Rakocevic scores 24, grabs 11 boards; USC beats Nevada 76-66
by EMERSON MARCUSRENO, Nev. (AP) - Southern California passed its most challenging test so far this season with a 76-66 win over Nevada on Saturday night.
Nick Rakocevic scored 24 points and grabbed 11 rebounds. Daniel Utomi added 12 points and Elijah Weaver scored 11 for USC.
After Nevada took a 21-18 lead with 8:33 left in the first half, USC went on a 13-0 run over the next five minutes and never trailed again.
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USC’s size advantage proved too much for the Wolf Pack and its senior-laden backcourt. The Trojans (4-0) outrebounded Nevada 42-37 and outscored the Wolf Pack 42-10 in the paint.
“We thought our interior players were a little more experienced and a little better players overall,” USC head coach Andy Enfield said. “We thought we really needed to dominate the paint and we did. Give our three bigs credit. They all played very good basketball.”
Rakocevic, a 6-foot-11 senior, made 10 of 15 from the field. Onyeka Okongwu grabbed 11 rebounds and Ethan Anderson had eight assists.
“I think I could have played better,” Rakocevic said. “I had some close shots I should’ve hit, missed some free throws, but overall I think we all played very aggressive.”
Nevada (2-2) hit 11 of 36 (30.6%) from 3-point range and shot 32.8% (20 of 61) overall.
“I thought we took bad shots,” Nevada head coach Steve Alford said. “Of our four games, we took more bad shots this game (than any other game). That led to transition points (for USC). Transition hurt us because of bad shots. We know our offense is something that is just in the making and has to continue to get better. So, I can live with that now, but it’s hurting our defense as well.”
USC committed only eight turnovers and forced 11.
“I think we came out here and used our size advantage and played super aggressive,” Rakocevic said. “We played good defense and didn’t turn the ball over.”
Nevada guard Jazz Johnson scored 26 points, one shy of his career high, on 8-of-18 shooting, including 6 of 14 from beyond the arc. Lindsey Drew added 12 points.
The game saw four lead changes in the first half and USC took a 40-35 lead into the break.
“It was our first road game and we wanted to come out with a lot of energy, aggressive and be tough,” said Onyeka Okongwu, who played in his first collegiate road game Saturday. “I love playing on the road because I love the atmosphere and the hostility.”
BIG PICTURE
USC: The Trojans stayed undefeated in their biggest test of the season so far, winning in front of 9,833 fans in Reno with three freshmen playing their first collegiate road games. “I was telling (the freshmen) make sure you guys stay composed. …We just have to stay focused because it’s their first road game,” Rakocevic said. “I remember when I was a freshman. Overall, I think they played great.”
NEVADA: The Wolf Pack lost their second of four home games this season. Nevada was undefeated at home (15-0) last season.
RAINING THREES
Nevada’s 11 of 36 from three didn’t discourage head coach Steve Alford after the game. “I’ll take 11-for-36 every game,” said the former UCLA head coach, who moved to 11-5 all-time against USC. “We want to shoot 3s and we made 11…the difference was the paint. They got tipins, they got layups, that was the difference.”
SINGY DEFENSE IN SECOND HALF
USC held Nevada to 23% shooting and 3 of 16 from beyond the arc in the second half. “That’s really good defense on our part,” Enfield said. “I’m really proud of our young men. Our freshmen are getting the hang of it and our upper class really carried us down the stretch.”
UP NEXT
USC: Returns to Galen Center for a two-game home stand against Pepperdine on Tuesday and Temple on Friday.
NEVADA: After playing its first four games at home, the Wolf Pack hits the road: at Davidson on Tuesday followed by three games in the Paradise Jam tournament in the U.S. Virgin Islands.
More AP college basketball: https://apnews.com/Collegebasketball and https://twitter.com/AP_Top25
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---
layout: default
title: IRC
categories: nav, slow
order: 15
---
IRC is the main support channel, also linked to the server chat. You can use either your own client or IRCCloud to join the #erisia channel on irc.rizon.net, but if you're impatient, you can also use qwebirc below. Note, however, that qwebirc often fails.


ICQ/OSCAR protocol (version 7,8,9,10)
About
This page is © Copyright Rüdiger Kuhlmann, (co)author of mICQ, the portable text based ICQ client. It is similar in spirit to a page by Douglas McLaughlin; a good deal of the data in this database was copied from that page.
If you want to ship your ICQ client with a copy of the static part of this web page (all *.html files), you need to ask me for permission first. This is such a static copy; you cannot set preferences, nor edit the page.
Links to other documentation
- Massimo's v7/v8 notes
- AIM/Oscar protocol information, ZIP
- AIM/Oscar protocol information, sourceforge
- ICQ database spec, ZIP
- Massimo's page, requires JavaScript
- ICQ v7/8 tutorial, in Delphi, in Russian.
Links to clients
| name | version | date | licence | platform | comment | |
| mICQ | <IP_ADDRESS> | 2005-06-05 | GPL v2 | C | line-based | very portable |
| Jimm | 0.4.3 | 2005-11-18 | GPL | Java | cell phones | |
| GnomeICU | 0.99.5 | 2004-03-28 | GPL | C | Linux (GNOME1/2) | |
| Kopete | 0.10.3 | 2005-08-08 | GPL | C | Linux (KDE3) | |
| alicq | 0.8.9 | 2004-10-14 | GPL | Tcl/Tk | ||
| Miranda | <IP_ADDRESS> | 2005-06-20 | GPL | C | Win | |
| licq | 1.3.2 | 2005-10-21 | GPL | C++ | Linux (Qt) | |
| Ayttm | 0.4.6-17 | 2004-06-26 | GPL | C | Linux | |
| icyjuice | 1.0d6 | 2004-05-29 | GPL | Obj-C | Mac OS X | |
| centericq | 4.21.0 | 2005-02-09 | GPL | C++ | menu-based | |
| YSM | 2.9.6 | 2003-10-02 | GPL | C | line-based | |
| SIM | 0.9.3 | 2004-??-?? | GPL | C++ | Linux (KDE2/3) | |
| ickle | 0.3.2 | 2002-07-21 | GPL | C++ | Linux (GTK+) | discontinued (?) |
| KXicq2 | 0.7.6 | 2002-01-04 | GPL | C++ | Linux (KDE2/3) | discontinued |
| StrICQ | 2.8.2 | 2002-05-29 | no licence | C++ | AmigaOS (MUI) | disappeared |
| vICQ | 0.4.1 | 2002-04-15 | GPL | Perl | line-based | discontinued |
| everybuddy | 0.4.3 | 2002-07-11 | GPL | C | Linux | disappeared, see Ayttm |
| proteus3 | 3.0.3 | ??? | commercial | C++ | Mac OS X | disappeared |
| &RQ | <IP_ADDRESS> | ??? | no source | Win | discontinued | |
| SmartICQ | 1.2 | 2003-01-02 | no source | Win | disappeared | |
| Trillian | 3.1 | 2002-09-10 | commercial | Win | incapable of sending type1/4 messages if type-2 fails, broken unicode support | |
| imici | 2.2.5 | 2002-09-27 | commercial | Win/Linux/FreeBSD | requires online registration (which doesn't work), cannot register a new ICQ account |
The following clients do not support the v8 protocol: gimbicq, gicq, kicq, cicq, eicq, xicq, gtkicq, zicq, icqnix, nicq, icqsend, icqmail, Net::ICQ, MyCQ.
Links to helpfull tools
- Dumping ICQ, an ICQ proxy that dumps the communication, by Massimo Melina (source).
- ICQMenace, a Windows-only network sniffer for ICQ and HTTP.
- IServerd 2.4.14, 2005-01-12, a complete ICQ server.
Links to ICQ libraries
| name | version | date | licence | platform | comment | |
| ooimlib | 0.3beta1 | 2003-07-29 | LGPL | C++, Java | ||
| jcq2k | 1.0.5 | 2003-04-18 | LGPL | Java | ||
| xorkeygn.zip | ||||||
| TICQClient | 1.21 |


@DoNotImplement interface FlowIdentity : CordaFlowInjectable
ourIdentity |
Specifies the identity to use for this flow. This will be one of the multiple identities that belong to this node.
This is the same as calling abstract val ourIdentity: Party |


This is the guidance for the Circulation visualisation.
The graph shows two vector fields pointing to the opposite direction. By putting your mouse anywhere on the graph, you can see the rotation of the paddle wheel under the effect of the vector field.
More details are shown here.
Have fun!
The curl of a vector field, \(\mathbf{A}\) is:
\[
\text{curl}\,\mathbf{A} = \nabla \times \mathbf{A}
\]
N.B. The curl can be thought of as a measure of "spinning per unit area".
Consider a 2D field \(\mathbf{A} = (P,Q,0) \), we have the following definition:
\[
\iint_D (\nabla \times \mathbf{A}) \cdot \mathbf{\hat{k}} \, dS = \iint_D \Big( \frac{\partial Q}{\partial x}
(x,\,y)-\frac{\partial P}{\partial y}(x,\,y) \Big) \, dxdy
\]
This is known as microscopic circulation.
The graph on the left hand side shows the spin of a small paddle wheel in two vector fields pointing in opposite directions.
The speed and the direction of its spin depends on the strength and direction of the field where it is placed.
N.B. Within the integrand, \( \mathbf{\hat{k}}\) is the normal vector for the vector field
and its direction is determined by the orientation of the closed curve, \(C\).
Commonly known as the right hand rule. A pictoral representation is shown below:
<


--- title: North Warwickshire Borough Council layout: gb ---
| Resource | Fetch | Format | Columns | Data | Valid | Entries | Oldest | Latest | Total (GBP) | |
|---|---|---|---|---|---|---|---|---|---|---|
| Payments to suppliers with a value over £500 from North Warwickshire Borough Council | ||||||||||
| http://www.northwarks.gov.uk/downloads/Invoices_greater_than__500_December_2010_formated_1_.csv | ✔ | ✔ | ✔ | ✔ | ✔ | 181 | 2010-05-21 | 2012-11-03 | 781587.04 |
| Resource/Stage | Error |


