--- title: Version Zero Easter Eggs author: Jonathan Carroll date: '2023-03-31' slug: version-zero-easter-eggs categories: - javascript - books tags: - javascript - books type: '' subtitle: '' image: '' ---
I’ve just finished reading ‘Version Zero’ by David Yoon. I really enjoyed it. There’s some (javascript) code on some separator pages between some of the chapters that is loosely tied into the plot and general theme of the book. I love solving puzzles, so what was I supposed to do, just leave it at that?
I’ve just finished reading ‘Version Zero’ by David Yoon. I really enjoyed it. There’s some (javascript) code on some separator pages between some of the chapters that is loosely tied into the plot and general theme of the book. I love solving puzzles, so what was I supposed to do, just leave it at that?
Incidentally, I’ve hooked my reading list into my mini blog so my ‘Currently Reading’ list is (ideally) up to date.
I can’t help myself when it comes to puzzles or easter eggs like this. Decrypting the new Australian 50c coin puzzle triggered a conversation with one of our top spy agencies. I learned a whole lot from solving this Gaussian Primes puzzle.
I very much enjoyed the book. I won’t give away too much, but it does a great job of calmly building up a story, the characters, the plot and then ramping up the excitement. In the acknowledgements the author thanks his genius nephew Eric Yoon (yoonicode.com - what a great URL!) for the easter egg code.
I figured I’d try to to run the code and see what it does. I wanted to carefully read this - especially given the theme of the book - to make sure it wasn’t going to delete my networking setup or something. The first step was to get the code from the (paper) pages into a computer. I looked around - web search, GitHub, Eric’s site - and couldn’t find an online copy anywhere. I tried searching for a few other unique-looking terms in the code but nothing. Has no one written up a discussion about this easter egg? The book is from 2021, so it’s not that new. I came across it randomly walking the shelves at my local library (credit to librarians for prominently featuring great suggestions!). Maybe I’ve just overlooked a write up somewhere, but maybe I’m the first?
I had a go at OCR via tesseract but since it’s javascript and not a text language, it didn’t have much luck. There are supposedly some language packs for tesseract but none of them helped with the images I have.
So, with no digital copy of the code to pull in, I guess the only thing to do is
to forget about it and move onMANUALLY TYPE ALL 80-SOMETHING LINES IN. This
was … interesting, but not too bad, really. The choice of font in the book and
somewhat
low dpi meant that the difference between (
and {
was very subtle. Having a
little bit of domain knowledge helps in this case. Entering the code was otherwise just a matter
of typing until I got to this (or what looks something like this) line
subunit.push(btoa("ß]xëÏz×|ç¼Û¾v"));
Oh… No.
My best guess was to use Google Docs’ ‘insert character’ which lets you draw the symbol you’re looking for and gives some options.
The next step was to actually confirm that I hadn’t
made any transcription errors, which should show up if I try to run the code. I checked
that I could run a file of javascript code with node
and it worked, sort of. It failed about
halfway through because a function wasn’t defined - btoa
and atob
are deprecated in Node. I added some definitions
for atob
and btoa
and that was resolved
atob = a => Buffer.from(a, 'base64').toString('binary')
btoa = b => Buffer.from(b, 'binary').toString('base64')
The code didn’t run, though, because some values didn’t convert to BigInt
,
probably because I’d entered them wrong.
I carefully went through what I’d entered and did realise that there was only a subtle
difference between 1
(one) and l
(lowercase L
) and made some fixes.
Apart from that, the code ran until it hit the BigInt
conversion of a
particular value and failed. I forced the code to skip over that value and got to
an answer. The result of running the code is similar to the Advent of Code 2022
Day 10 Part Two
puzzle which writes out #
and spaces in lines to
spell out ASCII-art words. Clearly my code was broken, because I could see what it
was supposed to spell out, and there were errors.
I figured I had to trace back through the result being built up and figure out
which values end up on which lines. Extra fun, because there’s a filter
in the
middle that removes some of the input. Sure enough, one of the offending lines was
the unicode-salad line above - great. The other seemed to be
const datetime = new Date(1997, 7, 24);
Super great - this is going to involve a timezone issue, isn’t it?
Back to the unicode, I searched again for this specific line (minus the unicode) and actually did get a hit - Google Books has a copy of the (Czech?) translation of the book and returns this line. Not precisely (something hasn’t encoded correctly) and not selectable in the book, but selectable in the Google result for it. That wasn’t much help after all.
Let’s walk through the code and see how it works before we resolve it. A full copy (with my own annotations and fixes) is here, if anyone else wants to not have to type all of it in.
const VERSION_NUMBER = 0;
const AGENT = "BLACK HALO";
const year = 0x2018;
const enc = [
021, 024, 015, 015,
026, -031, 030, 016,
034, 027, 021, 034,
021, 014, 025, -022,
017, 016, 032, 027
];
let res = ["You are infinite"];
RANDOM_SEED =<PHONE_NUMBER>3454946324n;
## 0
## BLACK HALO
## 8216
## 17,20,13,13,22,-25,24,14,28,23,17,28,17,12,21,-18,15,14,26,23
## You are infinite
##<PHONE_NUMBER>3454946324
So far so good. Some constants and the start of a result res
- an array
containing some text.
if (VERSION_NUMBER % 2 < 1) res.shift();
With VERSION_NUMBER == 0
this just drops the first (and only) value of res
, so
we’re back to an empty result.
res.push(enc.map((i, idx) => {
return String.fromCharCode(
AGENT.charCodeAt(
idx % AGENT.length
) - i
);
}).reduce((i, j) => {
return i.toString() + j.toString();
}));
res[0]
##<PHONE_NUMBER>1007629328
This does some math on the characters of AGENT
and produces what will eventually
be the second line of actual output (currently the first).
res.unshift(atob("MzU3NzU1MDM2NTgxMDMzNTg0OTU="));
res[0]
##<PHONE_NUMBER>8103358495
This becomes the first line of output due to the unshift
.
res.push(
(8939935261623587079n << 2n).toString()
);
res.push((RANDOM_SEED & 0x18C445CAC40447832n | 0n).toString());
res.push("" +<PHONE_NUMBER>24178857009896n / BigInt(year)));
##<PHONE_NUMBER>6494348316
##<PHONE_NUMBER>0616247312
##<PHONE_NUMBER>4861107231
become the third, fourth, and fifth line of the output.
The next lines set up something to be used later,
let as_json = {
coordinates: '{"x": 2, "y": 5}',
tolerance: 0.1,
subunit: [2 ** 8]
};
const c = JSON.parse(as_json.coordinates);
## { coordinates: '{"x": 2, "y": 5}', tolerance: 0.1, subunit: [ 256 ] }
## { x: 2, y: 5 }
Then adds a separator of 0
to the result
res.push((z => `value: ${z}`.slice(7))((x => x >>> 42)(3 ** 5)));
## 0
The next part is a bit of a red herring since it sets up a subunit
object
let subunit = as_json["subunit"];
eval("subunit" + `${String.fromCharCode(46)}pop()`);
but the eval
results in
## subunit.pop()
so that is back to empty.
This adds some data to subunit
subunit.push(69 + 114 + 105 + 99 + 32 + 89 + 111 + 111 + 110);
## 840
but again it’s overwritten with
subunit[0] = Math.round(euclidianDistance(c.x, c.y, 48, 1967.46095)) + "4568824394612736";
[...]
/**
* @returns the distance between 2d point (x, y) and (x1, y1)
*/
function euclidianDistance(x, y, x1, y1) {
return Math.sqrt(((x - x1) ** 2) + ((y - y1) ** 2));
}
##<PHONE_NUMBER>4394612736
This is the first line of the second block of output.
The next line of output should come from the code that I have as
subunit.push(btoa("ß]xëÏz×|ç¼Û¾v"));
res = res.concat(subunit);
but that produces
##<PHONE_NUMBER>znvNu+dg==
which doesn’t convert to BigInt
at all. We’ll come back to that.
const str = "MjQyNDI4NzczNDQ0MjgwNjQ3Njg=bMTk2MTc2ODAxMTY0MTIzMTc2OTY=bMTk2MzQ1Njg0OTI2MDgzODkxMjA=bMA==";
res = res.concat(str.split("b").map(b => atob(b)));
splits up the str
at the letter b
and runs atob
over the pieces
## [
## '24242877344428064768',
## '19617680116412317696',
## '19634568492608389120',
## '0'
## ]
providing the rest of the second block of output and the next separator.
The next lines set up a Date
object and extracts part of the string representation
