./komodod -ac_name=KMDICE -ac_supply=10500000 -ac_reward=2500000000 -ac_halving=210000 -ac_cc=2 -addressindex=1 -spentindex=1 -addnode=<IP_ADDRESS> &
https://kmdice.pool-mining.xyz/ <- pool
https://pool.forkwitch.com/ <- another pool
https://minerpond.com <- another pool
100 messages
Before 05-Dec-19 12:00 AM
jl777c20-Oct-18 01:26 PM
and this extra step for dice seems to prevent a 2 second realtime response
something more involved like the CHIPS protocol might be needed
forkwitch20-Oct-18 01:32 PM
It is interesting, in the atomic reveal process both side must agree on a special blockheight or other blockchain derived static value for a 'atomic reveal appointment'.
jl777c20-Oct-18 01:34 PM
but unless it is a non-interactive process, seems can be stalled. until the nice simple method for this is devised to be 51% proof, it seems KMDICE wont have its full value
there is 10 million locked away that can fund a reasonable bounty for the solution
sort of an interesting dynamic. i know there is a solution, just will be tricky to do
forkwitch20-Oct-18 02:07 PM
You can test: https://pool.forkwitch.com please tell me if diff adjuster is good. Its dynamic now maybe i must tune it a little bit
FishyGuts20-Oct-18 02:59 PM
Who be leading this syphilitic crew of swine faced scallywags?
We be looking to roll the bones on our deck and give pirates a chance to play some dice.
I.e. - can we put a KMD dice portal on our pirate.black website?
ComputerGenie 👴👴👴20-Oct-18 03:03 PM
@FishyGuts If you build it, they will come
siu - Chainmakers20-Oct-18 03:17 PM
Hmm... my kmdice died. .
Anyone else with issues?
jspook1620-Oct-18 03:19 PM
I don't even have funds to use it
jl777c20-Oct-18 03:21 PM
there is a faucet
FishyGuts20-Oct-18 03:24 PM
@ComputerGenie 👴👴👴 KMDICE proabbly illegal in us :/
ComputerGenie 👴👴👴20-Oct-18 03:24 PM
Is there something that isn't?
jl777c20-Oct-18 03:25 PM
reading?
i know writing is regulated and easily becomes illegal
watching TV should be legal as it is approved by the govt
ComputerGenie 👴👴👴20-Oct-18 03:28 PM
is only legal if signal is obtained my "approved" methods
jl777c20-Oct-18 03:30 PM
oh, even TV watching can be illegal. interesting
how can people stand to live in such a place with everything so restricted
ComputerGenie 👴👴👴20-Oct-18 03:33 PM
We go on the interwebz and vent our frustrations on random NPCs
CrisF20-Oct-18 03:45 PM
@siu - Chainmakers, mine is working alright.
TonyL20-Oct-18 03:46 PM
I wonder it might be a good idea to connect gatewaysCC as soon as it will be well tested: so people will able to deposit directly needed currency via gateway and there will be a tables for these currency tokens
You exchange KMD or BTC on KMD/BTC tokens and gamble with it - need KMDICE only for txfee
Oh, but for it needed token bets support from dice2 or liquidity providing on KMDICE/BTCtoken KMDICE/KMDtoken tokenbid tokenask markets of assetCC
It would be great if new dice contract will able to do things like a show random number in range - with it we'll able to make guis for any casino game no matter is it bj, slot or craps. It'll give much more freedom than win/lose result
Like a for blackjack implementation: you have an array with 52 cards - run RNG it choose one from 52, pop card from array, deal to player, run RNG for 51 left, it's choose one, pop it from array deal to player and so on
jl777c20-Oct-18 03:54 PM
yes dice2 betting with tokens should be a requirement
Alright20-Oct-18 03:59 PM
Can you reliably know when a notarization will happen? Could dealer just wait until it's about to happen and then reveal entropy?
TonyL20-Oct-18 04:00 PM
Can't dealer cheat instead of player in such case?
Alright20-Oct-18 04:00 PM
no, hash of entropy is revealed right away
if it doesn't match, dealer is obviously cheating
I know it might not make much sense, just throwing out ideas here, but is there some way to get notarizations themselves to reveal entropy?
so by the time entropy is revealed, it's notarized already
jl777c20-Oct-18 04:02 PM
it can be that we can just wait for notarization to payout bets
Alright20-Oct-18 04:03 PM
Hmmm, not sure I understand
if entropy is still revealed in a reorg-able block, won't the problem persist?
even if the payout is after the notarization
we need some way to make an unconfirmed tx immutable it seems, right?
jl777c20-Oct-18 04:05 PM
that is why entropy not revealed until after notarization
so dicebet would include not the actual entropy, but hash of entropy
Alright20-Oct-18 04:05 PM
Ah, I just realized how simple that is
jl777c20-Oct-18 04:05 PM
after notarized both parties must reveal or forfeit
Alright20-Oct-18 04:05 PM
just don't do dicefinish until the dicebet is notarized
correct?
jl777c20-Oct-18 04:06 PM
but this delays things to the notarization, which is a lot longer than 2 seconds it is now
yes, the change that is immune to 51% (but slow) is dicebet uses hash of entropy, dicefinish needs both parties to reveal
a whole lot of work and loses the 2 second realtime feedback, which is pretty cool and addictive
Alright20-Oct-18 04:06 PM
Can we change the frequency at which the chain notarizes?
what is it currently?
jl777c20-Oct-18 04:07 PM
i guess 10, if it was reduced to 3 then it will be faster, but still nothing compared to 2 seconds
Alright20-Oct-18 04:07 PM
Yea :/
I recall someone mentioning making unconfirmed txs immutable with channels, didn't read into it much though
could that be of use? Maybe I misunderstood that entirely though
jl777c20-Oct-18 04:08 PM
well the trick that works for channels is exactly the problem
the secret that is revealed is still valid even after reorg
that is the fundamental problem
Alright20-Oct-18 04:10 PM
freq 3 would make it even harder to time the reorgs, just saying
a lot harder, I struggled to do it at current freq
SHossain20-Oct-18 06:42 PM
@siu - Chainmakers@jorian KMDICE needs a logo (not urgent), and BarterDEX integration
siu - Chainmakers20-Oct-18 06:45 PM
Maybe change the circles for kmd shields
1
jorian20-Oct-18 07:09 PM
we poor
cipi20-Oct-18 07:32 PM
@SHossain electrums are ready for KMDICE
electrum1.cipig.net 10031
electrum2.cipig.net 10031
electrum3.cipig.net 10031
just need a logo to make the PR to https://github.com/jl777/coins for BarterDEX integration ... don't know what happens in the GUI when i don't add a logo
coin parameters and all files needed for GUI support - jl777/coins
2
2
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SHossain20-Oct-18 07:32 PM
Thanks @cipi
jorian20-Oct-18 07:35 PM
sneak preview
1
4
1
2
1
vrcninja20-Oct-18 08:20 PM
Probably a dumb question but is kmdice supported in the agama wallet? How do I generate an address?