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- Contrary to popular belief, Lorem Ipsum is not simply random text.
- Various versions have evolved over the years, sometimes by accident.
- This book is a treatise on the theory of ethics, very popular during the Renaissance.
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| Name |
string |
The name of the track. |
| Album |
string |
The name of the album. In case of an album takedown, the value may be an empty string.
|
| Artist |
string |
The name of the artist.
|
| Populairity |
integer |
The popularity of a track is a value between 0 and 100, with 100 being the most popular. The popularity is calculated by algorithm and is based, in the most part, on the total number of plays the track has had and how recent those plays are.
|
| Duration |
integer |
The track length in milliseconds. |
| Time signature |
integer |
An estimated overall time signature of a track. The time signature (meter) is a notational convention to specify how many beats are in each bar (or measure).
|
| Danceability |
float |
Danceability describes how suitable a track is for dancing based on a combination of musical elements including tempo, rhythm stability, beat strength, and overall regularity. A value of 0.0 is least danceable and 1.0 is most danceable.
|
| Tempo |
float |
The overall estimated tempo of a track in beats per minute (BPM). In musical terminology, tempo is the speed or pace of a given piece and derives directly from the average beat duration.
|
| Energy |
float |
Energy is a measure from 0.0 to 1.0 and represents a perceptual measure of intensity and activity. Typically, energetic tracks feel fast, loud, and noisy. For example, death metal has high energy, while a Bach prelude scores low on the scale. Perceptual features contributing to this attribute include dynamic range, perceived loudness, timbre, onset rate, and general entropy.
|
| Instrumentalness |
float |
Predicts whether a track contains no vocals. “Ooh” and “aah” sounds are treated as instrumental in this context. Rap or spoken word tracks are clearly “vocal”. The closer the instrumentalness value is to 1.0, the greater likelihood the track contains no vocal content. Values above 0.5 are intended to represent instrumental tracks, but confidence is higher as the value approaches 1.0.
|
| Valence |
float |
A measure from 0.0 to 1.0 describing the musical positiveness conveyed by a track. Tracks with high valence sound more positive (e.g. happy, cheerful, euphoric), while tracks with low valence sound more negative (e.g. sad, depressed, angry).
|
| Explicit |
int |
Whether or not the track has explicit lyrics ( 1 = yes it does; 0 = no it does not OR unknown).
|


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I
ID
- Static variable in interface gov.lbl.glamm.client.model.
AnnotatedMapData.Attribute
ImagePopupPresenter
- Class in
gov.lbl.glamm.client.presenter
Presenter for an image that displays a popup when clicked.
ImagePopupPresenter(ImagePopupPresenter.View)
- Constructor for class gov.lbl.glamm.client.presenter.
ImagePopupPresenter
Constructor
ImagePopupPresenter.View
- Interface in
gov.lbl.glamm.client.presenter
View interface.
ImagePopupView
- Class in
gov.lbl.glamm.client.view
View for images that, when clicked, display popup windows.
ImagePopupView()
- Constructor for class gov.lbl.glamm.client.view.
ImagePopupView
Constructor
init(String)
- Static method in class gov.lbl.glamm.server.
ConfigurationManager
Initializes server-to-configuration mapping - should be called during servlet initialization.
init()
- Method in class gov.lbl.glamm.server.
GlammServiceImpl
Sets up database connection pool and request handler factory classes
init()
- Method in class gov.lbl.glamm.server.
GlammServlet
Sets up database connection pool and request handler factory classes
instance()
- Static method in class gov.lbl.glamm.client.
AppController
Generates or returns the single instance of AppController.
INSTANCE
- Static variable in interface gov.lbl.glamm.client.
GlammClientBundle
GlammClientBundle instance.
Interpolator
- Class in
gov.lbl.glamm.client.util
Linear interpolator between colors stored as RGB hex for ease of use as CSS attributes.
Interpolator(String, float, float, float)
- Constructor for class gov.lbl.glamm.client.util.
Interpolator
Constructor
Interpolator(Sample)
- Constructor for class gov.lbl.glamm.client.util.
Interpolator
Constructor
InterpolatorPresenter
- Class in
gov.lbl.glamm.client.presenter
Presenter for summarizing the interpolator used to map measurements onto their target type for a given sample.
InterpolatorPresenter(InterpolatorPresenter.View)
- Constructor for class gov.lbl.glamm.client.presenter.
InterpolatorPresenter
Constructor
InterpolatorPresenter.View
- Interface in
gov.lbl.glamm.client.presenter
View interface.
InterpolatorView
- Class in
gov.lbl.glamm.client.view
View for displaying the properties of Interpolators.
InterpolatorView()
- Constructor for class gov.lbl.glamm.client.view.
InterpolatorView
Constructor
isDefault()
- Method in enum gov.lbl.glamm.client.model.
Sample.TargetType
Gets the flag indicating whether or not this is the default data type for uploaded experiments (currently GENE.)
isDoneLoading()
- Method in class gov.lbl.glamm.client.events.
LoadingEvent
Gets flag indicating whether or not loading is complete.
isGlobalMap()
- Method in class gov.lbl.glamm.client.model.
Organism
Convenience method to determine if this organism is the global map.
isGuestUser()
- Method in class gov.lbl.glamm.client.model.
User
Determines if a user is a guest user.
isMetagenome()
- Method in class gov.lbl.glamm.client.model.
Organism
Convenience method to determine if this organism is a metagenome.
isNative()
- Method in class gov.lbl.glamm.client.model.
MetabolicNetwork.MNNode
Gets isNative flag.
isNative()
- Method in class gov.lbl.glamm.client.model.
Reaction
Indicates whether or not the reaction is native.
isRequired()
- Method in enum gov.lbl.glamm.server.
ServerConfig.Attribute
Indicates whether or not this attribute is required.
isReversible()
- Method in class gov.lbl.glammdb.domain.
PersistentAMRxn
Indicates if this reaction is reversible.
isSessionExperiment(String)
- Method in class gov.lbl.glamm.server.
GlammSession
Flag indicating whether or not an experiment id maps to a session experiment.
isSessionOrganism()
- Method in class gov.lbl.glamm.client.model.
Organism
Convenience method to determine if this organism is a session (i.e.
isSessionOrganism(String)
- Method in class gov.lbl.glamm.server.
GlammSession
Flag indicating whether or not a taxonomy id maps to a session organism.
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| Name | Summary | Morphometrics | Metrics | Metadata | |
|---|---|---|---|---|---|
| {{ sum_row.name }} |
View Summary
|
View Morphometrics
|
View Metrics
|
View Metadata
|
{% include "head.html" with title="Database" %}
{% include "navbar.html" %}| Name | Summary | Morphometrics | Metrics | Metadata | |
|---|---|---|---|---|---|
| {{ sum_row.name }} |
View Summary
|
View Morphometrics
|
View Metrics
|
View Metadata
|


--- inscription: http://techup.ch/1834/ux-romandie-27-adrian-zumbrunnen-rethinking-content-creation adresse: "Casino de Montbenon\r\nAllée Ernest-Ansermet 3\r\n1003 Lausanne" google_form_inscription: https://docs.google.com/forms/d/1C6FWXMlHTjQyA7JCKJKI7_gFzgRvarOIkqQGKKzR3Xk/viewform?usp=send_form number: '27' event_date: '1416942000' map: a:3:{s:7:"address";s:68:"Casino de Montbenon, Allée Ernest-Ansermet 3, 1003 Lausanne, Suisse";s:3:"lat";s:9:"46.520537";s:3:"lng";s:17:"6.625085000000013";} adresse-gmaps: https://goo.gl/maps/UuRFl photo-gallery: https://www.flickr.com/photos/uxromandie/sets/72157647203656534/ speaker: Adrian Zumbrunnen number: 27 speaker: Adrian Zumbrunnen layout: post status: publish published: true title: Rethinking Content Creation author: display_name: Xavier Alexandre login: xavier email<EMAIL_ADDRESS>url: '' author_login: xavier author_email<EMAIL_ADDRESS>excerpt: Tuesday 25 november 2014 — Designing better content creation interfaces for the web wordpress_id: 841 wordpress_url: http://uxromandie.ch/?p=841 date: '2014-11-11 17:29:09 +0100' date_gmt: '2014-11-11 17:29:09 +0100' categories: - événements tags: - CMS - UX - Content - Interface comments: [] ---
Content creation is at the heart of the web. Yet the experience of writing content in today's CMSs disappoints (I'm looking at you Wordpress - in which I'm writing this very post). Adrian Zumbrunnen will come from Zürich to talk about the journey and learning of developing and designing better content creation interfaces for the web.
Adrian Zumbrunnen - former UX Lausanne speaker - is a User Experience Designer, Writer, Speaker and Coffee Enthusiast working in the beautiful city of Zurich. He creates memorable product and communication experiences by consequently putting the user in the center of all creative efforts. UX Lausanne audience really enjoyed his talk and we're super glad to have him again in Lausanne.


References
1
Bolaane, M. (2004). The Impact of Game Reserve Policy on the River BaSarwa/Bushmen of Botswana. Social Policy and Administration, 38(4), 399–417. doi:10.1111/j.1467-9515.2004.00398.x
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Ensembles¶
This is the module for ensemble meta-algorithms which use ELM as base learners.
NELM as base learner¶
Bagging ELM¶
Bagging implementation for Neural Extreme Learning Machine.
-
class
ensemble.
BaggingNELM
¶ Bases:
algorithm.NELM
Bagging ensemble of Neural regularized Extreme Learning Machine
-
D
= None¶ None
-
alpha
= None¶ None
-
fit
(trainData, trainTarg, parameters)¶ TrainData: Data matrix n x m, with n instances and m features. TrainTarg: Target J-encoded matrix n x j. Parameters: Structure with the cross validated hyperparameters.
-
get_indicator
(testPatterns)¶ TestPattern: Data matrix n x m, with n instances to predict and m features.
-
k
= None¶ None
-
trainTargDecoded
= None¶ None
-
AdaBoost ELM¶
AdaBoost implementation for Neural Extreme Learning Machine.
-
class
ensemble.
AdaBoostNELM
¶ Bases:
algorithm.NELM
AdaBoost ensemble of Neural regularized Extreme Learning Machine
-
D
= None¶ None
-
alpha
= None¶ None
-
fit
(trainData, trainTarg, parameters)¶ TrainData: Data matrix n x m, with n instances and m features. TrainTarg: Target J-encoded matrix n x j. Parameters: Structure with the cross validated hyperparameters.
-
get_indicator
(testPatterns)¶ TestPattern: Data matrix n x m, with n instances to predict and m features.
-
trainTargDecoded
= None¶ None
-
Boosting Ridge ELM¶
Boosting Ridge AdaBoost implementation for Neural Extreme Learning Machine.
-
class
ensemble.
BRNELM
¶ Bases:
algorithm.NELM
Boosting Ridge ensemble of Neural regularized Extreme Learning Machine
-
alpha
= None¶ None
-
fit
(trainData, trainTarg, parameters)¶ TrainData: Data matrix n x m, with n instances and m features. TrainTarg: Target J-encoded matrix n x j. Parameters: Structure with the cross validated hyperparameters.
-
fit_step
(y_mu, s)¶ Same part
-
predict
(testPatterns)¶ TestPattern: Data matrix n x m, with n instances to predict and m features.
-
y_mu
= None¶ None
-
Negative Correlation ELM¶
Negative Correlation AdaBoost implementation for Neural Extreme Learning Machine.
-
class
ensemble.
AdaBoostNCNELM
¶ Bases:
ensemble.AdaBoostNELM
AdaBoost Negative Correlation ensemble of Neural regularized Extreme Learning Machine
-
fit
(trainData, trainTarg, parameters)¶ TrainData: Data matrix n x m, with n instances and m features. TrainTarg: Target J-encoded matrix n x j. Parameters: Structure with the cross validated hyperparameters.
-
fit_step
(weight, pen, trainTarg, eye_matrix, s)¶ Weight matrix
-
get_indicator
(testPatterns)¶ TestPattern: Data matrix n x m, with n instances to predict and m features.
-