(local timezone, but it’s just taking the "19"
from "1997"
)
const datetime = new Date(1997, 7, 24);
res.push(
datetime.toString().slice(11, 13) +
(
634601705079659136n +
BigInt(datetime.getTime())
)
);
##<PHONE_NUMBER>7426259136
which looks okay, but gives the wrong value on the first line of the last block - another one to come back to.
The next lines were fun to enter and validate (not)
res = res.concat(
[
"Mjg4NDIxOTU1MjI5NzAyMDYyMDg=", /** block 3, line 2 */
"MTVkIGhlcnJpbmcgZ2V0IHJla3Q=",
"MTEwNTI5MDA1Mjk2MDU5NzY2MTM0",
"MjQyMzA1MjI2OTg2ODIzNjM5MDQ=", /** block 3, line 3 */
"SG9wZSB5b3UgbGlrZSBSZWdleCE=",
"MTk1MjA0NjkyMDUyODYzMDQ0MDM=",
"MjE5MjQ2NjY0OTUzMjkxMjQzNTI=", /** block 3, line 4 */
"MjYwMjg2MDQ4NjAyODMwNTUxMDI=",
"MTk2MzQ2MDI1OTM2MDc1MTUxMzY=", /** block 3, line 5 */
"TG92ZSwgUGlsb3QuIDwzICA8MyA=",
"MzA0NTgyNTg0Mzk1NzM4OTU3OTM5"
].filter(
i => i.match(/M[j|T].+[QUINOA][x12][DjTLMNOP]{2}[^aeiou]\*?.{1,5}[a-zA-Z5]+=/g)
).map(atob)
).map((i, j) => {
if(j > 5 && j < 12 && j != 7) {
return BigInt(i) & BigInt(31775n << 50n);
}
return i;
});
This involves filtering some entries from the big block of encoded text,
running the remaining ones through atob
, then doing some math on these combined
with all the other values from res
(effectively only updating the second block of values).
While debugging this, I found another easter egg hidden within - one that wouldn’t be found just by running the code itself. Some of the lines filtered out by the regex convert to plaintext!
atob("MTVkIGhlcnJpbmcgZ2V0IHJla3Q=")
atob("SG9wZSB5b3UgbGlrZSBSZWdleCE=")
atob("TG92ZSwgUGlsb3QuIDwzICA8MyA=")
## 15d herring get rekt
## Hope you like Regex!
## Love, Pilot. <3 <3
Niiiiice!
The final lines of code take these values, convert to binary, and print a #
for
each 1
(and a space otherwise)
for (const i of res) {
const bin = BigInt(i).toString(2);
let ln = "";
for (const j of bin) ln += j == "0" ? " " : "#";
console.log(ln);
}
If you do that, a message (slightly corrupted) appears.
I decided to work backwards, since I was fairly sure what the ‘right’ solution should be. Taking those lines (manually corrected), converting them all the way back through the processing in reverse, I could see what the ‘right’ code should be.
The unicode line that produces what I think is the “right” solution is
subunit.push(btoa("ß]xëÏyÓm¼÷\x8DùÓ}ú"));
The characters are mainly close but not perfect, so maybe a LOCALE
issue? Something
to do with Linux (which I’m on) vs Windows?
The date line seems to be off by exactly 16 hours and 30 minutes which is
disturbingly likely to be a timezone issue. I’m at GMT+10:30 (Adelaide, South
Australia) at the moment. StackOverflow seems to have a lot of angry
comments
regarding whether or not this is an issue for Date()
. I seem to be able to get
the “right” solution with
const datetime = new Date(1997, 7, 24, 16, 30);
With all that in place, it’s time to run all of the code! If I do that, I get…
##### ##### ##### ##### ##### # # #####
# # # # # # # # # #
##### # # ##### # ## # # # ###
# # # # # # # # # # #
# ##### # ## ##### ##### # #####
# # #####
## ## #
# # # ###
# # #
# # #####
# # ##### ##### # # #####
## # # # # # # #
# # # # # ### # # ###
# ## # # # # # #
# # ##### ##### ##### ##### #####
which is fitting, and thoroughly satisfying to finally produce.
I also ran this code (with my corrections, minus the atob
and btoa
definitions) over on jsfiddle.net and it seems to give
the right solution, which makes me think perhaps it really is an error in the
code or how it was printed.
What an adventure! I learned a lot of javascript (how to run it with node
and
in a browser for debugging), played with
tesseract, and learned about
entering unicode. I’m sending this to Eric Yoon for comment and will update if I
hear anything.
As a side note for this post, you’ll notice that the code blocks are all nicely
rendered as usual - in this case they’re the actual javascript from the easter
egg code. {knitr} does have a way to evaluate
javascript in code chunks with the node
engine, but that essentially runs
node -e 'CODE'
on each chunk independently, so you can’t define a variable in
one chunk then reference it in another. That wasn’t sufficient for this
exploration. I did find an (old)
implementation that uses
{V8} in Yihui’s (already experimental)
{runr}, but it was written for a much older
version of {knitr} and was out of date.
So, of course the thing to do was just hardcode the outputSHAVE A YAK AND UPDATE
THE IMPLEMENTATION. If you’d like to have javascript code chunks in your Rmd, I’ve made
a pull request to that original implementation
and have my own fork.
It seems to work okay, with the exception that it doesn’t pull in Buffer
so my
custom atob
function doesn’t work, and it doesn’t have another. It’s also going
wrong in terms of the persistent context in that the const
and let
directives
are being seen multiple times and it doesn’t like that. Otherwise, variables persist
across chunks just fine - these chunks are fully live:
Define a variable x
x = 1 + 5;
## 6
Then continue the block
x + 12
## 18
So, that’s working.
As always, leave a comment if you have one, or find me on Mastodon (I’m much less on Twitter these days). If you have a correction or annotation to add to the code it’s here.
## ─ Session info ───────────────────────────────────────────────────────────────
## setting value
## version R version 4.1.2 (2021-11-01)
## os Pop!_OS 22.04 LTS
## system x86_64, linux-gnu
## ui X11
## language (EN)
## collate en_AU.UTF-8
## ctype en_AU.UTF-8
## tz Australia/Adelaide
## date 2023-03-31
## pandoc 2.19.2 @ /usr/lib/rstudio/resources/app/bin/quarto/bin/tools/ (via rmarkdown)
##
## ─ Packages ───────────────────────────────────────────────────────────────────
## package * version date (UTC) lib source
## blogdown 1.13 2022-09-24 [1] CRAN (R 4.1.2)
## bookdown 0.29 2022-09-12 [1] CRAN (R 4.1.2)
## bslib 0.4.1 2022-11-02 [3] CRAN (R 4.2.2)
## cachem 1.0.6 2021-08-19 [3] CRAN (R 4.2.0)
## callr 3.7.3 2022-11-02 [3] CRAN (R 4.2.2)
## cli 3.4.1 2022-09-23 [3] CRAN (R 4.2.1)
## crayon 1.5.2 2022-09-29 [3] CRAN (R 4.2.1)
## curl 4.3.3 2022-10-06 [3] CRAN (R 4.2.1)
## devtools 2.4.5 2022-10-11 [1] CRAN (R 4.1.2)
## digest 0.6.30 2022-10-18 [3] CRAN (R 4.2.1)
## ellipsis 0.3.2 2021-04-29 [3] CRAN (R 4.1.1)
## evaluate 0.18 2022-11-07 [3] CRAN (R 4.2.2)
## fastmap 1.1.0 2021-01-25 [3] CRAN (R 4.2.0)
## fs 1.5.2 2021-12-08 [3] CRAN (R 4.1.2)
## glue 1.6.2 2022-02-24 [3] CRAN (R 4.2.0)
## htmltools 0.5.3 2022-07-18 [3] CRAN (R 4.2.1)
## htmlwidgets 1.5.4 2021-09-08 [1] CRAN (R 4.1.2)
## httpuv 1.6.6 2022-09-08 [1] CRAN (R 4.1.2)
## jquerylib 0.1.4 2021-04-26 [3] CRAN (R 4.1.2)
## jsonlite 1.8.3 2022-10-21 [3] CRAN (R 4.2.1)
## knitr 1.40 2022-08-24 [3] CRAN (R 4.2.1)
## later 1.3.0 2021-08-18 [1] CRAN (R 4.1.2)
## lifecycle 1.0.3 2022-10-07 [3] CRAN (R 4.2.1)
## magrittr 2.0.3 2022-03-30 [3] CRAN (R 4.2.0)
## memoise 2.0.1 2021-11-26 [3] CRAN (R 4.2.0)
## mime 0.12 2021-09-28 [3] CRAN (R 4.2.0)
## miniUI <IP_ADDRESS> 2018-05-18 [1] CRAN (R 4.1.2)
## pkgbuild 1.3.1 2021-12-20 [1] CRAN (R 4.1.2)
## pkgload 1.3.0 2022-06-27 [1] CRAN (R 4.1.2)
## prettyunits 1.1.1 2020-01-24 [3] CRAN (R 4.0.1)
## processx 3.8.0 2022-10-26 [3] CRAN (R 4.2.1)
## profvis 0.3.7 2020-11-02 [1] CRAN (R 4.1.2)
## promises <IP_ADDRESS> 2021-02-11 [1] CRAN (R 4.1.2)
## ps 1.7.2 2022-10-26 [3] CRAN (R 4.2.2)
## purrr 1.0.1 2023-01-10 [1] CRAN (R 4.1.2)
## R6 2.5.1 2021-08-19 [3] CRAN (R 4.2.0)
## Rcpp 1.0.9 2022-07-08 [1] CRAN (R 4.1.2)
## remotes 2.4.2 2021-11-30 [1] CRAN (R 4.1.2)
## rlang 1.0.6 2022-09-24 [1] CRAN (R 4.1.2)
## rmarkdown 2.18 2022-11-09 [3] CRAN (R 4.2.2)
## rstudioapi 0.14 2022-08-22 [3] CRAN (R 4.2.1)
## runr 0.0.7 2023-03-31 [1] local
## sass 0.4.2 2022-07-16 [3] CRAN (R 4.2.1)
## sessioninfo 1.2.2 2021-12-06 [1] CRAN (R 4.1.2)
## shiny 1.7.2 2022-07-19 [1] CRAN (R 4.1.2)
## stringi 1.7.8 2022-07-11 [3] CRAN (R 4.2.1)
## stringr 1.5.0 2022-12-02 [1] CRAN (R 4.1.2)
## urlchecker 1.0.1 2021-11-30 [1] CRAN (R 4.1.2)
## usethis 2.1.6 2022-05-25 [1] CRAN (R 4.1.2)
## V8 * 4.2.2 2022-11-03 [1] CRAN (R 4.1.2)
## vctrs 0.5.2 2023-01-23 [1] CRAN (R 4.1.2)
## xfun 0.34 2022-10-18 [3] CRAN (R 4.2.1)
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## yaml 2.3.6 2022-10-18 [3] CRAN (R 4.2.1)
##
## [1] /home/jono/R/x86_64-pc-linux-gnu-library/4.1
## [2] /usr/local/lib/R/site-library
## [3] /usr/lib/R/site-library
## [4] /usr/lib/R/library
##
## ──────────────────────────────────────────────────────────────────────────────


