Copyright (C) 2001 by Russell Wallace
Rainbow's End is an empire building strategy game played by electronic mail. Begin with a single settlement on an unknown world and send out pioneers to explore new territory, build cities and expand your domain. Other players will have the same idea, and you'll need to recruit soldiers and build armored vehicles to defeat your enemies in battle and claim the land for your own.
The object of the game is to conquer the world. The game ends when all players but one have been eliminated or conceded defeat. Alliance victories may be allowed at the moderator's discretion. (It will normally be announced before start of play whether alliance victories are allowed, and if so, what is the maximum number of players who may win together.)
Each turn you will receive a report by email detailing the status of your assets in the game (and showing only those things that are actually visible to your forces). Moves are made by sending a list of orders as a plain text message to the game program. At the next turn update, the program will process everyone's moves at the same time and send out new reports. This continues until someone has won the game.
The game is played on a hex map. Each hex is identified by coordinates where 0/0 is the top left:
_____ _____ / \ / \ / 0/0 \_____/ 2/0 \_____ \ / \ / \ \_____/ 1/0 \_____/ 3/0 \ / \ / \ / / 0/1 \_____/ 2/1 \_____/ \ / \ / \ \_____/ 1/1 \_____/ 3/1 \ / \ / \ / / 0/2 \_____/ 2/2 \_____/ \ / \ / \ \_____/ 1/2 \_____/ 3/2 \ / \ / \ / / 0/3 \_____/ 2/3 \_____/ \ / \ / \ \_____/ 1/3 \_____/ 3/3 \ \ / \ / \_____/ \_____/
The above map is 4 by 4. The map size actually used in the game will depend on the number of players, and will be shown on your turn report. There are six possible directions of movement: N, NE, SE, S, SW and NW.
Each hex has a terrain type of water (the sea or a lake), plain, forest or mountain:
| Terrain | Movement cost |
|---|---|
| Water | N/A |
| Plain | 1 |
| Forest | 2 |
| Mountain | 3 |
Movement cost is the number of movement points it takes to enter a hex of that type; rougher terrain reduces speed. Water is currently an absolute barrier. (Ships are on the list of features to be added.)
Units are things controlled by a player. The following types are available:
| Unit | Build cost | Upkeep cost | Movement | Attack | Defense | Range |
|---|---|---|---|---|---|---|
| City | 20 | -10 | 0 | 0 | N/A | 0 |
| Settlers | 10 | 1 | 3 | 0 | 2 | 0 |
| Infantry | 10 | 1 | 3 | 4 | 4 | 0 |
| Tanks | 20 | 2 | 6 | 8 | 6 | 0 |
| Artillery | 20 | 2 | 3 | 1 | 4 | 2 |
Build cost is the amount of money it costs to build a unit. Units are built by cities. A city can build up to 5 units per turn, provided sufficient funds are available.
The exception to this is cities themselves, which are built by settlers. The new city must be at least 3 hexes from any existing one (yours or any other player's). When construction is complete, the settlers disappear (to become part of the population of the new city).
Units cannot be issued orders on the turn they are built. They do incur upkeep cost (or generate income). They can also participate in combat if attacked.
Upkeep cost is the amount of money per turn it costs to maintain a unit. If this is not available, units start being disbanded. Cities are again the exception; rather than costing money, they are your source of income.
Movement is the number of movement points the unit has per turn. Remember that rugged terrain costs more movement points to enter.
Attack and Defense are the unit's combat ratings; how these work is explained in the Combat section.
Range is the maximum range (in hexes) at which the unit can deliver an indirect fire attack.
If all of a player's units are captured or destroyed, he is eliminated from the game. If a player quits the game (and the position is not taken over by another player) then all of his units simply sit there doing nothing (except defending themselves if attacked). The exception is cities, which continue building as many infantry units as available funds permit. This is to reduce the impact on game balance - an abandoned position's cities don't become undefended prizes for another player to grab without effort.
The overall sequence of events each turn is:
The important points to remember:
General orders - the ones issued to your empire as a whole, e.g. declaring another empire as friendly or hostile, or changing your email address - are handled first, then orders issued to specific units are handled.
The way unit orders are processed is basically:
So:
This suffices for a basic understanding of what happens when; if you're reading the rules for the first time, you may want to skip ahead to the next section now and come back to the rest of this one later.
Within each order slot, orders are carried out in the following phases:
MOVE
ordersBUILD
and DROP
orders
For example, suppose the program is handling every unit's first order. It checks to see which ones aren't trying to MOVE
, BUILD
or DROP
and does those first. Then units trying to MOVE
as their first order do that, then combat and capturing of cities happens, and finally BUILD
and DROP
orders are carried out.
Then the whole process is repeated for every unit's second order, and so on until all orders have been carried out. Note that phases apply within an order slot. Suppose unit A tries to do:
move north name "1st Recon"
and unit B tries to do:
move south move south
Both units will move one hex, then A will change its name, then B will move a second hex.
These rules look complicated, but they're designed to make sure the results are usually reasonable. The idea is that most of the time, you don't need to worry about your orders failing because of unexpected quirks in the sequencing rules; they should give counterintuitive results only in rare cases.
Combat occurs when hostile units end up in the same hex. Every unit gets to make an attack, in some random sequence. This is repeated each order slot until one side has won the battle (or until one side moves away or all 100 order slots have been processed).
When a unit makes an attack, it chooses a target at random from all the units in the hex to which it is hostile (except cities). Unarmed units of course cannot attack. Destroyed units are removed from the game immediately.
When unit A attacks unit B, the chance of success depends on A's attack value and B's defense value. The exact probability is attack/(attack+defense). So an infantry unit (attack 4) has a 40% chance of destroying a tank unit (defense 6).
For simplicity, casualties within units aren't tracked. A unit is considered to either still be in existence as an effective fighting force, or not (in which case it's removed from the game).
Cities are a special case. They are never targeted for destruction during battle. Instead if the attacker wins the battle (i.e. armed units hostile to the city are still standing when combat ends) the city is captured intact. (You can use the DROP
order to raze a city to the ground if it's about to be captured, though this won't work if an adjacent enemy army manages to march in and seize the city in the first order slot.)
Artillery units have a special ability. In addition to participating directly in combat as normal, they can carry out indirect fire missions. These are aimed at an entire hex, and each artillery unit gets a shot at destroying every enemy unit in the hex (except cities). This means there is a tradeoff between stacking many units together in a hex to concentrate your forces, and spreading them out to reduce casualties from artillery fire.
Remember that FIRE
orders come before MOVE
orders. So as in real life you can lay down a barrage on the enemy just before your troops go in.
An artillery unit can only carry out one fire mission per turn (though it can participate in any number of regular battles).