14.5. Subscript OperatorClasses that represent containers from which individual elements can be retrieved usually define the subscript operator, operator[]. The library classes, string and vector, are examples of classes that define the subscript operator.
Providing Read and Write AccessOne complication in defining the subscript operator is that we want it to do the right thing when used as either the left- or right-hand operand of an assignment. To appear on the left-hand side, it must yield an lvalue, which we can achieve by specifying the return type as a reference. As long as subscript returns a reference, it can be used on either side of an assignment. It is also a good idea to be able to subscript const and nonconst objects. When applied to a const object, the return should be a const reference so that it is not usable as the target of an assignment.
Prototypical Subscript OperatorThe following class defines the subscript operator. For simplicity, we assume the data Foo holds are stored in a vector<int>: class Foo { public: int &operator[] (const size_t); const int &operator[] (const size_t) const; // other interface members private: vector<int> data; // other member data and private utility functions }; The subscript operators themselves would look something like: int& Foo::operator[] (const size_t index) { return data[index]; // no range checking on index } const int& Foo::operator[] (const size_t index) const { return data[index]; // no range checking on index }
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Porsche launches into air and crashes into second floor building - killing two
The red sports car launched through a second floor window in New Jersey, USA, after the driver lost control of the vehicle with horror pictures showing a gaping hole where a window used to be
by Pippa Allen-KinrossTwo people have died after a driver lost control of a Porsche, sending it airborne and crashing through the second floor window of a building.
Pictures of the horror crash show a gaping hole where a window used to be, with the wreckage of the red sports car, turned upside down, visible underneath the debris within.
It is understood that two people within the car were killed in the crash, which happened at approximately 6.30am on Sunday morning in Toms River, New Jersey.
They have not been identified, but they were believed to be the only people in the car.
The Porsche was travelling at a high speed, heading northbound, when the driver lost control and hit a median barrier which caused the car to go airborne, Toms River Police Department told NBC News.
However, it is still not clear exactly how the car managed to get so high in the air.
Officials said the building the car crashed into houses several businesses, including a real estate company and a counseling service. It was unoccupied at the time of the crash.
News website NJ.com reported that skid marks could be seen across four lanes of the road leading up to the building.
Firefighters are inspecting the car and the building. with work underway to remove the car.
Police enquiries continue.


Crystal Collector
Intructions:
Click a crystal!
Each crystal has a secret value.
Match the generated number to win!

Match this number:
Your Total:
Wins:
Losses:


Victory !
Play Again ?
Play Again!
Ping Pong Game: By,
Mazhar
Player name:
⭐
Level:
1
🏆
Score:
0
👦
Lives:
3
🏃
Let's play


A sonnet to typos Lying hidden among your brethren true, You strike at the moments least convenient. Turning the learned man a foolish hue, Betraying all his best and plain intent. I sometimes think of all that you destroy. The books, the claims, and all the dreams within Come crashing down because of your deploy, As if your show is tantamount to sin. That so small an error could feel so big, Is testament to your steady power. But in the holes for us you always dig, I give you repute that is far less sour. To err is human, to forgive, divine, You keep us human in the written line.


Jest can be used to mock ES6 classes that are imported into files you want to test.
ES6 classes are constructor functions with some syntactic sugar. Therefore, any mock for an ES6 class must be a function or an actual ES6 class (which is, again, another function). So you can mock them using mock functions.
We’ll use a contrived example of a class that plays sound files,
SoundPlayer
, and a consumer class which uses that class,
SoundPlayerConsumer
. We’ll mock SoundPlayer
in
our tests for SoundPlayerConsumer
.
// sound-player.js
export default class SoundPlayer {
constructor() {
this.foo = 'bar';
}
playSoundFile(fileName) {
console.log('Playing sound file ' + fileName);
}
}
// sound-player-consumer.js
import SoundPlayer from './sound-player';
export default class SoundPlayerConsumer {
constructor() {
this.soundPlayer = new SoundPlayer();
}
playSomethingCool() {
const coolSoundFileName = 'song.mp3';
this.soundPlayer.playSoundFile(coolSoundFileName);
}
}
Calling jest.mock('./sound-player')
returns a useful
“automatic mock” you can use to spy on calls to the class constructor and
all of its methods. It replaces the ES6 class with a mock constructor, and
replaces all of its methods with
mock functions that always return
undefined
. Method calls are saved in
theAutomaticMock.mock.instances[index].methodName.mock.calls
.
Please note that if you use arrow functions in your classes, they will not be part of the mock. The reason for that is that arrow functions are not present on the object’s prototype, they are merely properties holding a reference to a function.
If you don’t need to replace the implementation of the class, this is the easiest option to set up. For example:
import SoundPlayer from './sound-player';
import SoundPlayerConsumer from './sound-player-consumer';
jest.mock('./sound-player'); // SoundPlayer is now a mock constructor
beforeEach(() => {
// Clear all instances and calls to constructor and all methods:
SoundPlayer.mockClear();
});
it('We can check if the consumer called the class constructor', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
expect(SoundPlayer).toHaveBeenCalledTimes(1);
});
it('We can check if the consumer called a method on the class instance', () => {
// Show that mockClear() is working:
expect(SoundPlayer).not.toHaveBeenCalled();
const soundPlayerConsumer = new SoundPlayerConsumer();
// Constructor should have been called again:
expect(SoundPlayer).toHaveBeenCalledTimes(1);
const coolSoundFileName = 'song.mp3';
soundPlayerConsumer.playSomethingCool();
// mock.instances is available with automatic mocks:
const mockSoundPlayerInstance = SoundPlayer.mock.instances[0];
const mockPlaySoundFile = mockSoundPlayerInstance.playSoundFile;
expect(mockPlaySoundFile.mock.calls[0][0]).toEqual(coolSoundFileName);
// Equivalent to above check:
expect(mockPlaySoundFile).toHaveBeenCalledWith(coolSoundFileName);
expect(mockPlaySoundFile).toHaveBeenCalledTimes(1);
});
Create a manual mock by saving a mock
implementation in the __mocks__
folder. This allows you to
specify the implementation, and it can be used across test files.
// __mocks__/sound-player.js
// Import this named export into your test file:
export const mockPlaySoundFile = jest.fn();
const mock = jest.fn().mockImplementation(() => {
return {playSoundFile: mockPlaySoundFile};
});
export default mock;
Import the mock and the mock method shared by all instances:
// sound-player-consumer.test.js
import SoundPlayer, {mockPlaySoundFile} from './sound-player';
import SoundPlayerConsumer from './sound-player-consumer';
jest.mock('./sound-player'); // SoundPlayer is now a mock constructor
beforeEach(() => {
// Clear all instances and calls to constructor and all methods:
SoundPlayer.mockClear();
mockPlaySoundFile.mockClear();
});
it('We can check if the consumer called the class constructor', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
expect(SoundPlayer).toHaveBeenCalledTimes(1);
});
it('We can check if the consumer called a method on the class instance', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
const coolSoundFileName = 'song.mp3';
soundPlayerConsumer.playSomethingCool();
expect(mockPlaySoundFile).toHaveBeenCalledWith(coolSoundFileName);
});
jest.mock()
with the module factory parameter
jest.mock(path, moduleFactory)
takes a
module factory argument. A module factory is a function
that returns the mock.
In order to mock a constructor function, the module factory must return a constructor function. In other words, the module factory must be a function that returns a function - a higher-order function (HOF).
import SoundPlayer from './sound-player';
const mockPlaySoundFile = jest.fn();
jest.mock('./sound-player', () => {
return jest.fn().mockImplementation(() => {
return {playSoundFile: mockPlaySoundFile};
});
});
A limitation with the factory parameter is that, since calls to
jest.mock()
are hoisted to the top of the file, it’s not
possible to first define a variable and then use it in the factory. An
exception is made for variables that start with the word ‘mock’. It’s up
to you to guarantee that they will be initialized on time!
mockImplementation()
or
mockImplementationOnce()
You can replace all of the above mocks in order to change the
implementation, for a single test or all tests, by calling
mockImplementation()
on the existing mock.
Calls to jest.mock are hoisted to the top of the code. You can specify a
mock later, e.g. in beforeAll()
, by calling
mockImplementation()
(or
mockImplementationOnce()
) on the existing mock instead of
using the factory parameter. This also allows you to change the mock
between tests, if needed:
import SoundPlayer from './sound-player';
import SoundPlayerConsumer from './sound-player-consumer';
jest.mock('./sound-player');
describe('When SoundPlayer throws an error', () => {
beforeAll(() => {
SoundPlayer.mockImplementation(() => {
return {
playSoundFile: () => {
throw new Error('Test error');
},
};
});
});
it('Should throw an error when calling playSomethingCool', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
expect(() => soundPlayerConsumer.playSomethingCool()).toThrow();
});
});
Building your constructor function mock using
jest.fn().mockImplementation()
makes mocks appear more
complicated than they really are. This section shows how you can create
your own simple mocks to illustrate how mocking works.
If you define an ES6 class using the same filename as the mocked class in
the __mocks__
folder, it will serve as the mock. This class
will be used in place of the real class. This allows you to inject a test
implementation for the class, but does not provide a way to spy on calls.
For the contrived example, the mock might look like this:
// __mocks__/sound-player.js
export default class SoundPlayer {
constructor() {
console.log('Mock SoundPlayer: constructor was called');
}
playSoundFile() {
console.log('Mock SoundPlayer: playSoundFile was called');
}
}
The module factory function passed to
jest.mock(path, moduleFactory)
can be a HOF that returns a
function*. This will allow calling new
on the mock. Again,
this allows you to inject different behavior for testing, but does not
provide a way to spy on calls.
In order to mock a constructor function, the module factory must return a constructor function. In other words, the module factory must be a function that returns a function - a higher-order function (HOF).
Note: Arrow functions won’t work
Note that the mock can’t be an arrow function because calling
new
on an arrow function is not allowed in JavaScript. So
this won’t work:
jest.mock('./sound-player', () => {
return () => {
// Does not work; arrow functions can't be called with new
return {playSoundFile: () => {}};
};
});
This will throw TypeError: _soundPlayer2.default is not a constructor, unless the code is transpiled to ES5, e.g. by babel-preset-env. (ES5 doesn’t have arrow functions nor classes, so both will be transpiled to plain functions.)
Injecting a test implementation is helpful, but you will probably also want to test whether the class constructor and methods are called with the correct parameters.
In order to track calls to the constructor, replace the function returned
by the HOF with a Jest mock function. Create it with
jest.fn()
, and then specify its implementation with
mockImplementation()
.
import SoundPlayer from './sound-player';
jest.mock('./sound-player', () => {
// Works and lets you check for constructor calls:
return jest.fn().mockImplementation(() => {
return {playSoundFile: () => {}};
});
});
This will let us inspect usage of our mocked class, using
SoundPlayer.mock.calls
:
expect(SoundPlayer).toHaveBeenCalled();
or near-equivalent:
expect(SoundPlayer.mock.calls.length).toEqual(1);
Our mocked class will need to provide any member functions (playSoundFile
in the example) that will be called during our tests, or else we’ll get an
error for calling a function that doesn’t exist. But we’ll probably want
to also spy on calls to those methods, to ensure that they were called
with the expected parameters.
A new object will be created each time the mock constructor function is
called during tests. To spy on method calls in all of these objects, we
populate playSoundFile
with another mock function, and store
a reference to that same mock function in our test file, so it’s available
during tests.
import SoundPlayer from './sound-player';
const mockPlaySoundFile = jest.fn();
jest.mock('./sound-player', () => {
return jest.fn().mockImplementation(() => {
return {playSoundFile: mockPlaySoundFile};
// Now we can track calls to playSoundFile
});
});
The manual mock equivalent of this would be:
// __mocks__/sound-player.js
// Import this named export into your test file
export const mockPlaySoundFile = jest.fn();
const mock = jest.fn().mockImplementation(() => {
return {playSoundFile: mockPlaySoundFile};
});
export default mock;
Usage is similar to the module factory function, except that you can omit
the second argument from jest.mock()
, and you must import the
mocked method into your test file, since it is no longer defined there.
Use the original module path for this; don’t include
__mocks__
.
To clear the record of calls to the mock constructor function and its
methods, we call
mockClear()
in the beforeEach()
function:
Here’s a complete test file which uses the module factory parameter to
jest.mock
:
// sound-player-consumer.test.js
import SoundPlayerConsumer from './sound-player-consumer';
import SoundPlayer from './sound-player';
const mockPlaySoundFile = jest.fn();
jest.mock('./sound-player', () => {
return jest.fn().mockImplementation(() => {
return {playSoundFile: mockPlaySoundFile};
});
});
beforeEach(() => {
SoundPlayer.mockClear();
mockPlaySoundFile.mockClear();
});
it('The consumer should be able to call new() on SoundPlayer', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
// Ensure constructor created the object:
expect(soundPlayerConsumer).toBeTruthy();
});
it('We can check if the consumer called the class constructor', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
expect(SoundPlayer).toHaveBeenCalledTimes(1);
});
it('We can check if the consumer called a method on the class instance', () => {
const soundPlayerConsumer = new SoundPlayerConsumer();
const coolSoundFileName = 'song.mp3';
soundPlayerConsumer.playSomethingCool();
expect(mockPlaySoundFile.mock.calls[0][0]).toEqual(coolSoundFileName);
});