System Architect Symbol details for "Intention/State"
Abandon (Transition)
- From State:
"Agent Accepted"
- To State:
Abandoned
- Class Name:
Intention
- From State:
"Agent Accepted"
- To State:
Abandoned
- Definitions Used:
-
Intention (Class)
Abandoned (OO State)
Abandoned (State)
- Class Name:
Intention
- Sequence:
Final
- Definitions Used:
-
Intention (Class)
Accept (Transition)
- From State:
"Agent Selected"
- To State:
"Agent Accepted"
- Class Name:
Intention
- From State:
"Agent Selected"
- To State:
"Agent Accepted"
- Definitions Used:
-
Intention (Class)
Agent Accepted (OO State)
Agent Accepted (State)
- Class Name:
Intention
- Sequence:
Intermediate
- Definitions Used:
-
Intention (Class)
Agent Rejected (State)
- Class Name:
Intention
- Sequence:
Intermediate
- Definitions Used:
-
Intention (Class)
Agent Selected (State)
- Class Name:
Intention
- Sequence:
Intermediate
- Definitions Used:
-
Intention (Class)
Decide Against (Transition)
- From State:
"Agent Rejected"
- To State:
"Not Required"
- Class Name:
Intention
- From State:
"Agent Rejected"
- To State:
"Not Required"
- Definitions Used:
-
Intention (Class)
Not Required (OO State)
Decide Against (Transition)
- From State:
"Under Consideration"
- To State:
"Not Required"
- Class Name:
Activity
- From State:
Relevant
- To State:
"Not Required"
- Definitions Used:
-
Activity (Class)
Not Required (OO State) (undefined)
Decide Against (Transition)
- From State:
Required
- To State:
"Not Required"
- Class Name:
Activity
- From State:
Relevant
- To State:
"Not Required"
- Definitions Used:
-
Activity (Class)
Not Required (OO State) (undefined)
Decide Against (Transition)
- From State:
"Agent Accepted"
- To State:
"Not Required"
- Class Name:
Intention
- From State:
"Agent Accepted"
- To State:
"Not Required"
- Definitions Used:
-
Intention (Class)
Not Required (OO State)
Establish (Transition)
- From State:
"Under Consideration"
- To State:
Required
- Class Name:
Intention
- From State:
Relevant
- To State:
Established
- Definitions Used:
-
Intention (Class)
Established (OO State)
Fulfil (Transition)
- From State:
"Agent Accepted"
- To State:
Fulfilled
- Class Name:
Intention
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"Agent Accepted"
- To State:
Fulfilled
- Definitions Used:
-
Intention (Class)
Fulfilled (OO State)
Fulfilled (State)
- Class Name:
Intention
- Sequence:
Final
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Intention (Class)
Not Required (State)
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Intention
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Final
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Intention (Class)
Reject (Transition)
- From State:
"Agent Selected"
- To State:
"Agent Rejected"
- Class Name:
Intention
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"Agent Selected"
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"Agent Rejected"
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-
Intention (Class)
Agent Rejected (OO State)
Required (State)
- Class Name:
Intention
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Intermediate
- Definitions Used:
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Intention (Class)
Select Agent (Transition)
- From State:
Required
- To State:
"Agent Selected"
- Class Name:
Intention
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Established
- To State:
"Agent Selected"
- Definitions Used:
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Intention (Class)
Agent Selected (OO State)
Select Agent (Transition)
- From State:
"Agent Rejected"
- To State:
"Agent Selected"
- Class Name:
Intention
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"Agent Rejected"
- To State:
"Agent Selected"
- Definitions Used:
-
Intention (Class)
Agent Selected (OO State)
Under Consideration (State)
- Class Name:
Intention
- Sequence:
Initial
- Definitions Used:
-
Intention (Class)