Entity numbers
Of the various entities in the game that can be referred to, players and units are assigned reference numbers for this purpose, hexes are referred to by coordinates and unit types and directions by name.
Every player in the game is assigned a number starting from 1. On turn reports, the number is shown in square brackets after the name e.g. The Dark Legions [15]
. When entering orders, the number is always used rather than the name. (This cuts down on typing errors and eliminates problems that would otherwise be caused by duplicate names.)
Units are also assigned numbers. By default these start from 1, though you have control over what number will be given to newly built units. (Valid numbers are from 1 to 99999.) Again the number is shown in square brackets on turn reports, and is always used instead of the name when entering orders.
The unit number sequence is significant: units are listed in that order on your turn report (so you might want to keep similar types of units together) and also if units have to be dissolved for lack of upkeep funds, the lowest numbered ones are dissolved first.
How do you refer to other players' units when writing orders, since they may share unit numbers with you? Their unit numbers will be preceded by their player number. Suppose you run into player 7's tank unit 100 and you want to target it with artillery fire. It will be listed like Tanks [7-100]
on your turn report, and you can refer to it as 7-100
in your orders. (No spaces around the hyphen, and you must always use the player number even if that's the only unit 100 you've seen.)
Hexes are referred to by coordinates separated by a slash. For example, the hex one space southeast from the top left is referred to as 1/0
. (No spaces around the slash. Remember to distinguish a slash for hexes from a hyphen for other players' units.)
Unit types have no numbers and are referred to (for BUILD
orders) by name e.g. City
, Settlers
etc. (This saves having to look up another list of numbers for things that don't have duplicates and don't change from game to game.)
Directions for FIRE
or MOVE
orders are referred to by their abbreviations: N
, NE
, SE
, S
, SW
or NW
. (You can also use the full name - NORTH
etc - if you prefer.)
Orders should be sent to the game program at the email address specified by the moderator. The subject line is ignored but the message body should look like:
player <your empire number> unit <unit number> orders for this unit more orders for this unit unit <another unit number> orders for another unit more orders for another unit end
The PLAYER
line is critical, without it your orders will be ignored. The END
line is less important; it can be omitted if you choose, though if your mailer attaches a signature to the end of your messages, you will likely get some spurious error messages when the game program tries to interpret the signature as orders. Indentation and blank lines don't matter, nor does the distinction between upper and lower case (except for names which should of course be in mixed case). Anything from a # to the end of a line is treated as a comment and ignored.
Your turn report will have an order template at the end which you can fill in and use. The template looks like:
player 15 # The Dark Legions unit 1 # City in Plain [10/20] unit 2 # Settlers in Forest [13/20] end
You can simply enter the orders for each unit and mail the filled-in template. EMAIL
, NAME
and QUIT
can be entered for your empire as a whole rather than any specific unit. In that case, write them after the PLAYER
line and before the first UNIT
line.
A list of available orders follows. Required parameters are enclosed in <angle brackets>, optional parameters in [square brackets]; the brackets themselves should never be entered.
Names with spaces in them must be enclosed in "quotes". The quotes should be entered when you are writing your orders, this is to prevent spaces in names from confusing the program.
BUILD "unit type" [number] [name]
Build a new unit. Settlers can only build a city (and it must be at least 3 hexes from any existing city). Cities can build any other type of unit.
Number is the starting unit number to assign. Suppose, say, you want to number all your cities from 1, your settlers from 100 and your military units from 200. When building military units then, you can specify 200 for the unit number. The program will then check - do you already have a 200? If so, do you have a 201? And so on until the next free number is found to assign to the new unit. If not specified, the sequence starts at 1.
Name is the name that will be assigned to the new unit. If not specified, it will be named after its type, e.g. cities will be called "City" and so on. Unlike the unit number, the name can be changed later.
DROP
Drop the unit, removing it from the game (and thereby paying no more upkeep costs for it).
EMAIL <new email address>
Change the address to which your turn reports are sent.
FIRE <hex>
FIRE <direction>
Call an indirect fire mission on a target hex. (You can also specify the direction of an adjacent hex to attack.) Only artillery units can do this, and then only once per turn.
If friendly units are present in the target hex the order will be cancelled. However, a fire mission called on an empty hex will still be carried out (thus using up the unit's indirect fire ability for the turn).
FRIENDLY <player>
Declare a player as friendly.
GIVE <player> <qty>
Give a quantity of money to another player.
HOSTILE <player>
Declare a player as hostile.
MOVE <hex>
MOVE <direction>
Move to an adjacent hex. You can specify which hex to move into, or the direction to travel. The unit must have enough movement points left for the destination terrain type.
If the destination contains enemy units, a battle will occur; if the defenders are defeated, the attacking units will move in. Exception: if an attacking force would end up consisting only of unarmed units, the attack (and the move) is cancelled.
NAME "new name"
Change the name of your empire or a unit. Names may be up to 40 characters long and may not contain square brackets. Remember to put quotes around the name if it contains spaces.
NULL
Do nothing for one order slot.
QUIT
Quit the game. No report will be sent on the turn the QUIT
order is issued.
WAIT
Orders following WAIT
will be delayed until the last order slots of the turn.
On your first turn you should:
On the following turns you'll probably want to:
In the opening turns of empire building games, players are usually focused on building up their economies as quickly as possible, maintaining only minimum military forces to guard against surprise attack.
The transition to the middle game starts happening when people run short of territory and the only way to expand further is at someone else's expense. The most effective way to do this is generally to choose a neighbor and launch a surprise attack with allies, aimed at eliminating your target quickly before he can mount an effective response. Therefore as the transition approaches, it's worth giving thought to the following issues:
Conversely if you find yourself on the receiving end of an attack - either a bolt from the blue, or as a result of escalating border tensions, or a counterstrike when you invaded someone who was stronger than you thought - you should try to get help. Remember that it needn't necessarily come from your own neighbors. You could contact someone on the other side of your enemy: "Hey, this guy's army is busy fighting me - now'd be a good time to stab him in the back and grab a chunk of his territory!"
The end game is the time at which one or a few players have amassed sufficient strength to be in sight of winning the game. If you find yourself in such a position of strength, you will likely want to:


The Best is Yet to come!
My name is Ryan Crowder, and I am presenting to you my skills, my experience, and my character for your consideration. But, what you really want to know is how any of this benefits you and your organization; and that all comes down to getting a job done, or in other words, project management.
So far my path has taught me CSS-JavaScript-NodeJS-GitHub, but the future is full of unexpected and diverse new challenges. However, there are some things that will always be needed, always be necessary: Fulfilling the roles of the individual in order for the whole group to succeed: I have been the lead: making the calls and directing the action – I have been the troubleshooter: doing the groundwork and preparing the contingences – I have been the planner: conceptualizing, adapting, and realizing – I have been the backstop: filling-in, putting in the hours, and making sure completion is a functional reality. All require an adaptable, creative mind with strong communication skills and a solid work ethic.
Resume


Shanghai
This image of Shanghai...
This image of Shanghai...
Here's an essay about Samurai
Here's an essay about Geisha
Here's some stuff about movies
Let's highlight this
This my impression of Shanghai...
Here's my impression of Hong Kong
Here's what I learned in Japan
Here's some stuff about my free weekend
Let's highlight this
This something
something
something
something
Let's highlight this


{% extends "base_join.html" %} {% block head_title %}Join{% endblock %} {% block extra_head %}{% endblock %} {% block menu %}{% endblock %} {% block content %}
Please note that you can only order a small fruit bag if you are also ordering another bag.
{% if formset.non_form_errors %}


Hungry Lake Tahoe bear wrecks car after getting stuck inside
by WABCLAKE TAHOE, Calif. -- A reminder, lock your doors and don't leave food inside your car, or this could happen.
A hungry bear opened the door to an unlocked car in and couldn't get back out.
Sheriff's deputies were able to open the doors and let the hungry fella go, but not before the bear destroyed the inside of the car.
The Placer County Sheriff's Office warned drivers not to leave food in cars as bears forage for food in preparation for hibernation.

They said in their Facebook post:
"BE BEAR AWARE.
The bears are hungry and looking for food as they are getting ready for hibernation.  This bear got into an unlocked car and couldn't get back out. Thankfully, deputies were able to free him and send him on his way, but not before the bear had done considerable damage to the interior of the car."


This check finds Helm 2 releases.
- Why is this a problem?
-
Helm 2 does not support Kubernetes 1.17 or newer. We have to migrate all Helm 2
releases to Helm 3 before upgrading.
- How to migrate from Helm 2 to Helm 3?
- There is a detailed presentation in SharePoint in the folder for the July 2020 Demo Day.
- My release is listed here, but we have already migrated to Helm 3. What's going on?
-
You probably forgot to cleanup your Helm 2 releases after migrating to Helm 3.
Double-check with
helm3 ls
that you are really deploying with Helm 3,
then cleanup the old Helm 2 releases manually. You can find them with:
kubectl get configmaps -n kube-system -l OWNER=TILLER | grep $RELEASE_NAME


--- layout: page title: Lean Prover Zulip Chat Archive permalink: archive/113488general/83037equalityofproofs.html ---
Is this lemma true and what is it (or should it be) called?
lemma hpropext {p q : Prop} (a : p) (b : q) : a == b := sorry
proof_irrel
is the non-heterogeneous version
OK, I managed to prove it
{% endraw %}


Developers have crazy good skills & specialties
This radar chart is drawn using live data, thanks to
Sheetsee.js
and
Radar Chart D3
.
Blue =
Orange = Average of everyone


We're very sorry but this website doesn't work properly without JavaScript enabled. Please enable it to continue or visit our
Meetup page
.