ToolSettings(bpy_struct)¶
base class — bpy_struct
-
class
bpy.types.
ToolSettings
(bpy_struct)¶ -
annotation_stroke_placement_image_editor
¶ CURSOR
3D Cursor, Draw stroke at 3D cursor location.VIEW
View, Stick stroke to the view .SURFACE
Surface, Stick stroke to surfaces.
Type: enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’], default ‘VIEW’
-
annotation_stroke_placement_sequencer_preview
¶ CURSOR
3D Cursor, Draw stroke at 3D cursor location.VIEW
View, Stick stroke to the view .SURFACE
Surface, Stick stroke to surfaces.
Type: enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’], default ‘VIEW’
-
annotation_stroke_placement_view2d
¶ CURSOR
3D Cursor, Draw stroke at 3D cursor location.VIEW
View, Stick stroke to the view .SURFACE
Surface, Stick stroke to surfaces.
Type: enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’], default ‘VIEW’
-
annotation_stroke_placement_view3d
¶ How annotation strokes are orientated in 3D space
CURSOR
3D Cursor, Draw stroke at 3D cursor location.VIEW
View, Stick stroke to the view .SURFACE
Surface, Stick stroke to surfaces.
Type: enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’], default ‘CURSOR’
-
annotation_thickness
¶ Thickness of annotation strokes
Type: int in [1, 10], default 3
-
auto_keying_mode
¶ Mode of automatic keyframe insertion for Objects and Bones
Type: enum in [‘ADD_REPLACE_KEYS’, ‘REPLACE_KEYS’], default ‘ADD_REPLACE_KEYS’
-
curve_paint_settings
¶ Type: CurvePaintSettings
, (readonly, never None)
-
custom_bevel_profile_preset
¶ Used for defining a profile’s path
Type: CurveProfile
, (readonly)
-
double_threshold
¶ Threshold distance for Auto Merge
Type: float in [0, 1], default 0.001
-
gpencil_interpolate
¶ Settings for Grease Pencil Interpolation tools
Type: GPencilInterpolateSettings
, (readonly)
-
gpencil_sculpt
¶ Settings for stroke sculpting tools and brushes
Type: GPencilSculptSettings
, (readonly)
-
gpencil_selectmode_edit
¶ POINT
Point, Select only points.STROKE
Stroke, Select all stroke points.SEGMENT
Segment, Select all stroke points between other strokes.
Type: enum in [‘POINT’, ‘STROKE’, ‘SEGMENT’], default ‘POINT’
-
gpencil_stroke_placement_view3d
¶ ORIGIN
Origin, Draw stroke at Object origin.CURSOR
3D Cursor, Draw stroke at 3D cursor location.SURFACE
Surface, Stick stroke to surfaces.STROKE
Stroke, Stick stroke to other strokes.
Type: enum in [‘ORIGIN’, ‘CURSOR’, ‘SURFACE’, ‘STROKE’], default ‘ORIGIN’
-
gpencil_stroke_snap_mode
¶ NONE
All points, Snap to all points.ENDS
End points, Snap to first and last points and interpolate.FIRST
First point, Snap to first point.
Type: enum in [‘NONE’, ‘ENDS’, ‘FIRST’], default ‘NONE’
-
image_paint
¶ Type: ImagePaint
, (readonly)
-
keyframe_type
¶ Type of keyframes to create when inserting keyframes
KEYFRAME
Keyframe, Normal keyframe - e.g. for key poses.BREAKDOWN
Breakdown, A breakdown pose - e.g. for transitions between key poses.MOVING_HOLD
Moving Hold, A keyframe that is part of a moving hold.EXTREME
Extreme, An ‘extreme’ pose, or some other purpose as needed.JITTER
Jitter, A filler or baked keyframe for keying on ones, or some other purpose as needed.
Type: enum in [‘KEYFRAME’, ‘BREAKDOWN’, ‘MOVING_HOLD’, ‘EXTREME’, ‘JITTER’], default ‘KEYFRAME’
-
lock_markers
¶ Prevent marker editing
Type: boolean, default False
-
lock_object_mode
¶ Restrict select to the current mode
Type: boolean, default True
-
mesh_select_mode
¶ Which mesh elements selection works on
Type: boolean array of 3 items, default (True, True, True)
-
normal_vector
¶ Normal Vector used to copy, add or multiply
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
particle_edit
¶ Type: ParticleEdit
, (readonly)
-
proportional_edit_falloff
¶ Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
Type: enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], default ‘SMOOTH’
-
proportional_size
¶ Display size for proportional editing circle
Type: float in [1e-05, 5000], default 1.0
-
show_uv_local_view
¶ Display only faces with the currently displayed image assigned
Type: boolean, default False
-
snap_elements
¶ Type of element to snap to
INCREMENT
Increment, Snap to increments of grid.VERTEX
Vertex, Snap to vertices.EDGE
Edge, Snap to edges.FACE
Face, Snap to faces.VOLUME
Volume, Snap to volume.EDGE_MIDPOINT
Edge Center, Snap to the middle of edges.EDGE_PERPENDICULAR
Edge Perpendicular, Snap to the nearest point on an edge.
Type: enum set in {‘INCREMENT’, ‘VERTEX’, ‘EDGE’, ‘FACE’, ‘VOLUME’, ‘EDGE_MIDPOINT’, ‘EDGE_PERPENDICULAR’}, default {‘INCREMENT’}
-
snap_node_element
¶ Type of element to snap to
GRID
Grid, Snap to grid.NODE_X
Node X, Snap to left/right node border.NODE_Y
Node Y, Snap to top/bottom node border.NODE_XY
Node X / Y, Snap to any node border.
Type: enum in [‘GRID’, ‘NODE_X’, ‘NODE_Y’, ‘NODE_XY’], default ‘GRID’
-
snap_target
¶ Which part to snap onto the target
CLOSEST
Closest, Snap closest point onto target.CENTER
Center, Snap transformation center onto target.MEDIAN
Median, Snap median onto target.ACTIVE
Active, Snap active onto target.
Type: enum in [‘CLOSEST’, ‘CENTER’, ‘MEDIAN’, ‘ACTIVE’], default ‘CLOSEST’
-
snap_uv_element
¶ Type of element to snap to
INCREMENT
Increment, Snap to increments of grid.VERTEX
Vertex, Snap to vertices.
Type: enum in [‘INCREMENT’, ‘VERTEX’], default ‘INCREMENT’
-
statvis
¶ Type: MeshStatVis
, (readonly, never None)
-
transform_pivot_point
¶ Pivot center for rotation/scaling
BOUNDING_BOX_CENTER
Bounding Box Center, Pivot around bounding box center of selected object(s).CURSOR
3D Cursor, Pivot around the 3D cursor.INDIVIDUAL_ORIGINS
Individual Origins, Pivot around each object’s own origin.MEDIAN_POINT
Median Point, Pivot around the median point of selected objects.ACTIVE_ELEMENT
Active Element, Pivot around active object.
Type: enum in [‘BOUNDING_BOX_CENTER’, ‘CURSOR’, ‘INDIVIDUAL_ORIGINS’, ‘MEDIAN_POINT’, ‘ACTIVE_ELEMENT’], default ‘MEDIAN_POINT’
-
unified_paint_settings
¶ Type: UnifiedPaintSettings
, (readonly, never None)
-
use_auto_normalize
¶ Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
Type: boolean, default False
-
use_edge_path_live_unwrap
¶ Changing edges seam re-calculates UV unwrap
Type: boolean, default False
-
use_gpencil_draw_additive
¶ When creating new frames, the strokes from the previous/active frame are included as the basis for the new one
Type: boolean, default False
-
use_gpencil_draw_onback
¶ When draw new strokes, the new stroke is drawn below of all strokes in the layer
Type: boolean, default False
-
use_gpencil_select_mask_point
¶ Only sculpt selected stroke points
Type: boolean, default False
-
use_gpencil_select_mask_segment
¶ Only sculpt selected stroke points between other strokes
Type: boolean, default False
-
use_gpencil_select_mask_stroke
¶ Only sculpt selected stroke
Type: boolean, default False
-
use_gpencil_stroke_endpoints
¶ Only use the first and last parts of the stroke for snapping
Type: boolean, default False
-
use_gpencil_thumbnail_list
¶ Show compact list of color instead of thumbnails
Type: boolean, default False
-
use_gpencil_weight_data_add
¶ When creating new strokes, the weight data is added according to the current vertex group and weight, if no vertex group selected, weight is not added
Type: boolean, default False
-
use_keyframe_cycle_aware
¶ For channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync
Type: boolean, default False
-
use_keyframe_insert_auto
¶ Automatic keyframe insertion for Objects and Bones
Type: boolean, default True
-
use_keyframe_insert_keyingset
¶ Automatic keyframe insertion using active Keying Set only
Type: boolean, default False
-
use_mesh_automerge
¶ Automatically merge vertices moved to the same location
Type: boolean, default False
-
use_mesh_automerge_and_split
¶ Automatically split edges and faces
Type: boolean, default False
-
use_multipaint
¶ Paint across the weights of all selected bones, maintaining their relative influence
Type: boolean, default False
-
use_proportional_action
¶ Proportional editing in action editor
Type: boolean, default False
-
use_proportional_connected
¶ Proportional Editing using connected geometry only
Type: boolean, default False
-
use_proportional_edit
¶ Proportional edit mode
Type: boolean, default False
-
use_proportional_edit_mask
¶ Proportional editing mask mode
Type: boolean, default False
-
use_proportional_edit_objects
¶ Proportional editing object mode
Type: boolean, default False
-
use_proportional_fcurve
¶ Proportional editing in FCurve editor
Type: boolean, default False
-
use_proportional_projected
¶ Proportional Editing using screen space locations
Type: boolean, default False
-
use_record_with_nla
¶ Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
Type: boolean, default False
-
use_snap
¶ Snap during transform
Type: boolean, default False
-
use_snap_align_rotation
¶ Align rotation with the snapping target
Type: boolean, default False
-
use_snap_backface_culling
¶ Exclude back facing geometry from snapping
Type: boolean, default False
-
use_snap_grid_absolute
¶ Absolute grid alignment while translating (based on the pivot center)
Type: boolean, default False
-
use_snap_peel_object
¶ Consider objects as whole when finding volume center
Type: boolean, default False
-
use_snap_project
¶ Project individual elements on the surface of other objects
Type: boolean, default False
-
use_snap_rotate
¶ Rotate is affected by the snapping settings
Type: boolean, default False
-
use_snap_scale
¶ Scale is affected by snapping settings
Type: boolean, default False
-
use_snap_self
¶ Snap onto itself (Edit Mode Only)
Type: boolean, default False
-
use_snap_translate
¶ Move is affected by snapping settings
Type: boolean, default True
-
use_transform_data_origin
¶ Manipulate object data
Type: boolean, default False
-
use_transform_pivot_point_align
¶ Manipulate origins (object, pose and weight paint mode only)
Type: boolean, default False
-
use_transform_skip_children
¶ Don’t transform children
Type: boolean, default False
-
use_uv_select_sync
¶ Keep UV and edit mode mesh selection in sync
Type: boolean, default False
-
uv_relax_method
¶ Algorithm used for UV relaxation
LAPLACIAN
Laplacian, Use Laplacian method for relaxation.HC
HC, Use HC method for relaxation.
Type: enum in [‘LAPLACIAN’, ‘HC’], default ‘LAPLACIAN’
-
uv_sculpt_all_islands
¶ Brush operates on all islands
Type: boolean, default False
-
uv_sculpt_lock_borders
¶ Disable editing of boundary edges
Type: boolean, default False
-
uv_select_mode
¶ UV selection and display mode
VERTEX
Vertex, Vertex selection mode.EDGE
Edge, Edge selection mode.FACE
Face, Face selection mode.ISLAND
Island, Island selection mode.
Type: enum in [‘VERTEX’, ‘EDGE’, ‘FACE’, ‘ISLAND’], default ‘VERTEX’
-
vertex_group_subset
¶ Filter Vertex groups for Display
ALL
All, All Vertex Groups.BONE_DEFORM
Deform, Vertex Groups assigned to Deform Bones.OTHER_DEFORM
Other, Vertex Groups assigned to non Deform Bones.
Type: enum in [‘ALL’, ‘BONE_DEFORM’, ‘OTHER_DEFORM’], default ‘ALL’
-
vertex_group_user
¶ Display unweighted vertices
NONE
None.ACTIVE
Active, Show vertices with no weights in the active group.ALL
All, Show vertices with no weights in any group.
Type: enum in [‘NONE’, ‘ACTIVE’, ‘ALL’], default ‘NONE’
-
vertex_group_weight
¶ Weight to assign in vertex groups
Type: float in [0, 1], default 1.0
-
vertex_paint
¶ Type: VertexPaint
, (readonly)
-
weight_paint
¶ Type: VertexPaint
, (readonly)
-
workspace_tool_type
¶ Action when dragging in the viewport
Type: enum in [‘DEFAULT’, ‘FALLBACK’], default ‘FALLBACK’
-
classmethod
bl_rna_get_subclass
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Struct
subclass
-
classmethod
bl_rna_get_subclass_py
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
-
Inherited Properties
Inherited Functions
References


