back
{% end %} {% include standard/body.html %}


Identities
Representation by Power Series
Milne Thomson Method
Contour Integration
Residue Methods
Ops for 1 complex number
Ops for 2 complex number
Proportion Calculator
Roots of Unity calculator


{% extends "layout/lesson.html" %} {% import "layout/utils.html" as utils %} {% block title %}Lesson 2{% endblock %} {% block lesson_title %}Lesson 2{% endblock %} {% block sections %} {% call section('types', 'Lists') %}
In python, we use lists to store multiple elements. In general, all elements in the lists must be of the same type. For syntax, we use brackets, [
and ]
for lists. For example, take a look at this list declaration {% call
utils.code('python') %} myList = ["python", "java","c sharp", "ruby", "perl"] {% endcall %} This list, which I've decided to call myList, is a list of five strings. Notice that I don't have to write (and should not write)
list myList = ['python', 'java','c sharp', 'ruby', 'perl']
As you can see, my list has 5 elements. I can call len on myList to get the size of the list I've created. In this case len(myList) == 5.
Now let's say
I want to add 'kuda' to myList. To do this, I use the append() function, like this:
myList.append('kuda')
and the result is:
['python', 'java','c sharp', 'ruby', 'perl', 'kuda']
But, let's say I want 'kuda' at the beginning of my list. To do this, append() won't help me. Instead, I'll have to use the insert() method. insert() takes two arguments. the index
where you want the new element to go, and then the element you want to add, like this!
myList.insert(0,'kuda')
This tells my Python program to add kuda to myList at index 0. The result is:
['kuda','python', 'java','c sharp', 'ruby', 'perl']
'kuda' is at index 0, and all other elements have been moved to the right(each element's index has been increased by 1)
Notice that I don't have to tell Python to make myList
bigger to make room for the new element 'kuda' that I'm adding. It knows to do this and takes care of it automatically. If I want to remove an element I use the function remove(). remove() takes one argument, the element that you want to take out
of the list. So, if I want to remove 'java' I'd write
myList.remove('java')
then if I call print(myList)
this would be printed to the console:
['kuda', 'C++', 'python', 'ruby', 'perl']
Another handy function is the sort() function. If I call myList.sort()
, this will sort the elements of myList into abc order. Also, myList.reverse()
is used to flip a
list, like this! {% call utils.code('python') %} myList = ['python', 'java','c sharp', 'ruby', 'perl'] >>>myList.sort() ['c sharp', 'java','perl', 'python', 'ruby'] >>>print(myList) ['c sharp', 'java', 'perl', 'python', 'ruby'] >>>myList.reverse()
['ruby', 'python', 'perl', 'java', 'c sharp'] {% endcall %}
In Python, there are times when we only what lines of code to execute some of the time -- not all the time. To control when lines of code run, we can use if statements. Let's look at some code to see how these if statements work!
{% call utils.code('python') %} myList = ['bills','dolphins','jets','patriots'] if (len(myList) == 4): print('This list has four elements') else: print('hello, world') Output >>> This list has four elements {% endcall %} So, why does the first statement get printed, but not the second statement? Well, the first if statement evaluates to true, since myList does have a length of 4. Then, the code skips the else branch, since that branch only gets read if the if statement evaluates to false.
Let's look at another example {% call utils.code('python') %} myList = ['bills','dolphins','jets','patriots'] if myList[3] == 'bills': print('bills are last') elif myList[3] == 'dolphins': print('dolphins are last') elif myList[3] == 'jets': print('jets are last') else: print('patriots are last') Output >>> patriots are last {% endcall %} Why? This time, all of the if statements evaulate to false. So, none of the code in the if statements are executed. Instead, the else statement is executed.
{% endcall %} {% call section('For loops', 'For loops') %}
Sometimes we want to iterate over, or read each element in a list. To accomplish that, we use for loops, like this! {% call utils.code('python') %} myList = ['python', 'java','c sharp', 'ruby', 'perl'] for x in range(0,len(myList)): print(myList[x]) >>>
python >>> java >>> c sharp >>> ruby >>> perl {% endcall %} Here, the elements of myList get printed out, one at a time. This is because when we enter the loop we start with
x = 0
, so we print(myList[0])
. Then we re-enter the loop. This time x=1
so we print myList[1]
This process keeps going until x = 5. x is no longer in the range we specified!
NOTE: in Python, the x in range loop is NOT inclusive. So, for x in range (0,2)
will loop twice, when x is assigned to 0 and again when x is assigned to 1. x=2
would not meet our loop conditions, so we would exit
the loop. Along the same lines, len(myList) == 5
so when x=5
we exit the loop {% endcall %} {# TODO: Modularize #} {% call section('quiz', 'Quiz') %}
If you have a list in Python:
list = ["Cory","Ben","Matt","Sai"]
What is the order of names printed?
Given this list:
list = [“Yankees”,”Red Sox”,”Orioles”, “Blue Jays”]
What is printed?
Unscramble this line of code. The result should finish a program to guess the user’s age
age = 22
print(“Guess my age!”)
guess = int(raw_input(“Guess:_______________”
Put these in order to create correct code
list = [" red ",”green",”blue”]
What is printed
list = [“salt”,”pepper”,”ketchup”]
Unscramble the line to store the length of list into variable length
for x in in range (1,4)
print i
What is printed
What is the order of names printed?