Home of the word famous gold pizza!
*Gold is inedible. You can only use your pizza for decoration if you order it with gold


Coefficients Bounds
Here you can enter coefficient upper and lower bounds. Leave the
entry fields blank to let the coefficients fit without bounds.
Note that holding a coefficient constant overrides these bounds.
{{ equationInstance.GetDisplayHTML }}
| Upper Bound | Lower Bound |
{% for item in coefficientBoundsTemplateRequirement %}
{{ item.0 }} | {{ item.1 }} | {{ item.2 }} |
{% endfor %}


Welcome to IS445 Homework 1
About Me
Education
2018, Bachelor of IS, CSULB
Skills
- Python
Expectation for this course
This course does seem very content heavy. Already through this first assignment I have spent numerous frustrating hours trying to figure out simple Web programming. I am definitely interested in trying to do as much as can in this course. More examples of HTML and CSS would be appreciated.
Contact Me


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2013/06/10 11:24
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Hello,
since one hour ago Visual Paradigm won't start any more.
It worked all the time but now it does not anymore.
I started it in debug-mode and this was the output:
C:\Program Files (x86)\Visual Paradigm for UML CE 10.1\bin>..\jre\bin\java -Xms2
56m -Xmx1024m -Dsun.java2d.noddraw=false -cp ".;..\lib\vpplatform.jar;..\lib\jni
wrap.jar;..\lib\jhall.jar;..\lib\vpuml-help.jar;..\lib\winpack.jar;..\lib\vpupda
te.jar;..\lib\openapi.jar;..\ormlib\orm.jar;..\lib\jh.jar;..\lib\lib01.jar;..\li
b\lib02.jar;..\lib\lib03.jar;..\lib\lib04.jar;..\lib\lib05.jar;..\lib\lib06.jar;
..\lib\lib07.jar;..\lib\lib08.jar;..\lib\lib09.jar;..\lib\lib10.jar" RV debug
[Sun Jun 09 21:56:27 CEST 2013]: Start Visual Paradigm for UML Community Edition
[VP-UML CE]: 10.1 (20130602)
Operating system: Windows 7 6.1 running on x86
Java VM: 1.7.0_21 Java HotSpot(TM) Client VM, vendor 23.21-b01 Oracle Corporatio
n
User: Shraikn, language: de
Refreshing language files in directory: C:\Program Files (x86)\Visual Paradigm f
or UML CE 10.1\bin\..\UserLanguage
start startup getLicenseKey on 09-Jun-2013
getLicenseKey in local ...
getLicenseKey from server ...
finish startup getLicenseKey
getVerifiedLicenseKey: null; state=Activating
Installation properties: C:\Program Files (x86)\Visual Paradigm for UML CE 10.1\
resources\vpuml\.vpsuite_installation.properties
[Fatal Error] :1:1: Content ist nicht zulõssig in Prolog.
v.ctfb: Parse error
at v.ctfa.a(:36
at v.ctfa.a(:241)
at v.ctgl.a(:46)
at v.ctgl.d(:2
at v.cakf.a(:53)
at v.cakl.bv(:641)
at v.cakl.<init>(:142)
at v.cakl.<clinit>(:11)
at v.xki.b(:314)
at v.xki.a(:50)
at v.xkj.run(:153)
at java.lang.Thread.run(Unknown Source)
Caused by: org.xml.sax.SAXParseException; lineNumber: 1; columnNumber: 1; Conten
t ist nicht zulõssig in Prolog.
at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(Unknown So
urce)
at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(Unk
nown Source)
at v.ctfj.parse(:23)
at v.ctfa.a(:360)
... 11 more
New Project: 33
Load application project: C:\Users\Shraikn\vpworkspace\.vpprefdata\.systemprojec
t.vpp
New Project: 1
After open: : 99
[Fatal Error] :1:1: Content ist nicht zulõssig in Prolog.
Exception in thread "Thread-3" v.ctfb: Parse error
at v.ctfa.a(:36
at v.ctfa.a(:241)
at v.ctgl.a(:46)
at v.ctgl.d(:2
at v.arfu.a(:64)
at v.arfe.j(:76
at v.arfe.B(:2003)
at v.arfe.a(:103)
at v.wry.<init>(:1425)
at v.xki.b(:332)
at v.xki.a(:50)
at v.xkj.run(:153)
at java.lang.Thread.run(Unknown Source)
Caused by: org.xml.sax.SAXParseException; lineNumber: 1; columnNumber: 1; Conten
t ist nicht zulõssig in Prolog.
at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(Unknown So
urce)
at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(Unk
nown Source)
at v.ctfj.parse(:23)
at v.ctfa.a(:360)
... 12 more
"Content ist nicht zulõssig in Prolog." is equals "Content not allowed in Prolog"
I re-installed it a few times already, updating Java didn't help either.
Putting a new jre in the visual paradigm folder didn't help too.
Please help me, I need your great application for a project at my university, so it would be good if you have any hint how to fix it.
Greetings,
Frank
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2013/06/10 17:48
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Rain
Joined: 2005/04/29 00:00
Messages: 1507
Offline
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Hi Frank,
Thank you for your message and I'm sorry about the problem you experienced. Our engineers had deployed a patch on this issue. Can you try to run the VP-UML Update to update the application to the latest patch build (20130620bk) and see will it solved your problem? You can follow the link below on how to update the application to the latest patch build. Please make sure you have pressed the Update to latest patch button right after launching the update module. Look forward to hear from you.
http://www.visual-paradigm.com/resource/update-to-latest-patch.jsp
Best regards,
Rain Wong
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2013/06/11 11:28
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Hello Rain,
thanks for you fast response, the issue is fixed
I thought i had updated to the latest version but looks like i didn't..
Greetings,
Frank
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2013/06/11 11:29
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Rain
Joined: 2005/04/29 00:00
Messages: 1507
Offline
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Hi Frank,
Can you send me a screenshot of the About dialog of VP application to have a look?
Best regards,
Rain Wong
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Example 4.6.1.
Consider the district plan given below. The symbols denote votes for either Heart party (\(\heartsuit \)) or Club party (\(\clubsuit\)). Table 4.6.2.
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\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
|
| 1 |
\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\clubsuit \) |
\(\clubsuit \) |
\(\clubsuit \) |
3 |
|
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
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\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
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| 5 |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\clubsuit \) |
\(\clubsuit \) |
\(\heartsuit \) |
\(\heartsuit \) |
4 |
Complete the table below, computing the wasted votes for each party in each district. Then compute the efficiency gap. Table 4.6.3.
| District |
\(\heartsuit \) wasted |
\(\clubsuit \) wasted |
| 1 |
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| 4 |
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in-context