MODELING MELODIC DICTATION
David John Baker
2019-04-15
Chapter 1 Significance of the Study
1.1 Rationale
All students pursuing a Bachelor’s degree in Music from universities accredited by the National Association of Schools of Music must learn to take melodic dictation (NASM 2019, sec. VIII.6.B.2.A). Melodic dictation is a cognitively demanding process that requires students to hear a melody, then without any access to an external reference, transcribe the melody within a limited time frame. As of 2019, there are 643 Schools of Music belonging to National Association of Schools of Music (NASM)1, meaning that thousands of students every year will be expected to learn this challenging task as part of their aural skills education. The implicit logic is that as one improves in their ability to take melodic dictation, this practice of critical and active listening develops one’s ability to “think in music” (Best 1992; Karpinski 2000) and thus become a more competent musician.
Despite its ubiquity in curricula within School of Music settings, research that explains how people learn to take melodic dictation is limited at best. The fields of music theory and cognitive psychology are best positioned to make progress on this question, but often the skills required to be well versed in these subjects do not overlap in formal training, findings related to this question are published in separate journals, and thus the overlapping research is scarce. This problem is not new and there have been repeated attempts to bridge the gap between practitioners of aural skills and researchers in cognitive psychology (Butler and Lochstampfor 1993; Butler 1997; Klonoski 2006, 2000; Pembrook and Riggins 1990; Karpinski 2000). Literature from music theory has established conceptual frameworks regarding aural skills (Karpinski 2000), cognitive psychology literature has explored factors that might contribute to melodic perception (Dowling 1990, 1978, 1991; Halpern and Bartlett 2010), and applied literature from the field of music education (Buonviri 2017; Nathan O Buonviri and Paney 2015; Paney 2016) has investigated how people learn melodies in more ecological settings.
However, despite these isolated areas of research, we as music researchers do not have a clear understanding of exactly what contributes to the process of how individuals learn melodies (Halpern and Bartlett 2010). This is peculiar since “how does one learn a melody?” seems to be one of the fundamental questions to the fields of music theory, music psychology, as well as music education. This chasm in the literature also raises a disconcerting question in music pedagogy:
If we as pedagogues do not have a in-depth understanding of how people learn melodies, how can we fairly assess what students can be expected to accomplish in the classroom and then fairly grade them on their attempts?
This dissertation aims to fill the gap in the literature between aural skills practitioners and music psychologists in order to reach conclusions that can be applied systematically in pedagogical contexts. I accomplish this by synthesizing literature from music theory, music psychology, and music education in order to demonstrate how tools from both cognitive psychology as well as computational musicology can be used to help inform pedagogical practices.
1.2 Chapter Overview
In the first chapter, I begin by extending the work of Gary Karpinski (Karpinski 2000, 1990) in order to introduce the process of melodic dictation and discuss factors that might play a role in a student’s ability to take melodic dictation. The chapter introduces both a theoretical background and rationale for using methods from both computational musicology and cognitive psychology in order to answer questions about how individuals learn melodies. In order to organize the disparate literatures, I put forward a taxonomy of factors that are assumed to contribute to an individual’s ability to take melodic dictation and discuss each in turn. This chapter outlines the factors hypothesized to contribute to an individual’s ability to learn melodies, incorporating both individual and musical parameters. I conclude the chapter with a discussion of some philosophical and theoretical problems when attempting to measure issues concerning melodic dictation and argue for the advantages of answering this problem using a polymorphic view of musicianship (Levitin 2012; Peretz 2006; Baker et al. 2018).
The second chapter of the dissertation investigates individual factors that are theorized to contribute to melodic dictation. I argue that because the first two steps of Karpinski’s model of melodic dictation do not require any musical training, teasing apart the individual factors that contribute to melodic dictation can be done using a memory for melodies paradigm. I interpret the results of an experiment to highlight the importance of working memory processes in melodic dictation. The chapter corroborates claims by Berz (1995) on the importance of understanding individual differences in working memory capacity and establishes rationale for including differences in cognitive ability as a variable of interest in future research on melodic dictation.
The third chapter of the dissertation discusses how aural skills pedagogy could incorporate methodologies from computational musicology in order to inform teaching practice. The chapter begins by establishing the degree to which aural skills pedagogues agree on the difficulty of melodies for melodic dictation using a survey representing 40 aural skills pedagogues. I then show how different sets of tools from computational musicology can approximate the intuitions of aural skills pedagogues using the survey data as a ground truth. The chapter concludes by putting forward a novel theory of musical memory– The Frequency Facilitation Hypothesis– which combines theoretical work from cognitive psychology and computational musicology. I show how this hypothesis can be applied in pedagogical settings to create a more linear path to success in the aural skills classroom for students.
In my fourth chapter, I introduce a novel corpus of 783 digitized melodies encoded in the **kern
format (Huron 1994).
This chapter provides a rationale for the introduction of a new corpus in the broader context of computational musicology, contains a small corpus analysis in order to contextualize the new MeloSol corpus, and ends with a brief commentary regarding ontological and epistomological assumptions in music corpus research.
This dataset serves as a resource for future researchers in music, psychology, and the digital humanities.
In the fifth chapter, I synthesize the previous research in a melodic dictation experiment. Stimuli for the experiments are selected based on the symbolic features of the melodies discussed in earlier chapters and are manipulated as the independent variables. I then model responses from the experiments using both individual factors and musical features using mixed-effects modeling in order to predict how well an individual will perform in a melodic dictation. In discussing the results, I also note important caveats in scoring melodic dictation and highlight how changes in scoring can lead to changes in the final modeling. Results from this chapter will be discussed with reference to how findings are applicable to pedagogues in aural skills settings.
Finally, in my sixth chapter, I introduce a computational, cognitive model of melodic dictation with the goal of helping explain how students improve at melodic dictation. The model is based in research from both cognitive psychology (Cowan 2010) and computational musicology (Pearce 2018) and incorporates relevant theoretical aspects such as working memory (Chenette 2019; VanHandel, Wakefield, and Wilkins 2011) as well as the structure of the melody itself. In this chapter, I demonstrate how modeling the cognitive decision process during melodic dictation helps provide a precise framework for pedagogues to understand student’s inner cognition during melodic dictation and can help inform teaching practice.
References
NASM. 2019. “National Association of Schools of Music Handbook.” Reston, Virginia: National Association of Schools of Music.
Best, Harold M. 1992. “Music Curricula in the Future.” Arts Education Policy Review 94 (2): 2–7. https://doi.org/10.1080/10632913.1992.9936901.
Karpinski, Gary Steven. 2000. Aural Skills Acquisition: The Development of Listening, Reading, and Performing Skills in College-Level Musicians. Oxford University Press.
Butler, David, and Mark Lochstampfor. 1993. “Bridges Unbuilt: Comparing the Literatures of Music Cognition and Aural Training.” Indiana Theory Review 14 (2): 1–17.
Butler, David. 1997. “Why the Gulf Between Music Perception Research and Aural Training?” Bulletin of the Council for Research in Music Education, no. 132.
Klonoski, Edward. 2006. “Improving Dictation as an Aural-Skills Instructional Tool,” 6.
Klonoski, Edward. 2000. “A Perceptual Learning Hierarchy: An Imperative for Aural Skills Pedagogy.” College Music Symposium 4: 168–69.
Pembrook, Randall G., and H. Lee Riggins. 1990. “"Send Help!": Aural Skills Instruction in U.S. Colleges and Universities.” Journal of Music Theory Pedagogy 4 (1): 230–41.
Dowling, W. 1990. “Expectancy and Attention in Melody Perception.” Psychomusicology: A Journal of Research in Music Cognition 9 (2): 148–60. https://doi.org/10.1037/h0094150.
Dowling, W. Jay. 1978. “Scale and Contour: Two Components of a Theory of Memory for Melodies.” Psychological Review 84 (4): 341–54.
Dowling, W. 1991. “Tonal Strength and Melody Recognition After Long and Short Delays.” Perception & Psychophysics 50 (4): 305–13. https://doi.org/10.3758/BF03212222.
Halpern, Andrea R., and James C. Bartlett. 2010. “Memory for Melodies.” In Music Perception, edited by Mari Riess Jones, Richard R. Fay, and Arthur N. Popper, 36:233–58. New York, NY: Springer New York. https://doi.org/10.1007/978-1-4419-6114-3_8.
Buonviri, Nathan O. 2017. “Effects of Two Listening Strategies for Melodic Dictation.” Journal of Research in Music Education 65 (3): 347–59. https://doi.org/10.1177/0022429417728925.
Buonviri, Nathan O, and Andrew S Paney. 2015. “Melodic Dictation Instruction.” Journal of Research in Music Education 62 (2): 224–37.
Paney, Andrew S. 2016. “The Effect of Directing Attention on Melodic Dictation Testing.” Psychology of Music 44 (1): 15–24. https://doi.org/10.1177/0305735614547409.
Karpinski, Gary. 1990. “A Model for Music Perception and Its Implications in Melodic Dictation.” Journal of Music Theory Pedagogy 4 (1): 191–229.
Levitin, Daniel J. 2012. “What Does It Mean to Be Musical?” Neuron 73 (4): 633–37. https://doi.org/10.1016/j.neuron.2012.01.017.
Peretz, Isabelle. 2006. “The Nature of Music from a Biological Perspective.” Cognition 100 (1): 1–32. https://doi.org/10.1016/j.cognition.2005.11.004.
Baker, David, Juan Ventura, Matthew Calamia, Daniel Shanahan, and Emily Elliott. 2018. “Examining Musical Sophistication: A Replication and Theoretical Commentary on the Goldsmiths Musical Sophistication Index.” Musicae Scientiae.
Berz, William L. 1995. “Working Memory in Music: A Theoretical Model.” Music Perception: An Interdisciplinary Journal 12 (3): 353–64. https://doi.org/10.2307/40286188.
Huron, David. 1994. “The Humdrum Toolkit: Reference Manual.” Center for Computer Assisted Research in the Humanities.
Cowan, Nelson. 2010. “The Magical Mystery Four: How Is Working Memory Capacity Limited, and Why?” Current Directions in Psychological Science 19 (1): 51–57. https://doi.org/10.1177/0963721409359277.
Pearce, Marcus T. 2018. “Statistical Learning and Probabilistic Prediction in Music Cognition: Mechanisms of Stylistic Enculturation: Enculturation: Statistical Learning and Prediction.” Annals of the New York Academy of Sciences 1423 (1): 378–95. https://doi.org/10.1111/nyas.13654.
Chenette, Timothy K. 2019. “Reframing Aural Skills Instruction Based on Research in Working Memory.” Journal for Music Theory Pedagogy, 18.
VanHandel, Leigh, Jennie Wakefield, and Wendy K. Wilkins. 2011. “Towards the Role of Working Memory in Pitch Processing in Language and Music.” In Language and Music as Cognitive Systems, edited by Patrick Rebuschat, Martin Rohmeier, John A. Hawkins, and Ian Cross, 302–9. Oxford University Press. https://doi.org/10.1093/acprof:oso/9780199553426.003.0031.