SHossain20-Oct-18 08:29 PM
KMD address will work. it is not yet in Agama
vrcninja20-Oct-18 08:31 PM
@SHossain Thank you.(edited)
vrcninja20-Oct-18 09:31 PM
I joined the two pools available and in over 40 blocks neither pool has hit a block. That seems strange to me. Where are the blocks going to?
blackjok3r20-Oct-18 09:33 PM
Solo miners?
Will check my pool soon just woke up
vrcninja20-Oct-18 09:35 PM
Your pool is still producing 30% of the hash so mathematically it should have hit at least 1 block in the last 40 for sure.
blackjok3r20-Oct-18 09:43 PM
no worries... I know its difficulty was too low, I was meant to fix ityesterday but never got home
just fixed the diff ... increased vardiff max to 1024
vrcninja20-Oct-18 09:47 PM
Okay, thanks.
vrcninja20-Oct-18 09:58 PM
@blackjok3r Did you just take the pool down?
blackjok3r20-Oct-18 09:58 PM
yes ... trying to fix it
should be back up .. incresing min diff didt work, had to make extra port for high diff
vrcninja20-Oct-18 09:59 PM
3067 or 3069 for higher difficulty?
I'm assuming 69
blackjok3r20-Oct-18 09:59 PM
69 is high diff
for NH
still testing it
blackjok3r20-Oct-18 10:37 PM
OK pool seems to be fixed... Also removed the 1% fee... which I didnt know was there, and isnt even paying to my address @smk762 - dracocanis ominator I think you might have some free KMDICE in the staked pool rewards address.
1
Llama20-Oct-18 10:38 PM
so is this like a gambling dapp?
blackjok3r20-Oct-18 10:38 PM
yes
very basic though.
still mighty cool
Llama20-Oct-18 10:38 PM
just dice
?
blackjok3r20-Oct-18 10:39 PM
Yes
vrcninja20-Oct-18 11:03 PM
Now the blocks are flowing.
blackjok3r20-Oct-18 11:08 PM
yes it seemed a problem somehow with the fee .. it was making invalid blocks
once I removed that it works fine
not sure what caused it to change as it was working yesterday just fine
grewalsatinder21-Oct-18 03:44 AM
@cipi@SHossain if there is no logo it will show error on image in barterdex
Just make a temp image with word kmdice. Anything. Just match the size of image. Check example supernet asset image.


The Libra Association
- White Paper
- The Libra Blockchain - Technical Paper
Association
-
Facebook’s cryptocurrency partners revealed—we obtained the entire list of inaugural backers
As recently reported by The Wall Street Journal, Facebook’s cryptocurrency will be governed by a consortium of firms known as the Libra Association, which includes the likes of Visa, Mastercard, and PayPal. But The Block has gotten its hands on consortium marketing materials and can now report dozens of firms not previously known to be involved, including investors such as Andreessen Horowitz and Union Square Ventures, cryptocurrency exchange Coinbase, and non-profits including Mercy Corps. Calibra, a subsidiary Facebook formed to oversee the social media giant’s crypto efforts, is also among the founding members, according to a source familiar with the matter.
-
How to become a founding member of the Libra Association
Technical Requirements
Validators will have the option to run their node self-hosted, in which they themselves would be directly managing it, or cloud service-hosted, where the organization could run the node via a cloud service provider.
Evaluation Criteria
Must meet two of the following criteria:
- More than $1 billion USD in market value or more than $500 million USD customer balances.
- Reach more than 20 million people a year, multinationally.
- Be recognized as an established top-100 industry leader by a third-party association.
Joining LibraAssoc
-
Anchorage Becomes Founding Member of the Libra Association
Today, we are honored to announce that Anchorage will be a Founding Member of the Libra Association, an independent not-for-profit group responsible for the operation and governance of the Libra network. Libra Association Founding Members include some of the world’s most trusted leaders in finance and technology.
-
Spotify Why We’re Joining the Libra Association
Spotify has always focused on innovation that fosters greater accessibility. Since day one, we’ve worked to create a platform where fans can directly access the audio they want—at any time, anywhere, and at the right price—while also offering economic viability for creators.
-
Continuations - Joining the Libra Association
Today we announced that we have joined the Libra Association, the governance for a global stable coin. Nick has written a post on the USV blog explaining our decision. I have argued before that we don’t really know what path will take us to a decentralized future and therefore have to try many things. Some of these paths involve centralized corporations exposing their endusers to crypto. Nobody has more users than Facebook!
-
Why USV is Joining the Libra Association
A new blockchain & cryptocurrency project, Libra, was announced today. Libra has been incubated by Facebook. USV will be one of the founding members of the governing body, the Libra Association. Libra is a stable, fiat-backed cryptocurrency that will launch inside some of the world’s largest consumer-facing applications.
- Farfetch Joins Facebook’s Libra Association, Is Kylie Jenner Looking to Sell Kylie Cosmetics?
- Visa announces intent to join the Libra Association
- PayPal : Why PayPal Plans to be Part of the Libra Association
-
This is Why These Two Crypto Companies Joined Libra Association
Four blockchain related companies have joined the club:
- Anchorage, a digital asset custody;
- Bison Trails, an infrastructure platform for a number of protocols and blockchains;
- Coinbase, a major crypto company, best known for its exchange and wallet services;
- Xapo Holdings Limited, a custodian of the cryptocurrency.
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Feel free to contact me, especially if you're interested in bitcoin related content or research!
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South Africa captain Siya Kolisi: 'we can achieve anything if we work together' – video
The South Africa captain, Siya Kolisi, speaks passionately after his side's 32-12 win over England, saying 'we have a lot of problems in our country. But this team is from so many different backgrounds and races and we came together to achieve one goal'. Kolisi added that the Springbok coach, Rassie Erasmus, told his team to win for fans back home


GRAY'S ANATOMY A film review by Steve Rhodes Copyright 1997 Steve Rhodes
RATING (0 TO ****): ** 1/2
Spalding Gray is arguably the premier monologist of our time. Although at his best in a live monologue, his screen adaptations shine as well. To most people, sitting through a movie where one guy talks for an hour and a half sounds like torture. (Even MY DINNER WITH ANDRE had two characters to provide variety and for them to bounce thoughts off of each other.) Spalding Gray talks a blue streak in his monologues, weaving tales so mesmerizing that he entrances his audiences.
Gray bases his stories on a single theme. Although he generally writes his routines himself, in his latest movie, GRAY'S ANATOMY, he credits his longtime friend Renee Shafransky with helping with the script.
Unlike his previous monologue pictures, GRAY'S ANATOMY opens with someone other than Spalding. In a series of interviews, filmed in a grainy black and white, ordinary people tell unordinary stories about their eyes. Each has suffered some horrific eye accident but has miraculously survived.
This eight minute introduction could easily have people heading for the exits. The stories' validity make them all the more hard to think about. One woman was tired and mistook Superglue for eye drops. Another got a one inch sliver of metal from a lathe trapped in his eye. And you can imagine the possibilities with oven cleaner and fish hooks. You get the idea.
Although this portion of the film diverges from the tradition of featuring Spalding and only Spalding, it effectively sets the stage for the film's topic -- Spalding's macular pucker. If you did not cover pucker in your biology class, don't worry, Spalding quickly turns you into an expert.