Dr. Leo Zulu
Michigan State University
Associate Professor
Department of Geography, Environment, and Spatial Sciences
More InfoDear Students, Faculty, Alumni, and Friends of MSU Department of Forestry, Welcome to the 5th Annual Graduate Student Research Symposium! Five years makes it a tradition and also is clear evidence of the strength and vigor of our graduate program. The Graduate Student Research Symposium is a key event in the annual cycle of the Department. It is a time when:Most importantly, these aspects of the Graduate Student Research Symposium build the foundation for an intellectually vibrant community of scholars. While we dedicate one day to the Symposium, my hope is that the Symposium sets a tone in the Department so that every day encompasses communication of ideas, connecting concepts across disciplines, constructive dialogue, and growth as scholars. Through this, we will make great contributions to advancing knowledge and applying that knowledge to the resolution of critical natural resource and environmental issues. My sincere thanks go to the Forestry Graduate Student Organization for leading the Symposium and to all Forestry graduate students for your tremendous contributions to the Department!
- All graduate students have the opportunity to communicate their research and ideas to the Department community and beyond.
- We as a Department dedicate a day to learning about each other’s work, think about interdisciplinary connections, and consider the role of and links with our own research.
- We offer constructive feedback on other’s research.
- Each of us can learn something about the cutting edge of forestry and grow as a scholar.
Dr. Richard Kobe, Department Chair, as an introduction to the 2016 symposium


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Download How To Bleach A White Shirt With A Logo Pictures. Bleach is a corrosive liquid, and it damages the fabric if it soaks too long in it. Soak the shirt in the bleach for three to five minutes.
How long you wait depends on the color of the shirt and how light you want it to get. That way, you'll know what color. I would love to change the black to literally any other color.
I usually use about 60% bleach to 40.
Make sure to place a piece of cardboard in between clothing layers, and rinse the. Watch the video explanation about how to: We tried three different styles of bleach dying. Plastic gloves, like you would use for household cleaning.


[§431:19-101.6] Salary. The salary of the administrator shall be set by the director of commerce and consumer affairs, but shall not be more than ninety-five per cent of the maximum salary of the commissioner. [L 1997, c 261, pt of §2]