We design, build, and implement robust software solutions for large-scale organisations and innovative start-ups.
Find Out MoreBy working closely with our clients, we gain in-depth understanding of business and development environments to enable direct and precise coordination with stakeholders and management.
Get Started!We ensure optimal design and implementation are achieved.
We identify, diagnose, and resolve business, process, and technology issues at all project phases.
We deliver effective solutions within budgets and timescales.
We ensure quality standards are consistently achieved.
Ready to start your next project with us? That's great! Send us an email and we will get back to you as soon as possible!


A DOG OF FLANDERS (1999) (Warner Bros.) Starring: Jack Warden, Jeremy James Kissner, Jesse James, John Voight, Steven Hartley, Cheryl Ladd, Farren Monet. Screenplay: Kevin Brodie and Robert Singer, based on the story by Ouida. Producer: Frank Yablans. Director: Kevin Brodie. MPAA Rating: PG (adult themes, violence) Running Time: 100 minutes. Reviewed by Scott Renshaw.
I note the following in the interest of fairness: a smattering of audience applause greeted the conclusion of A DOG OF FLANDERS at the screening I attended. That audience consisted almost entirely of parents and pre-teens, causing me to ponder comments I've received over the years regarding whether "family films" should be held to a different critical standard. Sure, A DOG OF FLANDERS could appeal to children without very discriminating tastes; yes, parents may be happy to find something warm 'n' fuzzy for the young'uns. I, however, watched as someone who expects little things like decent performances, a narrative with a point, and a script that doesn't feel like it was written _by_ children instead of _for_ children. A DOG OF FLANDERS is simple, non-threatening, harmless family filmmaking that also happens to be thoroughly uninteresting on almost any level.
Based on a 19th century children's tale by Ouida, A DOG OF FLANDERS tells the story of a young boy named Nello Daas (Jesse James) living in Belgium -- presumably the late 1800's, presumably around Antwerp. A poor farmboy living with his ailing grandfather (Jack Warden), Nello dreams of being a great painter some day like his idol Peter Paul Rubens. Despite the support of kindly local artist Michel La Grande (Jon Voight), however, Nello seems trapped by his social station. Class conflict grows more evident when the teenage Nello (Jeremy James Richter) encounters objection to his friendship with a merchant's daughter (Farren Monet), and even finds himself accused of arson. But Nello always perseveres, entering a youth art contest and maintaining a pure and honest heart.
If you notice the conspicuous lack of any dog mentioned in that plot summary, there's a very good reason. Despite the title, Nello's pet Bouvier des Flanders, Patrasche, plays only a token role in the film's events. That's not just unfortunate because it's somewhat deceptive -- it's unfortunate because the dog may turn in the film's best performance. The young performers, particularly newcomer Farren Monet, at least have inexperience as an excuse. Voight and Warden, who fuss and knit their brows and play with ever-varying accents, earn no such slack. A DOG OF FLANDERS may be a youth melodrama, but there's not a moment of real character-based emotion to make the film tolerable as a narrative. It's hard to imagine how a production like this avoided the direct-to-video dustbin.
It's also hard to imagine from this version that the story is such a classic that it has already been filmed three previous times. Without a familiarity with either the source material or the earlier film incarnations, I can only assume that a story with such appeal had to focus on the adventures of a boy and his faithful dog. This film focuses on the adventures of a boy as he discovers the pitfalls of his poverty, takes milk into town, draws pictures of his childhood sweetheart, discusses art theory with his mentor La Grande, and learns hard lessons about the politics of youth art contests. There is a colorful encounter with a traveling circus, it's true, and one moderately rousing chase and knife fight with Patrasche's cruel former owner. Otherwise, A DOG OF FLANDERS delivers the kind of timeless youth appeal one usually associates with an evening of CNN.
I suppose it's pointless to add the cartoonish villainy of Nello's landlord (who also yells at his wife and calls her "woman," so we know he's a really bad guy), or to note the retina-rattling eye-rolling that accompanied a Yoda-like apparition of Rubens himself, or to snicker at the WIZARD OF OZ denouement which includes a not-at-all startling revelation of parentage. Those who enjoy the film will probably find ways in which those elements complement the story perfectly. For me, A DOG OF FLANDERS lacked any of the elements which bring life to a family film -- emotional resonance, strong relationships, well-drawn characters. I'm not going to deny the appeal of a protagonist who perseveres and maintains a pure and honest heart, especially for parents looking to teach strength of character. It would have been nice, however, to build a watchable film around that strength of character. I'll leave this one to those parents and children who watch with a heroic generosity of spirit, those who won't leave thinking the real dog is the film itself.
On the Renshaw scale of 0 to 10 Belgian awfuls: 3.
Visit Scott Renshaw's Screening Room http://www.inconnect.com/~renshaw/ *** Subscribe to receive new reviews directly by email! See the Screening Room for details, or reply to this message with subject "Subscribe".
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