The Runtime Link Library (RLL) system is designed to satisfy a number of goals:
This is a similar concept to the SuperBasic "Toolkit" which adds new keywords to the language, but extends the idea to other languages that need compiling and linking.
The RLL system was originally developed for use with programs compiled using the C68 compilation system. However, the implementation of most of the components has been done in a generic fashion so that there is no built in limitation that will stop it being used with other languages as well.
New versions of the libraries can be introduced without the need to recompile programs that use these libraries.
The aim is that there should no (or at least very minimal) additional call time overhead for accessing routines or data when sing such dynamically bound libraries compared to having inline code.
It is possible for the average casual developer who wants to know the minimum possible about the mechanics of the system while still being able to make use of the key features.
Those programmers who want to do more than the standard default should have complete control over the RLL process. This allows for situations in which the programmers want to control the loading and unloading of libraries themselves.
It should not be necessary for the user of programs that have been built using the RLL system to have any knowledge of how it works.
Runtime Link Libraries (RLL(s)) are (potentially at least) shareable between jobs. This saves memory if several jobs are running using the same RLL. In addition the program files are typically smaller as they now no longer need to contain the code for routines that are held in RLL libraries. This reduction in file size can have the useful side effect of reducing load time from mass media if large programs are run.
The runtime process of loading and using RLLs is managed by the Runtime Library Manager (RLM). An executable programme wishing to use a RLL would call the RLM which would resolve any runtime references and attempt to load any RLL(s) which are not already in the system. This process is completely transparent to C68 users as it is handled automatically in the C68 startup module.
The remainder of this document covers all details of the Runtime Link Library system. It is structured into several sections, and it is only necessary to read those that are relevant to the type of use that you wish to make of the RLL system. The sections are:
The runtime library system uses the QJUMP shared memory "THING" system to implement run time libraries. This provides mechanisms for the automatic removal of a user job should the library thing be removed thus protecting the system. The RLM itself is an infinitely shareable and ROMable extension linked into the THING system. For those that want further information on the THING system, they are adequately documented on QUANTA DISK SPECIALS_0.
The key personnel involved in the development and implementation of the Runtime Link Library concept are:
| Tony Tebby | who developed the THING concept which allows for general purpose shareable objects to be easily loaded and manipulated. In particular thanks must got to Tony for allowing the support code for the THING system to be freely distributed. |
| Lester Wareham | who produced the original proposals for the RLL concept, and developed the original implementation of the RLM and Superbasic components of the system. |
| Dave Walker | who helped develop the RLL concept; enhancing the LD linker to support the concept of Runtime Link libraries; enhancing the C68 system to exploit the RLL system; and enhancing the RLM system to support full integration with LD and the rest of the C68 system |
| Joachim van der Auwera | Who provided the ideas and much of the software that underlies the "modules" part of the RLL system. |
The RLM component of the RLL system is freely distributable subject to the following conditions:
The remainder of the RLL system is copyright ©1992-1997 D.J.Walker. All rights reserved. Permission is granted for the RLL system to be freely distributed on the same terms as the rest of the C68 system.