The XDI Graph Editor is a visualization tool that facilitates exploring and editing XDI graphs. Following the XDI notation, graphs are represented using circles and lines for XDI nodes and links. In this document, we'll refer to node and link as element in general.
The following steps allow you to explore some of the tool's main capabilities by creating a small XDI graph.
[=]!:uuid:1111/$is$ref/=alice
Click File, and then click Import XDI.... In the popup window, paste the XDI statements in the text input area.
There are three checkboxes:
Tip: The Fold Root option helps avoid overwhelming elements when importing large graphs. The Unfold Level 1 function can then be used to unfold only the direct descendants of the common root node.
Click File and then click Export to XDI.... A new window will pop up that contains the statements representing the current XDI graph.
Note: The popup window may be blocked by the browser.
Click File and then click Export to PNG.... A new window will popup that contains a screenshot of the current graph as a PNG picture. The graph will be exported as displayed on the screen. Therefore, elements that have been folded or hidden will not be included.
Note: This function is only supported on the Chrome browser. On other browsers, an SVG export is performed instead.
To clear the graph on screen, click File and then click Clear Graph. All the elements of the current graph will be deleted.
Note: This operation can be undone.
Click File and then click Store Graph. A window will popup asking for a graph name. Enter a graph name and click OK.
The graph will be stored in the browser's local storage (HTML5) and will not be deleted when the page is refreshed or the browser is closed.
Click File and then click Load Graph. A window will popup prompting for the name of the graph that is to be loaded. The names of the graphs currently stored will be listed in that window. Type the name of the desired graph and click OK.
Note: The new graph will overwrite the current graph on screen.
Click File and then click Clear Storage. A window will popup. Type "YES" and click OK to confirm and the local storage will be cleared of any graphs.
Note: This operation CANNOT be undone.
Press and hold Shift and Left Click once on each element to select.
Note: This function is not available on iPad.
Press and hold the Left Mouse Button at any empty space on screen. Then move the cursor and a rectangle will appear. Release the Left Mouse Button and the elements within the rectangle area will be selected.
For iPad, Tap and hold with one finger at any empty space on screen. Then move finger and a rectangle will appear. Release touch and elements within the rectangle area will be selected.
First select the elements to move, then press & hold the Left Mouse Button and drag.
For iPad, Tap and hold with one finger on one of the selected elements and move finger.
If multiple elements are selected, they will be moved together.
First select the elements. Then click Edit and click the operation to perform.
For the Paste and Duplicate operation, the new elements will be placed near the original elements.
First select the elements to rename. Click Edit and then click Rename Element.... A new window will popup with a text area to type the new names. The current label will be displayed in the text area.
If multiple objects are selected, then multiple windows will popup for each element one by one.
First select the elements to be deleted. Click Edit and then click Delete Element.
Note: This operation can be undone.
First select the elements, click Edit and then click Copy Label.... A new window will popup with all the labels listed in a text area. The text area is selectable as normal text editor.
To close the window, click the X icon or Done.
Click Edit and then click Undo or Redo.
All the past operations are recorded. You can undo all the way to the first operation or redo to the last operation.
Click Node and then New Node... or press N. A new window will popup with a text area to enter the label for new node. Enter the label in the text area and click OK. The new node will appear at the center of the screen.
Press and hold the Shift and click on the position to create node. A new window will popup with a text area asking for the label for the new node. Enter the label in the text area and click OK. The new node will appear at the clicked position.
Note: you must click on an empty space, rather than elements or windows, to perform the operation.
Select the root node of the subgraph to be folded. Click Node and then Fold/Unfold or Double Click on the root node.
This operation may be applied to several subgraphs at the same time.
Note: the stroke of the root node of a folded subgraph will be red, indicating that a subgraph is hidden.
Select the root node of the subgraph to be unfolded. Click Node and then Fold/Unfold or Double Click on the root node.
This is the reverse operation of Folding subgraphs. It will display the folded subgraph.
Note: If the unfolded subgraph contains previously folded subgraphs, those will remain folded.
Click Node and then Unfold Level 1 or press and hold Shift and Double Click on the root node of the subgraph to be unfolded.
This operation will only display the direct descendants of the selected root node. The subgraphs under those descendants will remain folded.
Several subgraphs may be unfolded at the same time.
Tip: this operation can be used to explore large graph after Import a graph from XDI statements with Fold Root checked.
Click Node and then Unfold All.
This operation will unfold all folded subgraphs in the entire graph.
Select the nodes to fix. Click Node and click Fix/Unfix or press the F.
The Force Layout constantly distributes the nodes with a force-based simulation. This operation will stop the layout from moving the fixed nodes as if they are pinned on the screen.
Note: This is a toggle operation. If a node is already fixed, it will be unfixed and vice versa.
Select the node, click Node and then Set as Root or press R.
This operation will change the node type to Common Root. The shape of the node will change indicating the change of node type. The syntax validator will check the syntax and report at the top left corner of screen.
Note: This is a toggle operation. If the node is already a Common Root Node, it will be changed back to context node and its type will be determined based on its name.
Select the node, click Node and then Set as Literal or press L.
This operation will change the node type to Literal. The shape of nodes will change indicating the change of node type. The syntax validator will check the syntax and report at the top left corner of screen.
Note: This is a toggle operation. If the node is already a Literal Node, it will be changed back to context node and its type will be determined based on its name.
Click Link and then New Link or press and hold Shift. Then move the cursor onto the source node, press and hold Left Mouse Button, move the cursor to the target node and release the Left Mouse Button.
If the target node is a Literal Node and the source node is not a value node, a value node will be automatically created and inserted between the source and the target nodes.
The syntax validator will check the syntax and report at the top left corner of screen.
Select the link to invert. Click Link and then Invert Direction or press L.
The syntax validator will check the syntax and report at the top left corner of screen.
Select the link to set. Click Link and then Set as Relation or press R ke.
The syntax validator will check the syntax and report at the top left corner of screen.
Note: This is a toggle operation. If the link is already a Relational Link, it will be changed back to a Contextual Link.
Click View and then select Force Layout or Tree Layout.
These are the two layouts to display the XDI Graph. The graph will transform to the new layout.
Click View and then Reset Layout
This operation will re-layout the graph and move nodes back to the default position after layout.
Tip: This operation is more useful when the tree layout is used.
The Layout Control panel is located as the top left corner of the screen. It allows for fine-tuning the parameters that control the layout of the nodes. Drag the sliders to change the property values.
Each layout has specific properties that can be controlled:
Tip: Node Size is useful to prevent nodes from overlapping each other.
Click View and then click Reset Layout. The parameters will be reset to their default values.
Click Fixed button on the Legend located at the left-bottom corner of screen.
The Force Layout constantly distributes the nodes with a force-based simulation.. This operation will freeze all the nodes.
Click Moving button on the Legend located at the left-bottom corner of screen.
This operation will resume the simulation and the nodes will move again towards their resting positions. Nodes that were previously fixed will remain so until they are selected and unfixed.
See: Fix/Unfix the position of specific nodes under Force layout
Press and hold option on a Mac or alt on a PC, and Scroll Mouse Wheel to zoom in and out.
To zoom in/out by step, click View and click Zoom In or Zoom Out or press + or - for zooming it or out.
The cursor will change to a magnify glass icon indicating the zooming operation. The boundaries of the viewport and the graph and its current scale are displayed in the Navigator at the bottom right corner of the screen.
See Overview the graph with Navigator and Quick panning with Navigator.
Click View and then Zoom to fit or press 9.
The graph will be zoomed in/out to fit into the screen. The boundaries of the viewport and the graph and its current scale are displayed in the Navigator at the bottom right corner of screen.
See Overview the graph with Navigator and Quick panning with Navigator.
Select the elements, click View and then Zoom to fit or press 9.
The graph will be zoomed to fit only the selected part into the screen with transition. The boundaries of viewport and graph and the current scale are displayed in the Navigator at the bottom left corner of screen.
See Overview the graph with Navigator and Quick panning with Navigator.
Press and hold option on a Mac or alt on a PC, and drag to pan the view.
The cursor will change to hand icon indicating the panning operation. The boundaries of viewport and graph and the current scale are displayed in the Navigator at the bottom left corner screen.
See Overview the graph with Navigator and Quick panning with Navigator.
Click View and then Actual Size or press 0.
The viewport will set back to zooming scale of 1 with transition. The boundaries of viewport and graph and the current scale are displayed in the Navigator at the bottom left corner screen.
See Overview the graph with Navigator and Quick panning with Navigator.
In the navigator, the dark gray area indicates the boundary of a graph, which is updated in real-time as the graph move. The gray rectangle is the boundary of the viewport.
When the graph is smaller than the screen, the navigator will indicate the current position of graph on screen. When the graph is larger than the screen, the navigator will indicate the position of the viewport relative to the whole graph.
Move the cursor onto the navigator and drag to panning the graph.
Tip: this is a faster way of panning than panning in the graph.
See: Pan the viewport.
A list of standard XDI graph components is located at the bottom left of the screen. Click on an item to hide the corresponding components in the current graph.
Click on the Search Bar on the top right corner and type the query. The Search Bar will expand into a panel and display the results.
The results will be updated as the query is entered. The current search is a string-match search within all the labels in the graph including the hidden ones.
Note: The labels in folded subgraphs are not included.
See: Fold a subgraph.
The matched nodes and links are displayed in two scrollable lists. The amount of matches is indicated at the top of each list.
The color-coding of items is the same as the one used in the graph. That is, a Literal Node is green and a Relational Link is red.
The matched elements in the graph are highlighted with light blue. Their labels are displayed even if they are currently hidden.
See: Hide graph components.
Click on the item in the search lists and the graph will be centered and zoomed in on the corresponding element.
Click Done next to the search bar to close the Search Panel. The search text area and the lists will be cleared.
Click Window and then click the corresponding window to toggle visibility. The tick icon before each item indicates the visibility of the corresponding window.
Click Window and then click Show All or Hide All to show/hide all the windows at once.
This is a summary of the modifier shortcuts described above. The XDI Graph Editor has three interaction modes and the user can press and hold modifier keys to switch modes.