Stiletto is a .NET port of Dagger, the lightweight Android dependency injector from Square.
Stiletto provides declarative, configure-where-needed dependency injection that runs everywhere .NET does, including platforms lacking support for Reflection.Emit
like MonoTouch. While some containers such as TinyIOC and Funq offer the same portability, they require large and brittle configuration methods to set up and use; Stiletto configuraton resides in modules that can be declared where they are used, and that can be easily reasoned about.
Stiletto both constructs your objects and satisfies their dependencies. It relies on custom attributes on constructors and properties to determine what the dependencies are.
The [Inject]
attribute on a constructor indicates that this constructor will be used to create that object, and its parameters are dependencies to be injected.
public class Jukebox { private readonly IRepository<Album> albumRepository; [Inject] public Jukebox(IRepository<Album> albumRepository) { this.albumRepository = albumRepository; } ... }
[Inject]
can also be applied to properties that have both getters and setters:
public class Jukebox { [Inject] public IRepository<Album> AlbumRepository { get; set; } ... }
Objects are obtained from Stiletto by using the Container
class:
var container = Container.Create(typeof(MusicModule)); var jukebox = container.Get<Jukebox>(); jukebox.PlayOne();
Stiletto can automatically satisfy any dependency that has an [Inject]
attribute on it. While this is good, it is not sufficient: some objects require configuration, some are provided by third parties, etc. For these cases, dependencies can be provided by methods in so-called modules:
[Module] public class MusicModule { [Provides] public IRepository<Album> ProvideAlbumRepository(IWebService service) { return new WebServiceRepository<Album>(service, credentials); } }
A module is any class that derives from Object has a [Module]
attribute. Any public methods in a module that have a [Provides]
attribute will be used by Stiletto to satisfy dependencies that couldn't otherwise be injected.
Some objects naturally represent a one-of-a-kind entity that lives as long as your application does. For these objects, it's a mistake to create more than one. Stiletto supports such objects with the [Singleton]
attribute. It can be applied both to classes that are singletons, and to provider methods as well:
[Singleton] public class AppConfiguration { private readonly ISettings settings; [Inject] public AppConfiguration(ISettings settings) { this.settings = settings; } }
[Provides, Singleton] public ISettings ProvideSettings() { return new FileBasedSettings("./settings.ini"); }
Some objects are just expensive to build up, and aren't always needed right away. If they are created eagerly, they might slow down application startup, detracting from the user experience and the perceived quality of your product.
For these objects, Stiletto supports injecting System.Lazy<T>
instances. All that is needed is to specify a dependency as such, and Stiletto knows how to do the rest:
public class Application { [Inject] Lazy<ISettings> Settings { get; set; } ... }
Unlike Guice, Stiletto does not support injecting its container directly. Nevertheless, sometimes you need multiple instances of the same dependency. To that end, dependencies can be declared of the type Stiletto.IProvider<T>
, which will return a new instance of the provided type every time its Get
method is invoked:
public class ProviderExample { [Inject] public ProviderExample(IProvider<Object> objectProvider) { // objectProvider.Get() will return a new instance each time. Debug.Assert(objectProvider.Get() != objectProvider.Get()) } }
When injecting Lazy or IProvider members, it is not necessary to explicitly provide Lazy or IProvider objects in modules; Stiletto will wrap the values itself. It is, in fact, an error to provide Lazy or IProvider members:
// NOT ALLOWED: [Provides] Lazy<Object> ProvideLazyObject() { return new Lazy<Object>(() => new Object()); }
Stiletto employs an optional compile-time process that both statially analyzes the network of dependencies and modules, and generates CIL code to make the injections maximally efficent.
The compile-time process is implemented as a Fody weaver. Fody is a direct dependency
While the compiler plugin is technically optional in general, due to limitations of the Mono platform on iOS it is required for MonoTouch apps that make use of Lazy and IProvider injections. Additionally, a large part of Stiletto's value comes from the quick feedback cycle enabled by compile-time validation of your dependency graph. Not to mention the fact that, while reflection is powerful it is also very slow - using the compile-time plugin has been observed to provide a 100x reduction in time spent inside of Stiletto.
The dependencies and modules in your app can be thought of as a directed, acyclic graph. The types that you explicitly get from the container can be thought of as "entry points" into the graph. Starting from these entry points, Stiletto can analyze the graph and determine several useful things at compile-time. First, it can validate that there are no unsatisfied dependencies; it is no longer necessary to wait until runtime to discover that some critical dependency has been left out. Secondly, it can keep dead code out of your modules by detecting unused dependencies.
After your application's dependencies have been validated, Stiletto may modify your assemblies to make injection more efficient. After processing, you may find classes in your assembly with names like "YourOwnClass_CompiledBinding" or "$CompiledPlugin$"; these compiler-generated classes help eliminate the need for reflection, but should be considered as implementation details and not directly relied upon.
To start using Stiletto, all that is required is to get the library from NuGet.
To start using the compiler plugin, install the Stiletto.Fody package in your app's root project. If you are using Visual Studio, this is all that is required. For those using MonoDevelop or Xamarin Studio, setup of the compiler product is a little more compilicated. First, Fody must be installed and configured by itself; see the Fody setup for Mono for those details. Once xbuild and Fody are configured, get the Stiletto.Fody assembly and drop it in. Add a <Stiletto />
tag to your project's FodyWeavers.xml file, and build.
Contributions are welcome, whether in the form of pull requests, bug reports, or questions. Join the discussion at the GitHub project.
Stiletto is made available under the Apache 2.0 license; any contributions must be under the same license as well.
Copyright 2013 Benjamin Bader Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.


About Me
A warm and virtual welcome to you! My name is Angela Li, and the purpose of this portfolio website is to showcase a number of project chosen from my work. The daughter of a physics post-doc at A&M-turned-programmer, I’m perhaps fittingly an ex-transfer pricing analyst now enrolled in the Coding Boot Camp at UT. Its curriculum covers a full stack, meaning that my work in this program consists of developing applications utilizing both front-end and back-end technologies.
I’ve met a couple programming languages in the past: Java in high school computer science class, Racket and C in the introductory computer science sequence at the University of Chicago, and a host of other languages including R and Stata in the economics major coursework. Of course, I’ve also written my fair share of VBA in the office. I love to solve problems with code! (Read: I love when my code works.) This fact became apparent to me even as I didn’t major in the subject, in college. Now, bugs aside, I am happy to be coding all the time!