@* * Copyright 2018 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import uk.gov.hmrc.urls.Link @import uk.gov.hmrc.apidocumentation.config._ @import uk.gov.hmrc.apidocumentation.controllers @import uk.gov.hmrc.apidocumentation.models._ @import include._ @(pageAttributes: PageAttributes)(implicit request: play.api.mvc.Request[Any], applicationConfig: ApplicationConfig, messages: Messages) @apiMain(pageAttributes){
The base URL for sandbox APIs is:
@applicationConfig.sandboxApiBaseUrl
The base URL for production APIs is:
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The OAuth 2.0 authorisation journey is designed to work with most modern browsers as per the list specified on Designing for different browsers and devices, including mobile devices and tablets.
If you are using the Microsoft Web Browser Control embedded browser for the authorisation journey, be aware that by default this will operate in IE7 compatibility mode which we do not formally support. For details of one way to handle this, see Controlling WebBrowser Control Compatibility (opens in a new tab).
The HMRC Developer Hub, the underlying API Platform and some of the APIs are coded in the open, as per the @Link.toExternalPage(url = "https://www.gov.uk/service-manual/service-standard/make-all-new-source-code-open", value = Some("GOV.UK Digital Service Standard (opens in a new tab)"), dataAttributes = Some(Map("journey-click" -> "external-link:click:GOV.UK Digital Service Standard"))).toHtml.
The source code is available at @Link.toExternalPage(url = "https://github.com/hmrc", value = Some("https://github.com/hmrc (opens in a new tab)"), dataAttributes = Some(Map("journey-click" -> "external-link:click:https://github.com/hmrc"))).toHtml. For more details, please contact us.
Our APIs use consistent formats for common data types. We use ISO standards including:
Some examples of common data types include:
| Type | Example | Description |
|---|---|---|
date |
2015-09-08 |
Dates will be represented in the format YYYY-MM-DD. |
timestamp |
2015-09-08T01:55:28+00:00 |
Timestamps will be represented in the format YYYY-MM-DDThh:mm:ss±hh:mm. |
money |
123.45 |
Unless expressly documented, money will be represented with two decimal places and GBP currency. |
NINO |
QQ123456A |
A National Insurance number is made up of 2 letters, 6 numbers and a letter (A, B, C, or D). |
Errors during the authorisation process use the format specified in the OAuth 2.0 RFC.
Errors from APIs have a 4xx or 5xx HTTP status code and a consistently formed JSON or XML body, including:
| Name | Type | Description |
|---|---|---|
code |
string |
A machine-readable error code. This is unique for each error scenario. |
message |
string |
A human-readable explanation for the error. |
There might be other error-specific information (such as a list of fields that are in error). For example:
{ "code" : "ACCOUNT_SUSPENDEDSA-100201", "message" : "Account is temporarily suspended", "reactivationTimestamp" :<PHONE_NUMBER>718 }
Multiple errors can also be returned in a single field called errors. For example:
{ "code": "BAD_REQUEST", "message": "Bad request", "errors": [ { "code": "MISSING_FIELD", "message": "This field is required", "path": "/firstName" }, { "code": "INVALID_DATE", "message": "Date is invalid", "path": "/dateOfBirth" } ] }
Here is an example error response in XML format
<error> ACCOUNT_SUSPENDEDSA-100201 <message>Account is temporarily suspended</message> <reactivationTimestamp>1431448640718</reactivationTimestamp> </error>
If the response body of an error is not in the above format or the OAuth 2.0 error format, the error has probably not come from us. One possible cause is a network access issue.
Some API errors are common across all APIs; others are API-specific.
The following tables list the common API errors. You can find API-specific errors in the API documentation.
| Scenario | Code |
|---|---|
| No OAuth token supplied for user-restricted or application-restricted endpoint | MISSING_CREDENTIALS |
| Invalid OAuth token supplied for user-restricted or application-restricted endpoint (including expired token) | INVALID_CREDENTIALS |
| Supplied OAuth token not authorised to access data for given tax identifier(s) | UNAUTHORIZED |
| User-restricted API is being accessed with a server token | INCORRECT_ACCESS_TOKEN_TYPE |
| Scenario | Code |
|---|---|
| Request done with HTTP | HTTPS_REQUIRED |
| The OAuth token's application is not subscribed to the API | RESOURCE_FORBIDDEN |
| The scope of the OAuth token is not sufficient to access the API | INVALID_SCOPE |
| Scenario | Code |
|---|---|
| No endpoint could be found in the API for the request path | MATCHING_RESOURCE_NOT_FOUND |
| No API could be found for the context | NOT_FOUND |
| Scenario | Code |
|---|---|
| Request method is not GET, PUT, POST, DELETE or OPTIONS | METHOD_NOT_ALLOWED |
| Scenario | Code |
|---|---|
| Missing or invalid Accept header | ACCEPT_HEADER_INVALID |
| Scenario | Code |
|---|---|
| The application has reached its maximum rate limit | MESSAGE_THROTTLED_OUT |
| Scenario | Code |
|---|---|
| Internal server error | INTERNAL_SERVER_ERROR |
| Scenario | Code |
|---|---|
| API not implemented/deployed | NOT_IMPLEMENTED |
| Scenario | Code |
|---|---|
| Service unavailable | SERVER_ERROR |
| Scheduled maintenance | SCHEDULED_MAINTENANCE |
| Scenario | Code |
|---|---|
| Request timed out | GATEWAY_TIMEOUT |
You must help us protect our users' confidential data by sending us particular types of user audit data which we will record. Important information on how to do this is now on a new fraud prevention page.
This will become mandatory - so we recommend designing it into your applications now.
Our API Platform uses HTTP redirection if endpoints move permanently or temporarily.
Redirection responses have a Location header with the endpoint's new URI.
You might need to configure your network so your software can access our API Platform and the authorisation journey for user-restricted endpoints. If your software is installed on end user devices, they might also need to configure their own network.
We have fixed domain names, but cannot provide static IP addresses, so you need to configure your network access in your proxy, not your firewall.
Configure your proxy to allow full access to the following domains, including HTTP GET, POST, PUT and DELETE.
For testing in sandbox:
@applicationConfig.sandboxApiHost @applicationConfig.sandboxWwwHost
For production use:
@applicationConfig.productionApiHost @applicationConfig.productionWwwHost
We limit the number of requests each application can make. This protects our service against excessive use and Denial-of-Service attacks, and also encourages you to use our APIs efficiently.
We set limits based on anticipated loads and peaks. Our standard limit is 150 requests per minute per application.
If you reach this limit you’ll get a response with an HTTP status of 429
(Too Many Requests).
If you continually hit this rate limit, contact us to discuss your application design and whether it’s appropriate to raise your rate limit.
We use redirect URIs to send the user back to your application after successful (or unsuccessful) authorisation, prior to your application accessing user-restricted endpoints.
You must specify one or more redirect URIs when you create your application, and also specify one redirect URI when you send your user to our authorisation endpoint. To protect your application from phishing attacks, the redirect URI used for authorisation must match one of those specified when you created your application.
You can specify a maximum of five redirect URIs.
Examples of valid (and invalid) redirect URIs are:
| Redirect URI | Comments |
|---|---|
https://www.example.com/auth-redirect |
Valid - when creating your application, you can use the full redirect URI or a partial URI, for example:
https://www.example.com/auth-redirect
https://www.example.com
When calling our authorisation endpoint, your redirect URI must be percent-encoded, for example: https%3A%2F%2Fwww.example.com%2Fauth-redirect
|
https://www.example.com:8080/auth-redirect |
Valid - includes a port number |
http://www.example.com:8080/auth-redirect |
Invalid - uses HTTP, not HTTPS (HTTP is OK for installed applications - see example below) |
/auth-redirect |
Invalid - is a relative URI, not an absolute URI |
https://<IP_ADDRESS>/auth-redirect |
Invalid - uses an IP address, not a DNS name |
https://www.example.com:8080/auth-redirect?some_parameter=some_value |
Valid - includes a query component |
https://www.example.com:8080/auth-redirect#some_fragment |
Invalid - includes a fragment component |
http://localhost:8080 |
Valid - as explained in OAuth 2.0 for installed applications |
urn:ietf:wg:oauth:2.0:oob |
Valid - as explained in OAuth 2.0 for installed applications |
urn:ietf:wg:oauth:2.0:oob:auto |
Valid - as explained in OAuth 2.0 for installed applications |
When your application needs to access API endpoints on behalf of a user, the Developer Hub uses the OAuth 2.0 framework to grant and manage such an authority.
This authority is granted in terms of OAuth 2.0 'scopes'. Each 'scope' relates to one or more endpoints.
When your application requests an OAuth 2.0 Bearer
token, it must specify the scope(s) which the token should be granted for.
These are translated to human-readable descriptions that are shown to the user before they grant authority. This makes sure the user understands and gives access to your application.
The scope for each user-restricted endpoint is defined in the API documentation.
For details about OAuth 2.0 and scopes, see authorisation.
Request the version of the API you want to use by including an Accept
header with a media type of:
application/vnd.hmrc.[version]+[content-type]
For example:
application/vnd.hmrc.1.0+json
We release backwards-compatible changes in the same version, so you don't need to change your Accept
header. We release backwards-incompatible changes in a new version, and you must change your Accept
header to use it.