A Designer. A creative. A ‘Paulista’ inspired by his creative Father.
Believes in the power of unity & diversity of people and companies together shaping culture and fostering innovation and change.
Lover of people, expression & intensity through art and music.
Believe in principles of justice, compassion, respect and integrity in day-to-day life and in the process of design.
Two words? joy & hope.
Started working really soon in a part-time job with my father who is technical drawer for packaging and learned principles of design, precision and excellence for a good craft, things that he cares a lot.
Later started to understand that design is more than an end, it’s a process that involves people of all kinds and roles to create not only solutions that people want, but what people really need - and delight.
A human approach with a holistic view.


{% extends "_post.html" %} {%hyde title: "back to work" created: 2003-07-07 14:26:52 %} {% block article %} {%article%}
I’m back home now. Had a great weekend at the lake, as usual. Went sailing on the catamaran, watched fireworks, ate, etc.
Some friends of the people I was visiting are moving, and they had an old desk they were trying to get rid of. Amazingly, I found a way to transport it back down to Bloomington, so now I have a desk. Sweet.
 I wonder if that guy sleeps. It appears my ephy patch to make it send cluepackets is outdated now, and needs some more work. I should find time to fix it.
{%endarticle%} {% endblock %}


August 2018 Jason Swedlow, Simon Li, Riad Gozim, Josh Moore, Jean-Marie Burel, Dominik Lindner
ITR Resource: Website
Projects:


“Ptolemaic Hijack,” Worlds of Fantasy, 1 (Spring 1971), 171-190.
“3-OK,” The Magazine of Fantasy and Science Fiction, 43 (July 1972), 74-81.
“A Board in the Other Direction,” The Magazine of Fantasy and Science FictionJanuary 1974), 86-94; reprinted in Pawn to Infinity, ed. Fred Saberhagen with Joan Saberhagen (NY: Ace, 1982), pp. 189-200.
“Stretch of Time,” Analog, 110 (October 1972), 158-164.
“Lakewood Cemetery,” in New Worlds 6, ed. Charles Platt & Hilary Bailey (NY: Avon, 1974), pp. 128-131.
“Draconian Inheritance,” Galileo, 1 (Fall 1976), 62-65.
“To Ceremark,” in New Voices in Science Fiction, ed. George R. R. Martin (NY: Macmillan, 1977), pp. 128-131.
“Visit to a Weird Planet Revisited,” in Star Trek: The New Voyages, ed. Sondra Marshak & Myrna Culbreath (NY: Bantam, 1976), pp. 83-96; and (in collaboration with Eleanor Arnason) “The Face on the Bar-Room Floor,” pp. 99-121.
“In Spring a Livelier Iris,” Asimov’s Science Fiction, 3 (November 1979), 72-87.
“The Buried Sword,” Asimov’s Science Fiction, 28 (June 2004), 84-95 (reprinted in Bradamant’s Quest).
“Dragon Sunday,” in Shadows 2, ed. Charles Grant (NY: Doubleday, 1979), pp. 67-70; reprinted in 100 Hair-Raising Little Horror Stories, ed. Al Sarrantonio & Martin H. Greenberg (NY: Barnes & Noble, 1993), pp. 124-126.
“What I Did During My Park Vacation,” in Microcosmic Tales, ed. Isaac Asimov et al. (NY: Taplinger, 1980), pp. 263-264.
“Marilyn and the King,” in Tales by Moonlight 2, ed. Jessica Amanda Salmonson (NY: Tor, 1989), pp. 28-32 (reprinted from Grimoire).
“In a Season of Calm Weather,” Amazing, 61 (September 1986), 60-62.
“Professor and Colonel,” in Mathenauts: Tales of Mathematical Wonder, ed. Rudy Rucker (NY: Arbor House, 1987), pp. 62-68.
“The Dragon’s Skin,” in Dragon Fantastic, ed. Rosalind M. & Martin H. Greenberg (NY: DAW, 1992), pp. 187-204 (reprinted in Bradamant’s Quest).
“Sherlock Holmes in Oz,” in The Game is Afoot, ed. Marvin Kaye (NY: St. Martin’s Press, 1994), pp. 431-440.
“The Haunted Apartment,” in Fifty Extremely SF Stories, ed. Michael Bastraw (Center Harbor NH: Niekas Publications, 1982), p. 40.
“The Ones Who Pickaback away from Omelets,” Space and Time, 63 (Winter 1982/1983), 39-41.
“Paul Bunyan and the Moon,” Space and Time, 71 (Winter 1987), 103-113.
“Far from the Dragons of Deimos,” Space and Time, 75 (Winter 1989), 86-88.
(translated) “The Devil’s Stewpot” (“La Marmite du Diable,” by Charles Deulin), Space and Time, 85 (Spring 1995), 12-20.
“Elem Alchem 1B,” Dragonlore, 3 (Spring 1983), 26-32.
“Marilyn and the King,” Grimoire, 1 (Spring 1983), 13-15 (reprinted in Tales by Moonlight 2, ed. Jessica Amanda Salmonson.
“Witch Gretel,” Fantasy & Terror, 5 (1985), 3-4.
“Shell Game,” Argonaut, 11 (Fall 1984), 4-17.
“The Death of Gawaine,” Alpha Adventures Science Fiction and Fantasy Magazine, 2 (May 1985), 28-32.
“Sunbloom Achilles,” Tales of the Unanticipated, 1 (Fall 1986), 10, 35-36.
“The Dancing Princes,” Tales of the Unanticipated, 6 (Fall/Winter 1989/1990), 30-34.
“Vengeance,” Tales of the Unanticipated, 14 (Winter/Spring/Summer 1994/1995), 55.
“Boomp,” Fantasy Macabre, 8 (1986), 26-31.
“Alder-Woman,” Fantasy Macabre, 15 (1992), 4-6.
“Stones by the Water,” Hadrosaur Tales, 6 (1998), 135-144.
“The Chimney-Dragon,” The Fifth Dimension, March 2012, http://samsdotpublishing.com/fifth/fifth/htm.
“The Statement of Mrs. Thaddeus Usheen to the Press upon Being Rescued by the Coast Guard,” Four Quarters, 20 (March 1971), 29-31.
“The Blood Thereof,” Jewish Frontier, 40 (January 1973), 21-23.
“Coricopat’s Demonstration of the Truth,” Cats Magazine, 30 (November 1973), 24-25.
“The Hanukah Bush Ghost,” Identity, 11 (December 1976), 29-34.
“Totentanz,” Green River Review, 10 (1979), 41-44.
“An Orphic Mystery,” Menomonie Review, 1 (Spring 1982), 16-18.
“Deborah the Maccabee,” Shofar, 7 (December 1989), 12-15.
“Worm Bidding,” Foliate Oak, http:///www.foliateoak.uament.edu.
“Motley Menorah,” The Avalon Literary Review (Fall 2018), 43-44.
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The Switcher widget is not a widget per se, but it adds some functionality on existing ones: When adding widgets to a dashboard, one gets easily out of screenspace because of not many widgets can be added in same screen/dashboard. Instead of putting them into separate dashboards, Switcher can switch widgets in same region periodically:
While the requirement for multiple dashboard is decreased with multiple widgets, Switcher is capable of switching the dashboards too.
data-switcher-interval
attribute. Defaults to 5 seconds (5000).```html
Switcher can switch dashboards too, by reloading the page to another dashboard.
data-switcher-interval
attribute. Defaults to 60 seconds (60000).```erb
```
Switcher widget is contributed by Juha Mustonen / SC5


| is cached? |
yes
no
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report progress? (check this, if want, before checking cache) |
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| has update? |
yes
(no more events will be triggered)
no
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| Is autoupdating? |
no
yes
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| Server |
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Power:
Off
On
Mute:
Off
On
Volume:
-
+
Source:
INPUT1
INPUT2
INPUT3
INPUT4
BYPASS
Treble:
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+
Bass:
-
+
Balance:
-
+


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My Family
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Arkutino 2014
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Coach Rulani: I Have Three Disabilities…
by Soccer LadumaOrlando Pirates’ interim head coach, Rulani Mokwena has explained the backing he has from management.
The young tactician is currently facing all sorts of challenges at the helm of the Bucs, with results just not going his side’s way.
Read more: 7 Players Suspended On Soweto Derby Weekend
In an exclusive interview with Soccer Laduma this week, Mokwena explained that despite all the pressure currently on him, he has a ‘very strong’ backing from management.
“Very strong, and I feel I’m very fortunate. When I start the race, I have three disabilities: I’m young, I’m black and I’ve never played professional football. But because of the support I get from the management and the belief they have in me… I feel that it makes up for the three disabilities that I have from the start of the race.
“It’s important to feel their trust and to feel that they believe in you because once you feel that people believe in you, then you’ve got the responsibility and there’s an inner voice motivating you to say you can’t let them down. That becomes your driving force. I can’t let Dr Irvin Khoza down and I can’t let the Orlando Pirates management down and I can’t let the supporters down,” Mokwena added.