--- layout: post title: Abstract factory tagline: " design pattern" permalink: /python3/design/patterns/abstract-factory.html categories: [literate programming, emacs, Python3] tags: [OOP, design, patterns, creational, abstract-factory] ---
Hope this page could elucidate this pattern in a bit explicit manner.
A descriptive and unique name that helps in identifying and referring to the pattern.
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
kit
A scenario consisting of a problem and a context in which this pattern can be used.
In normal usage, the client software creates a concrete implementation of the abstract factory and then uses the generic interface of the factory to create the concrete objects that are part of the theme. The client does not know (or care) which concrete objects it gets from each of these internal factories, since it uses only the generic interfaces of their products.
Situations in which this pattern is usable; the context for the pattern.
A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.
A listing of the classes and objects used in the pattern and their roles in the design.
A description of how classes and objects used in the pattern interact with each other.
A description of an implementation of the pattern; the solution part of the pattern.
A description of the results, side effects, and trade offs caused by using the pattern.
Examples of real usages of the pattern.
Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
For educational purposes it would be priceless to look at the working code sample. Exactly to achieve a stunning clarity it might be helpful to compose a test suite for testing the pattern features and dispose it nearby the pattern source code.
Creates some particular animal out from arbitrary number preliminary defined pets.
| Pattern code | Test suite |
|---|---|
#!/usr/bin/env python # -*- coding: utf-8 -*- """ A pet shop abstraction """ class Dog(object): """One of the objects to be returned""" def speak(self): return "Woof!" def __str__(self): return "Dog" class DogFactory(object): """Concrete Factory""" def get_pet(self): """Returns a Dog object""" return Dog() def get_food(self): """Returns a Dog Food object""" return "Dog Food!" class PetStore(object): """ PetStore houses our Abstract Factory """ def __init__(self, pet_factory=None): """ pet_factory is our Abstract Factory """ self._pet_factory = pet_factory def show_pet(self): """ Utility method to display the details of the objects retured by the DogFactory """ pet = self._pet_factory.get_pet() pet_food = self._pet_factory.get_food() print("Our pet is '{}'!".format(pet)) print("Our pet says hello by '{}'".format(pet.speak())) print("Its food is '{}'!".format(pet_food)) # Create a Concrete Factory factory = DogFactory() # Create a pet store housing our Abstract Factory shop = PetStore(factory) # Invoke the utility method to show the details of our pet shop.show_pet() Our pet is 'Dog'! Our pet says hello by 'Woof!' Its food is 'Dog Food!'! |
#!/usr/bin/env python # -*- coding: utf-8 -*- """ An attempt to illustrate how pet shop works """ import unittest class TestSimpleBehavior(unittest.TestCase): def setUp(self): pass def test_primitive_TravisCI(self): self.assertTrue(3 + 1 == 4) def tearDown(self): pass |


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Mifune rated R 98 minutes Sony Pictures Classics In Danish with English subtitles Iben Hjejle, Anders W. Berthelsen, Jesper Asholt, Emil Tarding, Anders Hove, Sofie Grabol Written by Anders Thomas Jensen and Soren Kragh-Jacobsen Directed by Soren Kragh-Jacobsen
A Review by Akiva Gottlieb In 1995, a group of distinguished Scandinavian filmmakers decided that today's films lack purity. So they wrote up a manifesto called Dogme 95; a set of rules that a filmmaker should follow in order to make a `pure' film. According to the manifesto, a film should be shot on digital video, use natural props and light, not fit into a specific genre or credit its director.
In 1998, Thomas Vinterberg helmed the first Dogme film, `The Celebration', which won unanimous critical praise for transcending technical limitations in its tale of a dysfunctional family. In 1999, Harmony Korine directed the (unofficial) 2nd Dogme picture (Lars Von Trier's `Idioterne', which was made before, has yet to have a U.S. release), `julien donkey-boy', which was panned by critics for accentuating technical limitations in its analysis of a dysfunctional family. Now, in 2000, Soren Kragh-Jacobsen has made the 3rd Dogme film, `Mifune', which has gained a lukewarm reception for its unconventional story of…you guessed it; a dysfunctional family. Sounds like a genre to me.
`Mifune' is a pitch-black comedy that takes place in the Land of the Rising Sun. It begins with the marriage of Copenhagen businessman Kresten (Anders W. Berthelsen) to his boss' daughter Claire (Sofie Grabol). The next morning Kresten finds out that his estranged father is dead, so he goes to his family's farm for the funeral. His only living relative is a developmentally disabled brother named Rud (Jesper Asholt), who, of course, Kresten is forced to care for.
Simultaneously, in Copenhagen, a hooker named Liva (Iben Hjejle) has gotten herself into trouble. When one of her clients, a principal, informs her that he recently expelled her brother Bjarke (Emil Tarding), she beats him over the head and urinates on his rug. On a whim, she decides to take a housekeeping job at a farmhouse, which belongs to Kresten and Rud, in order to get away from her troubles
`Mifune' is the story of these lives at this farm, and the romance and mayhem that goes on there. On the surface, `Mifune' is a lot like `Rain Man', in which a man learns about the important things in life from a developmentally disabled brother. But Berthelsen and Asholt aren't Tom Cruise and Dustin Hoffman, and `Mifune' is not about their relationship as much as it is about getting on with your life.
The film takes its title from a game the brothers play, in which Kresten goes into the cellar and pretends to fight Toshiro Mifune, star of Akira Kurosawa's `Seven Samurai', for Rud's enjoyment. `Happiness is when Mifune comes out of the cellar,' notes Rud late in the film, and the characters don't know what he means.
Once it gets going, `Mifune' has many wonderful moments of inspired humor, but because of the Dogme 95 ban on a background musical score, the all the emotions must be conveyed by the actors. This is also the film's main flaw, because the emotional connections are usually weak. Had `Mifune' been a straight-up comedy, it might have been more successful.
In essence, this is a film that showcases what Dogme 95 has to offer, in both positive and negative fashion. Director Kragh-Jacobsen has followed the rules down to every detail. The opening and closing credits are filmed by a video camera scrolling down a piece of paper, and all phone conversations switch back and forth to the rooms of the different speakers, as to not have pre-recorded noise coming out of the phone. Also, the movie is filmed in digital video, but is not as choppy or shaky as in `The Celebration' or `julien donkey-boy'. But `Mifune' is too wild a comedy to fit smoothly into rules that strive for `purity', because it is a film about the things in life that we believe to be impure.
All this talk is not to say that `Mifune', which won the Silver Bear at Berlin Film Festival and was Denmark's official entry for this year's Academy Awards, is not a commendable film. It is a very entertaining picture; one that derives its laughs from the silliness of life. But I only wish that future filmmakers stick to their own vision of purity, because when following the Dogme rules, you can easily forget that purity isn't what people look for in a film.
B- Akiva Gottlieb<EMAIL_ADDRESS>http://pictureshow.8m.com
Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.com
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


My game features an alien character that is running around trying to get all the coins.  If you beat level one, watch out for level two.


We provide a huge amount of beautiful photos for you.
Just find the one you like and download it. You can also login and add the favourite photos to your own list. Don't have an account? Click here to register one.


--- layout: post status: publish published: true title: Chicago Cubs 2014 MLB Draft - Podcast Episode 6.17 author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 10102 wordpress_url: http://ivyenvy.com/?p=10102 date: '2014-06-09 11:57:31 +0000' date_gmt: '2014-06-09 16:57:31 +0000' categories: - Podcast tags: - Mike Olt - Kyle Schwarber - Jake Stinnett - Mark Zagunis comments: [] ---
Andy, Corey and Kurt recap the first few rounds of the 2014 draft for the Chicago Cubs. We look at Kyle Schwarber, Jake Stinnett and Mark Zagunis and talk about the strategy that the Cubs are employing to sign those players under-slot and then use those savings to offer some of the pitchers they drafted in the following rounds more enticing deals.
We talk about the recent success the Cubs have experienced on the field, winning 5 of their last 6 games. Corey's Scary Stat of the Week involves this little run and when the last time was that we saw something similar. Kurt's Scary Stat involves Mike Olt aka "Olty" and his struggles.
We wrap up the show by reading internet muscle flexes on the draft.
If you're interested in our Quad Cities meet-up for the Kane County @ River Bandits game on July 8th, email<EMAIL_ADDRESS>for more information or to reserve your spot.


HELLO!
IM DANIELLE!

FOR FOOD AND FOOD AND FOOD ALSO FOR FOOD included also a HEALTHY FOOD
I know your'e confused but healthy food is a food considered beneficial to human health and a healthy diet required for human nutrition. Foods marketed as "healthy" may be natural foods, organic foods, whole foods, and sometimes vegetarian or dietary supplements. Such products are sold in health food stores or in the health/organic sections of supermarkets.
It's my desire to always eat healthy foods, if you control yourself in food whether nutritious or not your body inside and out are healthy so enjoy live, happy life and happy healthy body.
Now you know me, This is me, I love good food, I love healhty body, I love my life.
"Your'e diet is a bank account. Good food choices are good investments."