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These are the general Java style qualities that we expect your programs to have in order to receive full credit. Certainly it is possible to write good code that violates these guidelines, and you may feel free to contact us if you are unclear about or disagree with some of them. But we do expect you to follow these rules (unless there is an error in this document). In most professional work environments you are expected to follow that company's style standards. Learning to carefully obey a style guide, and writing code with a group of other developers where the style is consistent among them, are valuable job skills.
Oracle/Sun's Official Java Coding Conventions are a more comprehensive guide to proper Java programming. The practices outlined on their web site are encouraged for use in CS 106A.
This document is a work in progress.
Last updated Sun 2017/04/02
Indenting: Increase your indentation by one increment on each brace {
, and decrease it once on each closing brace }
.
Always use {} on control statements: With Java's control statements such as if
and for
, the {}
braces are technically optional if the body of the control statement contains only a single line. Regardless of this, always use the {}
braces. Always.
// bad
if (beepersPresent())
pickBeeper();
// good
if (beepersPresent()) {
pickBeeper();
}
Place a line break after every {
.
// bad
if (beepersPresent()) { pickBeeper(); }
// good
if (beepersPresent()) {
pickBeeper();
}
Do not place more than one statement on the same line.
// bad
move(); move(); pickBeeper();
// good
move();
move();
pickBeeper();
Long lines: Avoid lines longer than 100 characters. In HW1 this would most likely be a comment line. When you have a long line, break it into two shorter lines.
Blank lines: Place a blank line between methods and between groups of statements.
public void foo() {
...
}
// this blank line here
public void bar() {
...
}
Names: Give methods descriptive names, such as walkToEdge
or grabAllBeepers
.
Avoid one-letter names or non-descriptive names, like x
or go
or method1
.
Capitalization: Name methods with camel-casing likeThis
, and name classes with Pascal casing LikeThis
.
(HW1) Do not use variables: In a Karel program, you should not use Java features that are not covered in the Karel reader. Specifically, do not use variables, nor private "fields", nor "instance variables".
// bad int steps = 42; private int count = 0; // bad
run
as a concise summary: As much as possible, avoid directly calling Karel commands like move
in your program's run
method. Instead, have run
call other methods that perform the functionality. In this way, run
is easy to read and forms a concise summary of the overall behavior of the program.
Minimize redundant code: If you repeat the same code two or more times, find a way to remove the redundant code so that it appears only once. For example, you can place it into a method that is called from both places.
Long methods: If you have a single method that is very long, break it apart into smaller sub-methods. The definition of "very long" is vague, but let's say a method longer than 20-30 lines is pushing it. If you try to describe the method's purpose and find yourself using the word "and" a lot, that probably means the method does too many things and should be split into sub-methods.
Short methods: It is not useful to make a method that only calls one other existing Karel method. But it can be useful to have a short method if, say, it wraps another method in an if/else
statement in a way that is commonly used.
// bad
public void makeLeftTurn() {
turnLeft();
}
// good
public void safePickup() {
if (beepersPresent()) {
pickBeeper();
}
}
Mutual recursion: Recursion (which you'll learn about in CS 106B/X) is when methods call themselves. Mutual recursion is where you have two methods that each call the other to form a cycle of calls. In CS 106A assignments, mutual recursion is generally a bad algorithmic strategy that should be avoided. In many cases the mutual recursion is being used to avoid a more appropriate usage of a for
or while
loop.
// bad
public void methodOne() {
if (frontIsClear()) {
move();
methodTwo();
}
}
public void methodTwo() {
if (frontIsClear()) {
move();
methodOne();
}
}
// good
public void methodOne() {
while (frontIsClear()) {
move();
}
}
avoid empty if or else: When using if/else
statements, don't ever have an if or else branch that is blank. Rephrase your test to avoid this.
// bad if (frontIsBlocked()) { // do nothing } else { move(); }
// good
if (frontIsClear()) {
move();
}
for vs while: Use a for
loop when the number of repetitions is known (definite); use a while
loop when the number of repetitions is unknown (indefinite).
// repeat until the front is blocked // (works for worlds up to size 1000) for (int i = 0; i < 1000; i++) { if (frontIsClear()) { ... } }
// repeat exactly 10 times for (int i = 0; i < 10; i++) { ... } // repeat until the front is blocked while (frontIsClear()) { ... }
(HW1+) break and continue:
The break
or continue
statements in loops should not be used on the assignment.
if/else factoring: Move common code out of if/else
statements so that it is not redundantly repeated.
// bad
if (beepersPresent()) {
move();
pickBeeper();
move();
turnLeft();
turnLeft();
move();
} else {
move();
move();
turnLeft();
turnLeft();
move();
}
// good
move();
if (beepersPresent()) {
pickBeeper();
}
move();
turnLeft();
turnLeft();
move();
infinite loops: Avoid writing loops that never stop, such as the following. An infinite loop will cause your program to never stop executing. Replace an infinite loop with a loop that does terminate.
// bad
while (leftIsClear()) {
if (frontIsClear()) {
move();
}
}
// good
while (frontIsClear()) {
move();
}
Class header: Place a descriptive comment heading on the top of every file describing that file's purpose. Assume that the reader of your comments is an intelligent programmer but not someone who has seen this assignment before. Your comment header should include at least your name, course/section, and a brief description of that assignment or file. If the assignment asks you to submit multiple files, each file's comment header should describe that file/class and its main purpose in the program.
Method headers: Place a comment heading on each method of your class. The heading should describe the method's behavior.
Pre/Postconditions: If your method makes any assumptions (preconditions), mention this in your comments. If it leaves the program in a certain state when it is done (postcondition), mention this as well.
Inline comments: Inside the interiors of your various methods, if you have sections of code that are lengthy or complex or non-trivial, place a small amount of inline comments near these lines of complex code describing what they are doing.
Implementation details: Comment headers at the top of a method or class should describe the method's behavior, but not great detail about how it is implemented. Do not mention language-specific details like the fact that the method uses a if/else
statement, that the method declares an array, that the method loops over a collection and counts various elements, etc.
No trivial comments: Do not make obvious comments about the meaning of individual statements. You should assume that the reader is familiar with Karel and Java in general.
// bad turnLeft(); // turns Karel counter clockwise move(); // this tells Karel to move forward
Wording: Your comment headers should be written in complete sentences, and should be written in your own words, not copied from other sources (such as copied verbatim from the homework spec document).
TODOs: You should remove any // TODO:
comments from a program before turning it in.
Commented-out code: It is considered bad style to turn in a program with chunks of code "commented out". It's fine to comment out code as you are working on a program, but if the program is done and such code is not needed, just remove it.
Here is a decent overall example of a good comment header on a method. Not every comment header needs to be this long, but since this method takes a parameter and returns something, it needs to mention several things.
/*
* Jumps Karel over one hurdle of arbitrary height by walking north over it,
* and then back down to his original row.
* Pre: Karel is next to a jumpable hurdle, facing east.
* Post: Karel will be over the hurdle, one column to the right, facing east.
*/
public void jumpHurdle() {
...
}
Variables: On a Karel program, you must limit yourself to the Java features shown in the Karel reader document. In particular, you should not use variables such as the following.
// bad (on HW1)
int steps = 42;
while (steps > 0) {
move();
turnLeft();
steps = steps - 1;
}
Data fields: These are the 'private' data variables that are declared outside of methods. These are just another form of variables and should not be used on HW1.
// bad (on HW1) public class MyKarel extends Karel { private int count; // bad bad bad public void run() { count = 5; ... } }
Infinite loops: One loop style, sometimes used as a way to fix a fencepost problem, is to use what is called an 'infinite loop' or a 'while true loop' with a break
statement. This is not shown in the Karel reader and is not permitted on HW1.
// bad (on HW1)
while (true) {
if (frontIsClear()) {
move();
} else {
break;
}
}
Parameters: Java methods are able to accept parameters that affect their behavior. This is not shown in the Karel reader and is not permitted on HW1. Returning a value from a method (non-void
) is similarly forbidden.
// bad (on HW1)
public void walk(int numSteps) {
for (int i = 0; i < numSteps; i++) {
move();
}
}
Other Java features: In general, you should not use any Java features on HW1 that are not in the Karel Learns Java document. There are too many features to list them all, but in general you should match the Java features used in the sample programs in class and in the Karel reader and not use any Java features outside of those ones.
Variable types: Choose appropriate data types for your variables.
If a given variable can store only integers, give it type int
rather than double
.
Variable scope: Declare variables in the narrowest possible scope.
For example, if a variable is used only inside a specific if
statement, declare it inside that if
statement rather than at the top of the method or at the top of the file.
Variable declaration/initialization: Never declare or initialize more than one variable in a single statement.
// bad
int a = 7, b = -43, c = 19;
// good
int a = 7;
int b = -43;
int c = 19;
Constants: If a particular constant value is used frequently in your code, declare it as a final
constant, and always refer to the constant in the rest of your code rather than referring to the corresponding value.
Name final constants in uppercase with underscores between words LIKE_THIS
.
private static final int VOTING_AGE = 18;
if/else patterns: When using if/else
statements, properly choose between various if
and else
patterns depending on whether the conditions are related to each other. Avoid redundant or unnecessary if
tests.
// bad
if (grade >= 90) {
println("You got an A!");
}
if (grade >= 80 && grade < 90) {
println("You got a B!");
}
if (grade >= 70 && grade < 80) {
println("You got a C!");
}
...
// good
if (grade >= 90) {
println("You got an A!");
} else if (grade >= 80) {
println("You got a B!");
} else if (grade >= 70) {
println("You got a C!");
}
...
Minimize redundant code: If you repeat the same code two or more times, find a way to remove the redundant code so that it appears only once. For example, place it into a helper function that is called from both places. If the repeated code is nearly but not entirely the same, try making your helper function accept a parameter to represent the differing part.
// bad
foo();
x = 10;
y++;
...
foo();
x = 15;
y++;
// good
helper(10);
helper(15);
...
void helper(int newX) {
foo();
x = newX;
y++;
}
break and continue:
In general, you should avoid using the break
or continue
statements in loops unless absolutely necessary.
A break
can often be avoided by rewriting the loop test or reordering the statements in/near the loop.
System.exit()
: Java contains a System.exit
method that immediately exits your entire program.
You should never call this method in our assignments for any reason.
Your program should always exit naturally by reaching the end of your run
function and returning.
Boolean zen 1: If you have an if/else
statement that returns a boolean value based on a test, just directly return the test's result instead.
// bad
if (score1 == score2) {
return true;
} else {
return false;
}
// good
return score1 == score2;
Boolean zen 2: Don't ever test whether a boolean
value is ==
or !=
to true
or false
.
// bad
if (x == true) {
...
} else if (x != true) {
...
}
// good
if (x) {
...
} else {
...
}
Save expensive call results in a variable: If you are calling an expensive method and using its result multiple times, save that result in a variable rather than having to call the method multiple times.
// bad
if (list.indexOf("abc") >= 0) {
list.remove(list.indexOf("abc"));
}
// good
int index = list.indexOf("abc");
if (index >= 0) {
list.remove(index);
}
Exception handling: Don't ever catch an exception with an empty catch
block.
// bad
try {
foo();
bar();
} catch (NullPointerException e) {}
Also, don't use try/catch
as a kludge to cover up an error that your program is generating.
Debug and sidestep the error to prevent it from happening instead.
// bad try { myFunctionThatCrashesForSomeReason(); } catch (IndexOutOfBoundsException e) { // LOL no crash now }
Similarly, don't ever catch (Exception)
unless told explicitly to do so, because this is overly inclusive and will suppress important system error messages.
You should instead catch a more specific subcategory of exceptions such as IOException
or SocketException
.
// bad
try {
foo();
bar();
} catch (Exception e) {}
Properly encapsulate your objects by making any data fields in your class private
.
public class Student { private int homeworkScore; ...
Avoid unnecessary fields; use fields to store important data of your objects but not to store temporary values only used within a single call to one method.
Initialize fields in constructors, not where they are declared.
public class Student {private int homeworkScore = 10;private int homeworkScore; public Student() { homeworkScore = 10; }
Avoid empty zero-argument constructors. If you don't need to do anything to initialize your object, just omit the constructor.
public class Student { ...public Student() {}}
Helper methods: If you add a method to a class that is not part of the homework spec, make it private
so that other external code cannot call it.
public class Student { ... private double computeTuitionHelper() { ... }
Instance vs. static: A static member of a class is a single occurrence shared by that class and all of its objects. An instance member is one that is replicated into each object of that class. When designing your class, any data that should be individual to each object should be non-static. This still holds even if the assignment's client program only happens to construct one object of your class.
public class Student {private static int homeworkScore;// all students share one homework score (bad) private int homeworkScore; // each student has his own homework score (good) public Student() { homeworkScore = 10; }


Module m.util
Utility functions
Functions
| lerp (a, b, t) | Linear interpolation between to numbers |
| shuffle (t) | Suffle a Lua table |
| random (list) | Pick a random value from a list |
m.util
Utility functions
| lerp (a, b, t) | Linear interpolation between to numbers |
| shuffle (t) | Suffle a Lua table |
| random (list) | Pick a random value from a list |


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McMenemy ousted in Indonesia after four straight defeats
HONG KONG: Scotland's Simon McMenemy has been fired as head coach of the Indonesia national team, the country's football federation announced on Wednesday.
The Indonesian football federation (PSSI) made the announcement via social media and the 41-year-old's removal comes after four straight defeats in qualifying for the 2022 World Cup.
Indonesia are appearing in qualifying for the World Cup for the first time in more than seven years but have lost to Thailand, Vietnam, Malaysia and the United Arab Emirates and are bottom of their qualifying group.
McMenemy had been appointed to the role in December last year having led unfancied Bhayangkara to the Indonesian league title in 2017.
(Reporting by Michael Church, Editing by Christian Radnedge)


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