 (He grew up as a Christian Scientist so non-traditional health care comes naturally to him. He even briefly consults the leading Christian Science eye expert, who rebuffs him when Spalding finally admits that he has talked with a medical doctor about his condition. Spalding gets lectured that he must choose since Christian Scientists will not help those who are "duplicitous." Only true believers need apply.)
The best part of the film surrounds the long story of his seeking to be healed by visiting a Native American sweat lodge with a bunch of Swedish looking men and women.
Spalding always manages to find and talk about some of the world's most interesting human beings, and this film is no exception. He relates how he consulted an aging doctor who is the world's most accomplished dietary ophthalmologist, and maybe the only one. When Spalding mimics the doctor's 87 year old receptionist and mother, you can visualize her as perfectly as if he had a hologram of her.
Spalding has had small acting parts in thirty traditional films, but has made only two previous monologue movies. The first, and most successful, was SWIMMING TO CAMBODIA, and the second was MONSTER IN A BOX. Directors do make a difference. SWIMMING TO CAMBODIA was directed by Jonathan Demme (THE SILENCE OF THE LAMBS and PHILADELPHIA), and Demme understood and appreciated Spalding's unique talents so he resisted the urge to embellish the film.
GRAY'S ANATOMY's director Steven Soderbergh (SEX, LIES, AND VIDEOTAPE) has no such respect for Spalding. Soderbergh, lacking confidence in the audience's intelligence, feels that he must jazz up the production with cute camera work and bizarre lighting.  I want to see Spalding, not a talking shadow or a man blurred with harsh backlight. The cinematography by Elliot Davis deserves one of those "worst of the year" awards.
I was fortunate to see Spalding do MONSTER IN A BOX in a lovely and intimate outdoor setting. This is the way to experience him. He does not need Soderbergh's wizardry. If you cannot see Spalding Gray live, then do see his monologue films. GRAY'S ANATOMY can be infuriating, but Spalding makes it worthwhile.
GRAY'S ANATOMY runs just 1:20. The film is not rated, but would probably be PG-13 for the brief profanity and sexual references. It should be fine for kids say 10 and up. I would not have missed it, so I recommend it to you and give it ** 1/2 for a terribly flawed but intriguing monologue.
**** = A must see film. *** = Excellent show. Look for it. ** = Average movie. Kind of enjoyable. * = Poor show. Don't waste your money. 0 = Totally and painfully unbearable picture.
REVIEW WRITTEN ON: May 4, 1997
Opinions expressed are mine and not meant to reflect my employer's.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


A view for displaying ads delivered through Admob. The view should be at least 320x48.
The publisher ID for admob.
The background color used for the ad.
Whether or not admob should be run in testing mode. Running in testing mode returns test ads to the simulator when running in simulator, and the current device when running from device.
A date object representing the user's date of birth that should be used for determining ad delivery.
The user's gender for the purpose of determining ad delivery. This should be "male" or "female", in lower case.
Keywords used to determine ad delivery.
A dictionary with the location of the user for location-based ads:


Allows for the display of AdMob in Titanium Android applications.
Please note that if your androidManifest has screen support set to: android:anyDensity="false", any banner ads will display too small on high density devices. It is not clear at this point if this is a bug with adMob or Titanium. In any event, you will either need to NOT set your screen support -- or set android:anyDensity="true" and adjust your app layout accordingly
To access this module from JavaScript, you would do the following:
Add this to your javascript: var admob = require("ti.admob");
The "admob" variable is now a reference to the Module object.
returns a view with an ad initialized by default
var adMobView = admob.createAdMobView({
publisherId:
returns the constant for AD_RECEIVED -- for use in an event listener
adMobView.addEventListener(admob.AD_RECEIVED,function(){ alert("ad was just received"); });
returns the constant for AD_NOT_RECEIVED -- for use in an event listener
adMobView.addEventListener(admob.AD_NOT_RECEIVED,function(){ alert("ad was not received"); });
calls for a new ad if needed
adMobView.requestAd();
calls for a test ad if needed. This works independently from the testing flag above
adMobView.requestTestAd();
Brian Kurzius |<EMAIL_ADDRESS>Apache License


Use ToolTip for this Control
With this option selected, when the user lets the mouse pointer linger over the TESTHELP control, a tooltip will be displayed for the control. The tooltip’s text will be whatever the user enters into the ToolTip Caption edit box.


Afghanistan hoping to derail West Indies on 'home' turf
by Asheem MukerjiLUCKNOW: A cricket carnival is around as 'hosts' Afghanistan look to take their cricket forward against the touring West Indians at the Ekana cricket stadium.
With both the sides camping in the city for the month-long series, the fun fare will start on Wednesday with the opening One-dayer.
Afghanistan, who have made the city their third home in India, play three ODIs, three T20Is and a one-off Test here.
Having won the practice game on Monday, the Afghans will feel a little confident against a side which has the fire-power to blast any team in the shorter versions of the game.
But with Chris Gayle, Carlos Brathwaite, Fabian Allen and Kemar Roach not part of the squad, West Indies will have to search for alternatives.


SquatExerciseName
public struct SquatExerciseName : ExerciseName
extension SquatExerciseName: Hashable
Squat Exercise Name
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Exercise Name Type
Declaration
Swift
public typealias ExerciseNameType = SquatExerciseName
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Exercise Catagory Type
Declaration
Swift
public var catagory: ExerciseCategory { get }
-
Exercise Name
Declaration
Swift
private(set) public var name: String { get }
-
Exercise Name Number
Declaration
Swift
private(set) public var number: UInt16 { get }
-
List of Supported ExerciseNames
Declaration
Swift
static var supportedExerciseNames: [SquatExerciseName] { get }
-
Creates a ExerciseName Object
Declaration
Swift
static func create(rawValue: UInt16) -> SquatExerciseName?