FOR FOOD AND FOOD AND FOOD ALSO FOR FOOD included also a HEALTHY FOOD
I know your'e confused but healthy food is a food considered beneficial to human health and a healthy diet required for human nutrition. Foods marketed as "healthy" may be natural foods, organic foods, whole foods, and sometimes vegetarian or dietary supplements. Such products are sold in health food stores or in the health/organic sections of supermarkets.
It's my desire to always eat healthy foods, if you control yourself in food whether nutritious or not your body inside and out are healthy so enjoy live, happy life and happy healthy body.
Now you know me, This is me, I love good food, I love healhty body, I love my life.
"Your'e diet is a bank account. Good food choices are good investments."
Danielle Seupon
Foods!


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Krun:
He went into the deepest parts of the Mithril Mines, where a freezing poison currently affects all creatures who enter. I won't let you in without an antidote. If I did, you'd simply die along with him.
"I have an antidote. Please let me in."


Accordion FAQ Slider
FAQ Slider Using jQuery
- What happens when an author signs the IEEE Copyright Form?
- When an author signs the IEEE Copyright Form, he/she is transferring ownership of the copyright rights in the work to the IEEE. In other words, the IEEE becomes owner of the paper when the author signs, dates and submits a corresponding IEEE Copyright Form.
- Does IEEE consider authors posting their papers on preprint servers or on their companies' web sites to be a form of prior publication, which may then disqualify the papers from further editorial consideration?
- No. IEEE policy allows authors to submit previously posted papers to IEEE publications for consideration as long as authors are able to transfer copyright to IEEE, i.e., they had not transferred copyright to another party prior to submission.
- What is a Trademark?
- A trademark is a name, title or graphic design intended to identify an entity or product. When a trademark is registered with the U.S. Patent and Trademark Office, broadly exclusive rights are obtained by the owner.
- What is the difference between copyright and trademark?
- Copyright rights protect the particular expression of an idea, not the idea itself.
Trademark and service mark refer to rights meant to protect a name, title or logo or other identifier of an entity or product.
Where copyright rights are nearly exclusive, trademark laws grant fully exclusive rights to the owner.
- What is the difference between copyright infringement and plagiarism?
- Infringement occurs when an author's work is reused without the author's approval/permission, even though full author attribution might have accompanied the reuse.
Plagiarism occurs when an author's work has been reused in such a way as to make it appear as someone else's work.
- What should be done when a charge of plagiarism is brought against an author?
- Plagiarism is a serious breach of professional conduct, with potentially severe ethical and legal consequences. Therefore, IEEE and its constituent bodies strongly condemn such misconduct and shall vigorously investigate all allegations of plagiarism involving IEEE authors and/or IEEE publications.
In the event an author or publisher brings a charge of plagiarism against an IEEE author or an IEEE publication, the Editor-in-Chief (EIC) of the sponsoring entity's publication should become the primary authority to initiate, conduct and finalize a review of the charge.


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/bug.20with.20.24.20in.20equation.20compiler.html ---
@[simp] def B : ℕ → ℕ := λ x, 0 def A : ℕ → ℕ | 0 := 0 | (x+1) := x + A $ B 0
type mismatch at application x + A term A has type ℕ → ℕ but is expected to have type ℕ Additional information: c:\XXX.lean:4:17: context: switched to simple application elaboration procedure because failed to use expected type to elaborate it, error message too many arguments
Since $
has ridiculously low precedence, this is interpreted as (x + A) (B 0)
Last updated: Apr 24 2020 at 19:02 UTC


No signs foul play in death of man found in Missouri freezer
by Associated PressKANSAS CITY, Mo. (AP) — Authorities say an autopsy has found no signs of foul play in the death of a man whose body was found in a freezer in his wife’s bedroom inside the couple’s southwest Missouri home.
Joplin police say the autopsy also confirmed that the man was Paul Barton, whose wife, 67-year-old Barbara Watters, is charged with abandonment of a corpse. The body was found last week after a witness told police that Barton’s body had been in Watters’ freezer since his death on Dec. 30, 2018. No details were provided about how the witness knew the couple.
No charges have been filed in Barton’s death. Police said before Watters’ arrest on Thursday that she has unspecified “mental disorders” and is known to carry firearms.
Police say the investigation is ongoing.


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674
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Oracle Performance Tuning and Optimization
by Edward Whalen
Sams, Macmillan Computer Publishing
ISBN: 067230886x Pub Date: 04/01/96
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22
1000
System Load
Like the DSS system, the CPUs in a data warehousing system are usually 100 percent active during the large business queries. Where OLTP systems have many users with small queries, the data warehousing system has relatively few users and massive queries (as does a DSS system). These queries should be able to take advantage of the capabilities of the CPUs and memory as long as the system does not become disk bound. By tuning the server using some of the concepts discussed in Chapters 9 and 10, you can avoid becoming disk bound.
The typical OLTP, batch, or DSS system may have an insufficient number of disk drives, which causes an I/O bottleneck. The data warehousing system may not have this problem because so much disk space is needed for the hundreds of gigabytes of historical and current business data, that, with careful planning, there are plenty of disk spindles to distribute the I/O load.
Following is a list of some of the load characteristics of a data warehousing system:
- Relatively few processes on the system. If you take advantage of the Parallel Query option, you add more processes and subsequently more process switches.
- Minimal network traffic. Network traffic is low during the transaction processing phases but may be significant during the data loading and updating phases.
- Heavy I/O usage. The decision support queries associated with the data warehouse usually generate large amounts of I/O to the data files. This I/O is somewhat random if multiple decision support queries are active simultaneously; but the I/Os are larger in size because of multiblock reads.
- Moderate to high redo log activity. Unlike the DSS system (where the redo log activity is very low), the redo log activity for a data warehouse may be moderate or even high. This is caused, not by the activity of the business transactions, but by the procedures necessary to prepare and load the data. The metadata may be constantly put together from many external sources.
- Moderate to heavy use of rollback segments. During the decision support queries, rollback segments will not be used heavily, but during the data-creation or conversion phase, rollback segment activity can be significant.
- Large amounts of memory. The memory is used not only for the SGA but for each of the server processes required for sort and join operations.
Defining and understanding these characteristics can help you design and tune your data warehouse for optimal performance. The first step in this design process is to set goals for what you want to achieve.
Goals
The goal in tuning the data warehouse is to achieve a system that has certain characteristics. Here is a list of the characteristics of an optimally tuned data warehouse:
- The system is CPU bound during decision support queries. By removing all other bottlenecks, the system should be able to process as fast as possible, which is the speed of the CPUs.
- The system is not drive bound. Any disk bottleneck degrades performance. If this is the case, you should add more or faster disks.
- Memory is suff
ff4
icient. If the machine pages or swaps, performance is severely degraded. The best solution is to add more memory; if that is not possible, reduce the size of the SGA or the number of users until the system no longer pages or swaps.
- The system meets any additional requirements you might have. With some data warehousing machines, you must keep current with the OLTP systems by updating on a nightly basis. With the data warehouse, you may have to update the data within a certain time frame.
By setting goals for how you expect the system to perform, you can determine whether you are successful. You can also determine earlier whether you will be able to achieve your specified goals.
| Review of Data Warehouse Characteristics
By analyzing how the system operates, how the queries work, and how the data is accessed, you are well on your way to determining the best configuration for your data warehouse. This information, together with the tuning procedures described in Part II of this book, can help you design an optimal configuration.
Data access in a data warehousing system is generally random, with some sequential components. By configuring the system and taking advantage of multiblock reads, you can achieve a high level of I/O performance.
Relate the information in the next part of this chapter to your particular configuration. Look for similarities and differences between what is described here and what you have observed about your system and decide how you can benefit from the tuning guidelines presented here. Although each system is different, many of the concepts remain the same.
You should base your system design on what you know about how your system operates and accesses data. Spend the time up front to carefully examine how the system needs to run so that you can determine the design of the system. The quality of the end product depends heavily on the amount of effort you put in at the beginning stages. No amount of tuning after the system is in production can make up for poor design choices.
|
Design Considerations
Looking at data access patterns can give you a good idea how to design the system. Before looking at the design process, consider these important issues, introduced earlier in this book:
- I/O is typically the limiting factor in the system. You can do only a fixed number of random I/Os per second per disk drive (refer to Chapter 14, Advanced Disk I/O Concepts).
- I/Os can be reduced by caching data blocks in the SGA. If the data you want to access is already in the SGA, a disk I/O is not required.
- Isolate sequential I/Os. Most of the time spent reading from or writing to the disk is spent seeking to where the data is located. If you can reduce seeks, you can achieve more I/Os per second.
- Spread out random I/Os. Random I/Os have a maximum rate per drive. By spreading the I/Os out among many drives, you increase the overall rate.
- Avoid paging and swapping. Any time the system pages or swaps, performance is severely degraded. Avoid this at all costs.
All these factors contribute to the optimal data layout of the system. The physical layoutalong with SGA and shared pool tuningcreates an optimally configured server for the decision support tasks usually performed in the data warehouse. In data warehousing systems, the design of the queries is also very important, as you will see in later chapters.
55e
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At Least One Reportedly Killed, 30 Injured as Two Trains Collide in Hyderabad, India - Photo, Video
Over 30 people were injured after two trains collide at Kacheguda Railway Station in Hyderabad, according to the India TV news media outlets.
The train accident occurred when an MMTS train crashed into a Kongu express train waiting at the platform.
“Both trains were moving slowly since they were within the station limits. As per preliminary information, two persons were injured,” an South Central Railway official said.
Indian Railway Minister Piyush Goyal has instructed local authorities to provide immediate assistance to the injured.
According to reports, passengers suffered injuries and were taken to nearby hospitals.
The driver of one of the trains remains stuck and a rescue operation is underway, according to media reports.
In July, Indian Railways had claimed that due to a strict safety audit and advanced technology to curb train accidents, the number of train accidents had decreased from 118 in 2013 and 2014 to 104 in 2016-2017, 73 in 2017-2018 and 59 (thus far) in 2018-2019.
The schedules of train services have been affected due to the accident. The railway authorities are rescheduling some trains.