To read the full interview with Rulani, check out this week’s edition of Soccer Laduma.


In MongoDB, one should use projections wherever possible. I wanted to quantify two things
db.events.stats() { "ns" : "6ed11a9246404d1b95fe.events", "count" : 16912712, "size" :<PHONE_NUMBER>, "avgObjSize" : 509, "numExtents" : 25, "storageSize" :<PHONE_NUMBER>, "lastExtentSize" :<PHONE_NUMBER>, "paddingFactor" : 1, "userFlags" : 1, "capped" : false, "nindexes" : 4, "totalIndexSize" :<PHONE_NUMBER>, "indexSizes" : { "_id_" : 548732240, "notificationId_1" : 14545104, "parameters.notificationId_1" : 54296816, "eventName_1" : 550359264 }, "ok" : 1 }
So, there are around 17M entries, having a total size of 8.6GB, thus having an average object size of 8.6GB/17M = 509 bytes.
I fetched first three million entries in this collection, using a python program like this:
class QGMongo(object): __conn = None @classmethod def get_connection(cls): if cls.__conn is None: cls.__conn = MongoClient('<IP_ADDRESS>', 27000) return cls.__conn if __name__ == '__main__': conn = QGMongo.get_connection() database = conn['6ed11a9246404d1b95fe'] events = database.events.find() count = 0 for event in events: count += 1 if count == 3000000: break
This prgram took around 120s to run.
I set db.setProfilingLevel(2) and then figured out from system.profiles collection that
As per db.system.profile collection,
class QGMongo(object): __conn = None @classmethod def get_connection(cls): if cls.__conn is None: cls.__conn = MongoClient('<IP_ADDRESS>', 27000) return cls.__conn if __name__ == '__main__': conn = QGMongo.get_connection() database = conn['6ed11a9246404d1b95fe'] events = database.events.find({}, {'eventName': 1}) count = 0 for event in events: count += 1 if count == 3000000: breakThis time, the program took around 30s.
As per db.system.profile collection,
As a result of this, I have the answer to my first question: the query times improve significantly using projections. When I used projection such that the data size required by my program dropped to around 15% (1.1GB to 160MB), program running time dropped to 25% (120s to 30s).
However, my second question is not well answered. There are two outstanding questions:


Gets the core instance in use by this adapter.
Get the current PDO object.
Get the current Zend_Db_Adapter object.
Get an experiment by its name.
Retrieve an experiment by name.
Retrieve an experiment by name.
Get extended data for an experiment.
Gets the ID of an experiment, if it exists in the database.
Gets the ID of an experiment, if it exists in the database.
Getch all results for a given experiment as a Scenario_ResultSet
Getch all results for a given experiment as a Scenario_ResultSet
Fetch all results for a given experiment as a Scenario_ResultSet
Gets a treatment for a given experiment/ident set and optionally creates and saves a treatment if it doesn't already exist.
Get a specific treatment by name.
Get a specific treatment by name.
Retrieves a specific treatment object.
Get an existing treatment.
Get an existing treatment.
Retrieve the current treatment in use by a test/id combo. Returns null if not yet in use.
Get available treatments for an experiment.
Fetches all possible treatments for a given experiment.
Get available treatments for an experiment.


What is this website(CY-CHAT) all about ?
This Website(CY-CHAT) is a simple chatting website. There is very simple procedures for signup into CY-CHAT. CY-CHAT helps people to communicate around all over the world. One has to only login into CY-CHAT and can start their conversations on their favourite topics.
How can I sign up into CY-CHAT ?
It is very simple to signup into CY-CHAT. You have to just follow this instructions :
- First of all , you have to open the CY-CHAT website on your browser.
It will appear like this :
- Then, you have to fill up
How do I update my personal info ?
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sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation
ullamco laboris nisi ut aliquip ex ea commodo consequat.
How do I delete my account ?
Lorem ipsum dolor sit amet, consectetur adipisicing elit,
sed do eiusmod tempor incididunt ut labore et dolore magna
aliqua. Ut enim ad minim veniam, quis nostrud exercitation
ullamco laboris nisi ut aliquip ex ea commodo consequat.
Can we use Webcams(Video Calling) ?
Currently, Our website (CY-CHAT) does not support Web cams. We are considering whether or not we should include this feature in a future version.
Does CY-CHAT works on all Computers ?
We believe so.CY-CHAT is based entirely on the JavaScript that is built into all web browsers - it does not rely on Sun Java, Adobe Flash, or any other plug-in or applet that the user has to install first.
Furthermore, CY-CHAT uses standard web technology (not any obscure ports or protocols) and should therefore be able to pass through corporate firewalls without any problems.
Which browser does CY-CHAT supports or recommends ?
CY-CHAT has been thoroughly tested with the latest version of the major browsers:
NOTE:Users are Requested to use Mozilla Firefox Web Browser for better performance.
It is our aim that CY-CHAT continues to work in older browsers such as Internet Explorer 6 and Netscape Navigator 6, but we highly recommend upgrading to one of the above, more modern browsers.
How safe is the chat service? Is there any virus protection in the chat rooms ?
CY-CHAT is very safe to use:
First of all, CY-CHAT does not install any programs on your computer, but relies on JavaScript commands which are carried out by your Internet browser. Thus, if you trust your Internet browser (which you normally can), you can trust the CY-CHAT service - contrary to independent chat and instant messaging programs which may or may not include bugs or spyware.
Secondly, there is no way CY-CHAT can transfer a virus or execute code from another chat user on your computer. The only thing that passes from one chatter to the others is plain text. All HTML tags, and thereby embedded code of any kind, is filtered away. Consequently, there is no need for virus protection in relation to CY-CHAT
Do you accept advertising from adult websites or the like?
No, we do not. Furthermore, we never use pop-up/pop-under windows and we try to avoid flashy, disturbing banners.
Does CY-CHAT supports any advertisements ?
No, CY-CHAT does not support any bussiness advertisements. It is just an simple chatting website.
Does CY-CHAT works on all Computers ?
We believe so.CY-CHAT is based entirely on the JavaScript that is built into all web browsers - it does not rely on Sun Java, Adobe Flash, or any other plug-in or applet that the user has to install first.
Furthermore, CY-CHAT uses standard web technology (not any obscure ports or protocols) and should therefore be able to pass through corporate firewalls without any problems.