Parameters
rawValue
exerciseNumber
Return Value
ExerciseName Object
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Leg Press
Declaration
Swift
static var legPress: SquatExerciseName { get }
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Back Squat with Body Bar
Declaration
Swift
static var backSquatBodyBar: SquatExerciseName { get }
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Back Squats
Declaration
Swift
static var backSquats: SquatExerciseName { get }
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Weighted Back Squats
Declaration
Swift
static var weightedBackSquats: SquatExerciseName { get }
-
Balancing Squat
Declaration
Swift
static var balancingSquat: SquatExerciseName { get }
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Weighted Balancing Squat
Declaration
Swift
static var weightedBalancingSquat: SquatExerciseName { get }
-
Barbell Back Squat
Declaration
Swift
static var barbellBackSquat: SquatExerciseName { get }
-
Barbell Box Squat
Declaration
Swift
static var barbellBoxSquat: SquatExerciseName { get }
-
Barbell Front Squat
Declaration
Swift
static var barbellFrontSquat: SquatExerciseName { get }
-
Barbell Hack Squat
Declaration
Swift
static var barbellHackSquat: SquatExerciseName { get }
-
Barbell Hang Squat Snatch
Declaration
Swift
static var barbellHangSquatSnatch: SquatExerciseName { get }
-
Barbell Lateral Step Up
Declaration
Swift
static var barbellLateralStepUp: SquatExerciseName { get }
-
Barbell Quarter Squat
Declaration
Swift
static var barbellQuarterSquat: SquatExerciseName { get }
-
Barbell Siff Squat
Declaration
Swift
static var barbellSiffSquat: SquatExerciseName { get }
-
Barbell Squat Snatch
Declaration
Swift
static var barbellSquatSnatch: SquatExerciseName { get }
-
Barbell Squat with Heels Raised
Declaration
Swift
static var barbellSquatHeelsRaised: SquatExerciseName { get }
-
Barbell Stepover
Declaration
Swift
static var barbellStepover: SquatExerciseName { get }
-
Barbell Step Up
Declaration
Swift
static var barbellStepUp: SquatExerciseName { get }
-
Bench Squat with Rotational Chop
Declaration
Swift
static var benchSquatRotationalChop: SquatExerciseName { get }
-
Weighted Bench Squat with Rotational Chop
Declaration
Swift
static var weightedBenchSquatRotationalChop: SquatExerciseName { get }
-
Body Weight Wall Squat
Declaration
Swift
static var bodyWeightWallSquat: SquatExerciseName { get }
-
Weighted Wall Squat
Declaration
Swift
static var weightedWallSquat: SquatExerciseName { get }
-
Box Step Squat
Declaration
Swift
static var boxStepSquat: SquatExerciseName { get }
-
Weighted Box Step Squat
Declaration
Swift
static var weightedBoxStepSquat: SquatExerciseName { get }
-
Braced Squat
Declaration
Swift
static var bracedSquat: SquatExerciseName { get }
-
Crossed Arm Barbell Front Squat
Declaration
Swift
static var crossedArmBarbellFrontSquat: SquatExerciseName { get }
-
Crossover Dumbbell Step Up
Declaration
Swift
static var crossoverDumbbellStepUp: SquatExerciseName { get }
-
Dumbbell Front Squat
Declaration
Swift
static var dumbbellFrontSquat: SquatExerciseName { get }
-
Dumbbell Split Squat
Declaration
Swift
static var dumbbellSplitSquat: SquatExerciseName { get }
-
Dumbbell Squat
Declaration
Swift
static var dumbbellSquat: SquatExerciseName { get }
-
Dumbbell Squat Clean
Declaration
Swift
static var dumbbellSquatClean: SquatExerciseName { get }
-
Dumbbell Stepover
Declaration
Swift
static var dumbbellStepover: SquatExerciseName { get }
-
Dumbbell Step Up
Declaration
Swift
static var dumbbellStepUp: SquatExerciseName { get }
-
Elevated Single Leg Squat
Declaration
Swift
static var elevatedSingleLegSquat: SquatExerciseName { get }
-
Weighted Elevated Single Leg Squat
Declaration
Swift
static var weightedElevatedSingleLegSquat: SquatExerciseName { get }
-
Figure Four Squats
Declaration
Swift
static var figureFourSquats: SquatExerciseName { get }
-
Weighted Figure Four Squats
Declaration
Swift
static var weightedFigureFourSquats: SquatExerciseName { get }
-
Goblet Squat
Declaration
Swift
static var gobletSquat: SquatExerciseName { get }
-
Kettlebell Squat
Declaration
Swift
static var kettlebellSquat: SquatExerciseName { get }
-
Kettlebell Swing Overhead
Declaration
Swift
static var kettlebellSwingOverhead: SquatExerciseName { get }
-
Kettlebell Swing with Flip to Squat
Declaration
Swift
static var kettlebellSwingFlipSquat: SquatExerciseName { get }
-
Lateral Dumbbell Step Up
Declaration
Swift
static var lateralDumbbellStepUp: SquatExerciseName { get }
-
One Legged Squat
Declaration
Swift
static var oneLeggedSquat: SquatExerciseName { get }
-
Overhead Dumbbell Squat
Declaration
Swift
static var overheadDumbbellSquat: SquatExerciseName { get }
-
Overhead Squat
Declaration
Swift
static var overheadSquat: SquatExerciseName { get }
-
Partial Single Leg Squat
Declaration
Swift
static var partialSingleLegSquat: SquatExerciseName { get }
-
Weighted Partial Single Leg Squat
Declaration
Swift
static var weightedPartialSingleLegSquat: SquatExerciseName { get }
-
Pistol Squat
Declaration
Swift
static var pistolSquat: SquatExerciseName { get }
-
Weighted Pistol Squat
Declaration
Swift
static var weightedPistolSquat: SquatExerciseName { get }
-
Pile Slides
Declaration
Swift
static var pileSlides: SquatExerciseName { get }
-
Weighted Pile Slides
Declaration
Swift
static var weightedPileSlides: SquatExerciseName { get }
-
Pile Squat
Declaration
Swift
static var pileSquat: SquatExerciseName { get }
-
Weighted Pile Squat
Declaration
Swift
static var weightedPileSquat: SquatExerciseName { get }
-
Prisoner Squat
Declaration
Swift
static var prisonerSquat: SquatExerciseName { get }
-
Weighted Prisoner Squat
Declaration
Swift
static var weightedPrisonerSquat: SquatExerciseName { get }
-
Single Leg Bench Get Up
Declaration
Swift
static var singleLegBenchGetUp: SquatExerciseName { get }
-
Weighted Single Leg Bench Get Up
Declaration
Swift
static var weightedSingleLegBenchGetUp: SquatExerciseName { get }
-
Single Leg Bench Squat
Declaration
Swift
static var singleLegBenchSquat: SquatExerciseName { get }
-
Weighted Single Leg Bench Squat
Declaration
Swift
static var weightedSingleLegBenchSquat: SquatExerciseName { get }
-
Single Leg Squat on Swiss Ball
Declaration
Swift
static var singleLegSquatSwissBall: SquatExerciseName { get }
-
Weighted Single Leg Squat on Swiss Ball
Declaration
Swift
static var weightedSingleLegSquatSwissBall: SquatExerciseName { get }
-
Squat
Declaration
Swift
static var squat: SquatExerciseName { get }
-
Weighted Squat
Declaration
Swift
static var weightedSquat: SquatExerciseName { get }
-
Squats with Band
Declaration
Swift
static var squatsBand: SquatExerciseName { get }
-
Staggered Squat
Declaration
Swift
static var staggeredSquat: SquatExerciseName { get }
-
Weighted Staggered Squat
Declaration
Swift
static var weightedStaggeredSquat: SquatExerciseName { get }
-
Step Up
Declaration
Swift
static var stepUp: SquatExerciseName { get }
-
Weighted Step Up
Declaration
Swift
static var weightedStepUp: SquatExerciseName { get }
-
Suitcase Squats
Declaration
Swift
static var suitecaseSquats: SquatExerciseName { get }
-
Sumo Squat
Declaration
Swift
static var sumoSquat: SquatExerciseName { get }
-
Sumo Squat Slide In
Declaration
Swift
static var sumoSquatSlideIn: SquatExerciseName { get }
-
Weighted Sumo Squat Slide In
Declaration
Swift