She's pretty fun, I guess, but also sometimes annoying. Sometimes I am afraid that we are starving her, because she continually wants more food, the little fatty.


Class: Statement
| Defined in: | src/statement.coffee |
Overview
Statement object that executes SQL statements A ResultSet object is returned after successful execution of the SQL statement The same statment object can not create different result sets asynchronously. Each execution of the statement object implicitly closes the previous result set and created a new result set
Instance Method Summary
- # (int) executeUpdate(sql) executes DDL(Data Definition Language) or DML(Data Manipulation Language) statements if DDL statement is executed returns nothing else returns the number of manipulated(inserted,updated,deleted) records
- # (int) executeUpdateSync(sql) Same as {Statement.executeUpdate} except it runs synchronously and returns result directly
- # (ResultSet) executeQuery(sql) Execute given SQL statement and return a promise to the result set @param SQL statment to be executed @example 'SELECT COLUMN_A from MY_TABLE'
- # (void) addBatch(sql) Adds a set of parameters to this PreparedStatement object's batch of commands.
- # (void) addBatchSync(sql) Adds a set of parameters to this PreparedStatement object's batch of commands.
- # (?) executeBatch() Submits a batch of commands to the database for execution and if all commands execute successfully, returns an array of update counts.
- # (void) executeBatchSync() (see the jdbc doc)[https://docs.oracle.com/javase/7/docs/api/java/sql/Statement.html#executeBatch()]
- # (void) close() Closes the statement and frees the resources immediately.
Constructor Details
#
(void)
constructor(statement)
constructor method
Instance Method Details
#
(int)
executeUpdate(sql)
executes DDL(Data Definition Language) or DML(Data Manipulation Language) statements if DDL statement is executed returns nothing else returns the number of manipulated(inserted,updated,deleted) records
#
(int)
executeUpdateSync(sql)
Same as {Statement.executeUpdate} except it runs synchronously and returns result directly
#
(ResultSet)
executeQuery(sql)
Execute given SQL statement and return a promise to the result set
@param SQL statment to be executed @example 'SELECT COLUMN_A from MY_TABLE'
#
(void)
addBatch(sql)
Adds a set of parameters to this PreparedStatement object's batch of commands.
#
(void)
addBatchSync(sql)
Adds a set of parameters to this PreparedStatement object's batch of commands.
#
(?)
executeBatch()
Submits a batch of commands to the database for execution and if all commands execute successfully, returns an array of update counts. The int elements of the array that is returned are ordered to correspond to the commands in the batch, which are ordered according to the order in which they were added to the batch. The elements in the array returned by the method executeBatch may be one of the following: A number greater than or equal to zero -- indicates that the command was processed successfully and is an update count giving the number of rows in the database that were affected by the command's execution A value of SUCCESS_NO_INFO -- indicates that the command was processed successfully but that the number of rows affected is unknown If one of the commands in a batch update fails to execute properly, this method throws a BatchUpdateException, and a JDBC driver may or may not continue to process the remaining commands in the batch. However, the driver's behavior must be consistent with a particular DBMS, either always continuing to process commands or never continuing to process commands. If the driver continues processing after a failure, the array returned by the method BatchUpdateException.getUpdateCounts will contain as many elements as there are commands in the batch, and at least one of the elements will be the following:
A value of EXECUTE_FAILED -- indicates that the command failed to execute successfully and occurs only if a driver continues to process commands after a command fails The possible implementations and return values have been modified in the Java 2 SDK, Standard Edition, version 1.3 to accommodate the option of continuing to proccess commands in a batch update after a BatchUpdateException obejct has been thrown.
in the batch. The elements of the array are ordered according to the order in which commands were added to the batch.
#
(void)
executeBatchSync()
(see the jdbc doc)[https://docs.oracle.com/javase/7/docs/api/java/sql/Statement.html#executeBatch()]
#
(void)
close()
Closes the statement and frees the resources immediately.


A lightweight, framework-agnostic jQuery progress plugin that makes it easier to set, get, and update percentage values in a progress bar component.