static var weightedSumoSquatSlideIn: SquatExerciseName { get }
-
Sumo Squat to High Pull
Declaration
Swift
static var sumoSquatHighPull: SquatExerciseName { get }
-
Sumo Squat to Stand
Declaration
Swift
static var sumoSquatStand: SquatExerciseName { get }
-
Weighted Sumo Squat to Stand
Declaration
Swift
static var weightedSumoSquatStand: SquatExerciseName { get }
-
Sumo Squat with Rotation
Declaration
Swift
static var sumoSquatRotation: SquatExerciseName { get }
-
Weighted Sumo Squat with Rotation
Declaration
Swift
static var weightedSumoSquatRotation: SquatExerciseName { get }
-
Swiss Ball Body Weight Wall Squat
Declaration
Swift
static var swissBallBodyWeightWallSquat: SquatExerciseName { get }
-
Weighted Swiss Ball Wall Squat
Declaration
Swift
static var weightedSwissBallWallSquat: SquatExerciseName { get }
-
Thrusters
Declaration
Swift
static var thrusters: SquatExerciseName { get }
-
Uneven Squat
Declaration
Swift
static var unevenSquat: SquatExerciseName { get }
-
Weighted Uneven Squat
Declaration
Swift
static var weightedUnevenSquat: SquatExerciseName { get }
-
Waist Slimming Squat
Declaration
Swift
static var waistSlimmingSquat: SquatExerciseName { get }
-
Wall Ball
Declaration
Swift
static var wallBall: SquatExerciseName { get }
-
Wide Stance Barbell Squat
Declaration
Swift
static var wideStanceBarbellSquat: SquatExerciseName { get }
-
Wide Stance Goblet Squat
Declaration
Swift
static var wideStanceGobletSquat: SquatExerciseName { get }
-
Zercher Squat
Declaration
Swift
static var zercherSquat: SquatExerciseName { get }
-
KBS Overhead
Declaration
Swift
static var kbsOverhead: SquatExerciseName { get }
-
Squat and Side Kick
Declaration
Swift
static var squatSideKick: SquatExerciseName { get }
-
Squat Jumps In n Out
Declaration
Swift
static var squatJumpsInOut: SquatExerciseName { get }
-
Pilates Pile Squats Parallel Turned Out Flat and Heels
Declaration
Swift
static var pilatesPileSquatsParallelTurnedOutFlatHeels: SquatExerciseName { get }
-
Releve Straight Leg and Knee Bent with One Leg Variation
Declaration
Swift
static var releveStraightLegKneeBenOneLegVariation: SquatExerciseName { get }


×
Welcome!
This game is a mash-up of the 1977 movie "Close Encounters of the Third Kind" and the game Simon, which debuted a year later in 1978.
In the movie, people attempt to communicate with visiting aliens by using a 72-key lightboard, as re-depicted here. Watch the youtube video of that "conversation"...
Press the "start theme game" button to play the "conversation" sequence of tones.
Press the "start random game" button to play a random, Simon-like sequence of tones.
Press the "strict" button to turn on the strict playing mode where no mistakes are allowed!
Get 20 correct tones in a row, and you win! Good Luck!


Find this document here: http://bit.ly/cdb-alaskapc
We aim to make the creation and sharing of maps as easy as possible. We also want to help you make beautiful, informative maps that make an impact and tell the stories that need to be told. Our beginnings lie in openness and the idea that every dataset has a story waiting to be told. We want to expose more than the lat/long.
Besides our current software stack, we have a lot of cool stuff coming out soon.
My favorite: Map showing tweets that mention sunrise
Alcatraz Escape Alcatraz Escape revisited
Aurelia’s tour of lakes adversely effected by humans
Source code here.
Digital Globe
We just partnered with Digital Globe to provide their high resolution, high coverage satellite and aerial imagery of the world available for building maps.
Here are some prototypes we made last week:
High resolution glacier images (to the meter or 30 cm scale) with a good cadence.
If you don’t have an account, go here to sign up: https://cartodb.com/signup?plan=academy
These are more primo accounts than the normal free accounts.
We can import data several ways. The easiest is dragging the file from your computer and dropping it into the browser window.
You can also import by URL or directly through our Data Library where we curate a lot of data that’s commonly used.
| Description | source | alaska-specific |
|---|---|---|
| USGS Earthquakes | all data | – |
| US Counties | all data | alaska portion |
| Populated Places | all data | alaska portion |
Import the dataset on USGS Earthquakes by copying the following link and making a new map:
http://earthquake.usgs.gov/earthquakes/feed/v1.0/summary/all_month.csv
Experiment with the different visualization options.
Choropleth maps are a common type of map visualization. You see them everywhere from election mapping to ecology visualizations.
Histogram maps are colored based on the value of a number associated with the geographic coordinates. For instance, we could map earthquakes by magnitude and color more intense quakes by a darker red and less intense ones a calmer yellow. This works by making a histogram out of the magnitude data and assigning a color to each bin. Because of our capacity to see differences in colors, hues, etc., seven is usually decided as the upper limit in the number of colors in a choropleth map. There will be a lot of variation on this number.
To get started, import the following data set by creating map like we’ve done before.
http://eschbacher.cartodb.com/api/v2/sql?q=SELECT%20*%20FROM%20alaska_template&filename=alaska_template&format=geojson
I left two empty columns in this data table so you can easily customize it later. One column is for numbers, the other is for strings.
We’re here in the north, so most projections warp things so they look huge as compared to things nearer the equator. Alaska is not really as large as it appears on a Mercator projection. “Maps lie” is a common refrain in the geo community.
Let’s re-project Alaska from the standard Mercator Projection to something that doesn’t distort it very much. The Alaska Albers projection is great for this. We do this by copying and pasting the following text and placing it in the SQL text box in the right pane:
sql
SELECT
ST_Transform(the_geom_webmercator,3338) AS the_geom_webmercator,
cartodb_id,
aland,
awater,
name,
total_area
FROM
alaska_template
Next choose “Add Layer” in the right pane. Go to “Data File” and enter this URL:
http://common-data.cartodb.com/api/v2/sql?q=SELECT%20*%20FROM%20ne_10m_populated_places_simple%20WHERE%20adm1name%20=%20'Alaska'&format=geojson&filename=populated_places
This is a dataset of populated places throughout the world filtered for places in Alaska. You can change the filter, or remove it entirely, by deleting all the text from WHERE to the ampersand.
After you have this new layer added, apply this SQL query to project it to our nicer projection:
sql
SELECT
ST_Transform(the_geom_webmercator,3338) the_geom_webmercator,
name,
cartodb_id
FROM
populated_places
There is so, so much more but that’s all we have time for today. Please come tomorrow for more!
I’ll keep the template of Alaska counties for download in the same place should you need it at a later date. You can easily fill in the numbers you want for the columns and instantly make a choropleth, category, bubble map, etc. based on the values in that column.
It will always be here:
http://eschbacher.cartodb.com/api/v2/sql?q=SELECT%20*%20FROM%20alaska_template&filename=alaska_template&format=geojson
Just go to that URL and it should download automatically from your browser.
Search for the thing you want followed by “shapefile” or “geojson”.
For instance, Googling “alaska census shapefile” leads us to the county boundaries identified by the Census Bureau.
“anchorage shapfile” gives lots of good stuff, including the Anchorage government website on “GIS Data & Document Downloads”
To reproject your data to a nicer projection, you have to run the following SQL query in the SQL tab in the right pane. Hit “Apply Query” and just leave it how you want it.
sql
SELECT
ST_Transform(the_geom_webmercator,3338) the_geom_webmercator, -- this reprojects your Alaska geometries
cartodb_id, -- this column allows your to interact with your map
column_1, -- change this to whatever column you want to select
column_2, -- keep selecting columns you want, making sure you use a comma
column_3 -- the last column you want shouldn't end in a comma
FROM
table_name -- this is the name of your table that contains your data
The --
and what follow it are comments that are ignored when the statement is processed by the database.
The accounts you have now are free for life and you can do so much with them.
If you want fancier accounts, IRE members get a 30% discount.
If you want to trial anything, send me an email and I’ll bump you up for a while.
If you make a map, please send it my way! If you want help, let me know :)
Email<EMAIL_ADDRESS>Twitter: MrEPhysics
From Wikipedia


Torque 2D – Shooter Tutorial – Part 6
6. Giving Them a Fighting Chance
After a few minutes of blasting helpless enemy ships with your missiles – you may get bored with what's going on. After all, you are invincible, there is nothing that can hurt you...yet.
This section deals with adding collision to the player and giving the enemies weapons.
First, let's enable the player to collide with the other objects in the scene. You will do this very similarly to how you gave your enemies collision. Draw a collision polygon around the player ship that roughly outlines it. You might be tempted to follow its contours exactly, but that's not necessary (or possible - because the ship is concave).
Figure
6.1.2b
Now that you have your collision polygon created, we need to set its parameters in the Collision rollout of the edit tab.
You should set its collision parameters to mirror those you set for the enemy (as shown in Figure 6.1.3).
Figure 6.1.3b
Once you have your collision set, click on your enemy ship and go into their dynamic fields rollout of the edit tab. Once there you should give them a variable of missileSpeed and set its value to whatever you want, I set mine to -500 (as shown in Figure 6.1.4).
Figure 6.1.4
When you have your enemy's dynamic fields set up – it is time to code once again. Save your progress and close out of the editor. After you have closed out T2D, browse out to your yourProjectName/gameScripts folder and open your enemy.cs file. At the bottom of the file, add this function:
function enemyShip::fireMissile(%this) { %this.enemyMissile = new t2dStaticSprite() { scenegraph = %this.scenegraph; class = enemyMissile; missileSpeed = %this.missileSpeed; enemy = %this; }; %this.enemyMissile.fire(); }
Code Sample 6.1.1
This function is almost exactly the same as the one we put on our player in the last section. It does the same thing as the player's function as well, creates the missile and calls a fire function on the missile itself. Now that you have created the enemy's fireMissile function, you need to specify where exactly it will be called. For the purposes of this game, I decided that it should be called when the enemy spawns. So, find your enemyShip::spawn() function and add this line of code to the bottom of it:
function enemyShip::spawn(%this) { %this.setLinearVelocityX(getRandom(%this.minSpeed, %this.maxSpeed)); %this.setPositionY(getRandom(%this.minY, %this.maxY)); %this.setPositionX(%this.startX); %this.fireMissile(); }
Code Sample 6.1.2
So, in a nutshell, whenever a ship spawns it is going to fire a missile.
After you have this code in your enemy.cs file we will need to create another file for the enemy's missile.
In your yourProjectName/gameScripts folder, create a new .cs file named enemyMissile.cs. Inside this file you need to add the following functions – again almost exactly the same as the playerMissile file:
function enemyMissile::fire(%this) { %this.setWorldLimit( kill, getWords(%this.enemy.getWorldLimit(), 1, 4) ); %this.setLinearVelocityX(%this.missileSpeed); %this.setPosition(%this.enemy.getPosition()); %this.setImageMap(enemyMissileImageMap); %this.setSize(12, 2); %this.setCollisionActive( true, true ); %this.setCollisionPhysics(false, false); %this.setCollisionCallback(true); }
Code Sample 6.1.3
The first function is the fire function that was called in the enemy.cs file. This function does the mostly the same thing as the playerMissile, but here the world limit the enemy ships are using is fine for the missiles, so instead of setting it manually, we just directly copy their world limit.
After that function, paste in this code:
function enemyMissile::onCollision( %srcObj, %dstObj, %srcRef, %dstRef, %time, %normal, %contactCount, %contacts ) { if(%dstObj.class $= "playerShip") { %srcObj.explode(); %dstObj.explode(); } }
Code Sample 6.1.4
This is exactly the same as the other onCollision function, the only thing that's different is the class it is checking for on collision. The final function we will need is as follows:
function enemyMissile::explode(%this) { %this.safeDelete(); }
Code Sample 6.1.5
This function deletes the missile when called.
After you get that last function in, save the file and close it. After you have closed your enemyMissile.cs open up your player.cs in the yourProjectName/gameScripts folder.
Inside your player.cs file you need to tell your player how to respond to being shot with a missile. This is going to be different than the enemy since the player can do different things than the enemy. First and foremost, we are going to add a variable that is going to store whether or not our player is dead. So, in the onLevelLoaded function at the top of the player.cs file, add this line of code:
function playerShip::onLevelLoaded(%this, %scenegraph) { //set the player's ship name to the instance $pShip = %this; moveMap.bindCmd(keyboard, "w", "pShipUp();", "pShipUpStop();"); moveMap.bindCmd(keyboard, "s", "pShipDown();", "pShipDownStop();"); moveMap.bindCmd(keyboard, "a", "pShipLeft();", "pShipLeftStop();"); moveMap.bindCmd(keyboard, "d", "pShipRight();", "pShipRightStop();"); %this.isDead = false; }
Code Sample 6.2.1
This line of code initializes to false, since of course the player is not dead when the game starts.
Next
we will need to modify our createMissile function for the player,
since we do not want them to fire if they have been killed.
Here is the old function:
function playerShip::createMissile(%this) { %this.playerMissile = new t2dStaticSprite() { scenegraph = %this.scenegraph; class = playerMissile; missileSpeed=%this.missileSpeed; player = %this; }; %this.playerMissile.fire(); }
Code Sample 6.2.2
And here is the new function (the new additions have been bolded)
function playerShip::createMissile(%this) { if(!%this.isDead) { %this.playerMissile = new t2dStaticSprite() { scenegraph = %this.scenegraph; class = playerMissile; missileSpeed=%this.missileSpeed; player = %this; }; %this.playerMissile.fire(); } }
Code Sample 6.2.3
What these changes actually do is check to see if the player is dead before creating the missile. If the player is dead, this function does nothing. Next, we need to handle the player's response to collision with the following function:
function playerShip::onCollision( %srcObj, %dstObj, %srcRef, %dstRef, %time, %normal, %contactCount, %contacts ) { if(%this.isDead) return; if(%dstObj.class $= "enemyShip") { %srcObj.explode(); %dstObj.explode(); } }
Code Sample 6.2.4
This function is very similar to the other onCollision functions we have written so far. It looks for the enemy ship and destroys them both if they collide. The only difference is that if isDead is true (it is set to true when the ship explodes) it won't keep checking for collision. This stops the player from blowing up even though he has been blown up.
| ***NOTE*** You may have noticed that we never added an onCollision function to the enemy.cs file. This is because both the playerShip and the playerMissile are set up to check for collision with the enemyShip – so all of the collision is taken care of on those objects. |
Next we need to create the explode() function referenced above:
function playerShip::explode(%this) { %this.isDead = true; %this.setEnabled(false); %this.schedule(2000, "spawn"); }
Code Sample 6.2.5
What this function does is set isDead to true(meaning the player will not be able to shoot any longer). Then, it sets the player's visibility (setEnable) to false. The last line of code in this function sets a schedule that says basically that in 2000 milliseconds (2 seconds) it will run a function named spawn. Add the spawn function to the end of your file:
function playerShip::spawn(%this) { %this.isDead = false; %this.setPosition(%this.startX, %this.startY); %this.setEnabled(true); }
Code Sample 6.2.6
This function sets isDead to false (so the player can shoot again). It also sets the player's position to variables startX and startY – two variables we will set next. Finally, it makes the player visible again. Now we need to create the startX and startY variables.
Go back to the top of your player.cs file and find the onLevelLoaded function – thus far it should look like this:
function playerShip::onLevelLoaded(%this, %scenegraph) { //set the player's ship name to the instance $pShip = %this; %this.isDead = false; //These commands bind our keys to our functions moveMap.bindCmd(keyboard, "w", "pShipUp();", "pShipUpStop();"); moveMap.bindCmd(keyboard, "s", "pShipDown();", "pShipDownStop();"); moveMap.bindCmd(keyboard, "a", "pShipLeft();", "pShipLeftStop();"); moveMap.bindCmd(keyboard, "d", "pShipRight();", "pShipRightStop();"); moveMap.bindCmd(keyboard, "space", "$pShip.createMissile();", ""); }
Code Sample 6.2.7
Right below our isDead declaration, add this code:
//save the players starting position %this.startX = %this.getPositionX(); %this.startY = %this.getPositionY();
Code Sample 6.2.8
You might recognize this from our enemy.cs file. What this code does is save whatever position the player is in when the game starts and saves it in two variables – startX and startY. This allows the user to choose where the player spawns at when they die.
So, after editing the onLevelLoaded function, it should now look like this:
function playerShip::onLevelLoaded(%this, %scenegraph) { //set the player's ship name to the instance $pShip = %this; %this.isDead = false; //save the players starting position %this.startX = %this.getPositionX(); %this.startY = %this.getPositionY(); //These commands bind our keys to our functions moveMap.bindCmd(keyboard, "w", "pShipUp();", "pShipUpStop();"); moveMap.bindCmd(keyboard, "s", "pShipDown();", "pShipDownStop();"); moveMap.bindCmd(keyboard, "a", "pShipLeft();", "pShipLeftStop();"); moveMap.bindCmd(keyboard, "d", "pShipRight();", "pShipRightStop();"); moveMap.bindCmd(keyboard, "space", "$pShip.createMissile();", ""); }
Code Sample 6.2.9
Finally, as with all other new script files, you need to add the enemyMissile script to your exec statements in the game.cs file. When everything is said and done, your exec statements should look similar to this:
exec("./player.cs"); exec("./enemy.cs"); exec("./playerMissile.cs"); exec("./enemyMissile.cs");
Code Sample 6.2.10
Figure
6.2.1


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I am bipolar and have taken a few different mood stabilizers to deal with it.  My friend suggested I try Piracetam, she claims it works well for her. Please note that I quit Lithium and Risperdal (cold turkey) two days before the experience.
Day 1: I took 3/4 teaspoon of Piracetam powder in my orange juice along with my other meds, and soy lecithin (for Choline). I went off to work, a little grumpy, and did nothing interesting. No colors were brighter, no sounds louder, nothing.
Day 2: Took a whole teaspoon (2800mg) and really hoped it would work. Unfortunately, I was feeling even crummier than before and had a slight headache.
So I did some more research, found out that Lamictal and Piracetam work on the same brain chemicals. I guess in my case the counteracted each other.
What a waste of $14.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Trains a Cox Proportional Hazards Model (CoxPH) on an H2O dataset
h2o.coxph(x, event_column, training_frame, model_id = NULL, start_column = NULL, stop_column = NULL, weights_column = NULL, offset_column = NULL, stratify_by = NULL, ties = c("efron", "breslow"), init = 0, lre_min = 9, iter_max = 20, interactions = NULL, interaction_pairs = NULL, interactions_only = NULL, use_all_factor_levels = FALSE)
| x | (Optional) A vector containing the names or indices of the predictor variables to use in building the model. If x is missing, then all columns except event_column, start_column and stop_column are used. |
|---|---|
| event_column | The name of binary data column in the training frame indicating the occurrence of an event. |
| training_frame | Id of the training data frame. |
| model_id | Destination id for this model; auto-generated if not specified. |
| start_column | Start Time Column. |
| stop_column | Stop Time Column. |
| weights_column | Column with observation weights. Giving some observation a weight of zero is equivalent to excluding it from the dataset; giving an observation a relative weight of 2 is equivalent to repeating that row twice. Negative weights are not allowed. Note: Weights are per-row observation weights and do not increase the size of the data frame. This is typically the number of times a row is repeated, but non-integer values are supported as well. During training, rows with higher weights matter more, due to the larger loss function pre-factor. |
| offset_column | Offset column. This will be added to the combination of columns before applying the link function. |
| stratify_by | List of columns to use for stratification. |
| ties | Method for Handling Ties. Must be one of: "efron", "breslow". Defaults to efron. |
| init | Coefficient starting value. Defaults to 0. |
| lre_min | Minimum log-relative error. Defaults to 9. |
| iter_max | Maximum number of iterations. Defaults to 20. |
| interactions | A list of predictor column indices to interact. All pairwise combinations will be computed for the list. |
| interaction_pairs | A list of pairwise (first order) column interactions. |
| interactions_only | A list of columns that should only be used to create interactions but should not itself participate in model training. |
| use_all_factor_levels |
|


ansible.plugins.callback package¶
-
class
ansible.plugins.callback.
CallbackBase
(display=None)[source]¶ Bases:
object
This is a base ansible callback class that does nothing. New callbacks should use this class as a base and override any callback methods they wish to execute custom actions.
-
playbook_on_vars_prompt
(varname, private=True, prompt=None, encrypt=None, confirm=False, salt_size=None, salt=None, default=None)[source]¶
-
Submodules¶
ansible.plugins.callback.actionable module¶
ansible.plugins.callback.context_demo module¶
-
class
ansible.plugins.callback.context_demo.
CallbackModule
(*args, **kwargs)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is a very trivial example of how any callback function can get at play and task objects. play will be ‘None’ for runner invocations, and task will be None for ‘setup’ invocations.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'aggregate'¶
-
CALLBACK_NAME
= 'context_demo'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
-
ansible.plugins.callback.default module¶
-
class
ansible.plugins.callback.default.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is the default callback interface, which simply prints messages to stdout when new callback events are received.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'stdout'¶
-
CALLBACK_NAME
= 'default'¶
-
ansible.plugins.callback.hipchat module¶
-
class
ansible.plugins.callback.hipchat.
CallbackModule
[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is an example ansible callback plugin that sends status updates to a HipChat channel during playbook execution.
- This plugin makes use of the following environment variables:
- HIPCHAT_TOKEN (required): HipChat API token HIPCHAT_ROOM (optional): HipChat room to post in. Default: ansible HIPCHAT_FROM (optional): Name to post as. Default: ansible HIPCHAT_NOTIFY (optional): Add notify flag to important messages (“true” or “false”). Default: true
- Requires:
- prettytable
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'notification'¶
-
CALLBACK_NAME
= 'hipchat'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
ansible.plugins.callback.json module¶
-
class
ansible.plugins.callback.json.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'stdout'¶
-
CALLBACK_NAME
= 'json'¶
-
v2_runner_on_failed
(result, **kwargs)¶
-
v2_runner_on_unreachable
(result, **kwargs)¶
-
v2_runner_on_skipped
(result, **kwargs)¶
-
ansible.plugins.callback.junit module¶
-
class
ansible.plugins.callback.junit.
CallbackModule
[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This callback writes playbook output to a JUnit formatted XML file.
- Tasks show up in the report as follows:
- ‘ok’: pass ‘failed’ with ‘EXPECTED FAILURE’ in the task name: pass ‘failed’ due to an exception: error ‘failed’ for other reasons: failure ‘skipped’: skipped
- This plugin makes use of the following environment variables:
- JUNIT_OUTPUT_DIR (optional): Directory to write XML files to.
- Default: ~/.ansible.log
- Requires:
- junit_xml
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'aggregate'¶
-
CALLBACK_NAME
= 'junit'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
ansible.plugins.callback.log_plays module¶
-
class
ansible.plugins.callback.log_plays.
CallbackModule
[source]¶ Bases:
ansible.plugins.callback.CallbackBase
logs playbook results, per host, in /var/log/ansible/hosts
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'notification'¶
-
CALLBACK_NAME
= 'log_plays'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
-
TIME_FORMAT
= '%b %d %Y %H:%M:%S'¶
-
MSG_FORMAT
= '%(now)s - %(category)s - %(data)s\n\n'¶
-
ansible.plugins.callback.logentries module¶
- 2015, Logentries.com, Jimmy Tang<EMAIL_ADDRESS># This file is part of Ansible # # Ansible is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # Ansible is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with Ansible. If not, see <http://www.gnu.org/licenses/>.
This callback plugin will generate json objects to be sent to logentries for auditing/debugging purposes.
Todo:
- Better formatting of output before sending out to logentries data/api nodes.
To use:
Add this to your ansible.cfg file in the defaults block
[defaults] callback_plugins = ./callback_plugins callback_stdout = logentries callback_whitelist = logentries
Copy the callback plugin into the callback_plugins directory
Either set the environment variables
export LOGENTRIES_API=data.logentries.com export LOGENTRIES_PORT=10000 export LOGENTRIES_ANSIBLE_TOKEN=dd21fc88-f00a-43ff-b977-e3a4233c53af
Or create a logentries.ini config file that sites next to the plugin with the following contents
[logentries] api = data.logentries.com port = 10000 tls_port = 20000 use_tls = no token = dd21fc88-f00a-43ff-b977-e3a4233c53af flatten = False
-
class
ansible.plugins.callback.logentries.
PlainTextSocketAppender
(verbose=True, LE_API='data.logentries.com', LE_PORT=80, LE_TLS_PORT=443)[source]¶ Bases:
object
-
class
ansible.plugins.callback.logentries.
TLSSocketAppender
(verbose=True, LE_API='data.logentries.com', LE_PORT=80, LE_TLS_PORT=443)[source]¶ Bases:
ansible.plugins.callback.logentries.PlainTextSocketAppender
-
ansible.plugins.callback.logentries.
SocketAppender
¶ alias of
TLSSocketAppender
ansible.plugins.callback.mail module¶
-
ansible.plugins.callback.mail.
mail
(subject='Ansible error mail', sender=None, to=None, cc=None, bcc=None, body=None, smtphost=None)[source]¶
ansible.plugins.callback.minimal module¶
-
class
ansible.plugins.callback.minimal.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is the default callback interface, which simply prints messages to stdout when new callback events are received.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'stdout'¶
-
CALLBACK_NAME
= 'minimal'¶
-
ansible.plugins.callback.oneline module¶
-
class
ansible.plugins.callback.oneline.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is the default callback interface, which simply prints messages to stdout when new callback events are received.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'stdout'¶
-
CALLBACK_NAME
= 'oneline'¶
-
ansible.plugins.callback.osx_say module¶
ansible.plugins.callback.profile_tasks module¶
-
class
ansible.plugins.callback.profile_tasks.
CallbackModule
[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This callback module provides per-task timing, ongoing playbook elapsed time and ordered list of top 20 longest running tasks at end.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'aggregate'¶
-
CALLBACK_NAME
= 'profile_tasks'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
-
ansible.plugins.callback.skippy module¶
-
class
ansible.plugins.callback.skippy.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.default.CallbackModule
This is the default callback interface, which simply prints messages to stdout when new callback events are received.
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'stdout'¶
-
CALLBACK_NAME
= 'skippy'¶
-
ansible.plugins.callback.slack module¶
-
class
ansible.plugins.callback.slack.
CallbackModule
(display=None)[source]¶ Bases:
ansible.plugins.callback.CallbackBase
This is an ansible callback plugin that sends status updates to a Slack channel during playbook execution.
- This plugin makes use of the following environment variables:
SLACK_WEBHOOK_URL (required): Slack Webhook URL SLACK_CHANNEL (optional): Slack room to post in. Default: #ansible SLACK_USERNAME (optional): Username to post as. Default: ansible SLACK_INVOCATION (optional): Show command line invocation
details. Default: False- Requires:
- prettytable
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'notification'¶
-
CALLBACK_NAME
= 'slack'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶
ansible.plugins.callback.syslog_json module¶
-
class
ansible.plugins.callback.syslog_json.
CallbackModule
[source]¶ Bases:
ansible.plugins.callback.CallbackBase
logs ansible-playbook and ansible runs to a syslog server in json format make sure you have in ansible.cfg:
callback_plugins = <path_to_callback_plugins_folder>and put the plugin in <path_to_callback_plugins_folder>
- This plugin makes use of the following environment variables:
- SYSLOG_SERVER (optional): defaults to localhost SYSLOG_PORT (optional): defaults to 514
-
CALLBACK_VERSION
= 2.0¶
-
CALLBACK_TYPE
= 'aggregate'¶
-
CALLBACK_NAME
= 'syslog_json'¶
-
CALLBACK_NEEDS_WHITELIST
= True¶


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