Sponsorship of PyCon Pune comes with a host of benefits:
Sponsorships are mainly of three types with some additional a la carte options to enhance those sponsorship levels:
(Limit: 1)
You are the primary sponsor of PyCon and your presence is synonymous to PyCon Pune 2018. As part of our sponsorship offering, you get the following:
(Limit: 5)
Your sponsorship is extremely valuable to PyCon and your presence will be prominent in PyCon Pune 2018. Your sponsorship package will include the following:
You are one of the many pillars of the Python and Open Source community in the world and your support will enable many to experience a world class conference in India. Your sponsorship package will include the following:
Here are some specialized sponsorship packages that you can avail of either to enhance your sponsorship level or by itself based on your needs. If your requirements are different from the options mentioned here then please do not hesitate to get in touch with us. We would be more than happy to discuss your preferences.
(Limit: 1 per day)
You’re the relief for exhausted attendees as they look to take a break with a cup of tea or coffee and biscuits. As part of your sponsorship you get to display your brand at the beverage vending stations and on the pune.pycon.org website. You also get one free pass for the conference days.
(Limit: 1 per day)
Open Source hackers breathe tea and coffee and you are their saviour! Tea and coffee service will be ubiquitous through the two developer sprint days and so will your brand as it sits next to the beverage vending stations and on the pune.pycon.org website. You also get one free pass for the conference days.
You help us balance the scale when it comes to diversity in PyCon Pune. Your sponsorship will allow us to assist at least two people from minority populations such as women, transgenders or lower castes and classes that are involved in the Open Source community so that they can be part of PyCon Pune. Your sponsorship includes the following:
Your support enables us to subsidize individuals (such as students or people from economically challenged communities) who cannot otherwise afford tickets to a conference. Your sponsorship includes the following:
(Limit: 1)
Your support helps the conference speakers reach their audience in the room as well as out on the internet.  As an Internet sponsor you provide network services for all four days of the conference, including the critical developer sprint days. Your sponsorship package gets you the following:
If you have questions, feel free to email us at<EMAIL_ADDRESS>You can also download the sponsor prospectus by clicking on the button below.


Texture Coordinates
Now that we can load and unload textures it's finally time to texture something! In order to apply a texture to a 3D model, you must first specify some texture coordinates for each vertex of that model. So far we've given a vertex a position, a color, a normal; now we add texture coordinates to the list of attributes a vertex can have.
Texture coordinates have some special vocabulary. We call the texture coordinates UV coordinates.  The U axis is horizontal, the V axis is vertical. 0, 0 is in the bottom left. When we use subscript notation, U comes first: (U, V)
The other thing to know about U-V space is that it is normalized. It doesn't matter if a texture is 124x124, 256x256, 512x1024 or whatever. The U-V coordinate space always extends from 0 to 1. The center pixel of an image is always at point (0.5f, 0.5f).
In this image, the left side shows a png picture, the right side shows the picture being applyed onto a triangle. The triangle is also outlined on top of the image. The UV coordinates of this triangles vertices are (0, 0), (1, 1), (1, 0).
What happens when your texture isn't a square? Let's say you have 512x1024. Then the UV coordinate (0.5f, 0.5f) maps to the pixel at 256x512. I can't stress this enough, images should always be square and a power of two. This will help keep coordinates simple, and will run faster on your graphics card.
While we're talking about textures, let's review why a power of two textue is faster on a graphics card. A U-V coordinate doesn't map to a pixel, it maps to a texel. As such, each pixel on an image might take up one or more pixels on the actual render target, or no pixels at all. In order to convert texels to pixels, a graphics card must divide by 2.
If you remember WAY back to when we started programming, we briefley talked about bitshifting. Let's take the binary number for 4 for example: 0000 0100
. If we right shift this by 1 >> 1
the result is two: 000 0010
. We just achived the same thing as a division by two, except this is about 500 times less expensive than division! This trick only works with powers of two.
Tex Coords
Alright, enough theory. You can specify texture coordinates for vertices using the GL.TexCoord2
function. This function has the following signature:
GL.TexCoord2(float s, float t);
Where S is the U axis and T is the V axis. So, if we wanted for example to draw a textured quad on screen, we would specify UV coordinates for each vertex, like so:
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0, 1); // What part of the texture to draw
GL.Vertex3(left, bottom, 0.0f); // Where on screen to draw it
GL.TexCoord2(1, 1); // What part of the texture to draw
GL.Vertex3(right, bottom, 0.0f);// Where on screen to draw it
GL.TexCoord2(1, 0); // What part of the texture to draw
GL.Vertex3(right, top, 0.0f); // Where on screen to draw it
GL.TexCoord2(0, 0); // What part of the texture to draw
GL.Vertex3(left, top, 0.0f); // Where on screen to draw it
GL.End();
Notice how i define the UV coordinate before the vertex. You specify whatever attributes a vertex needs, you could even specify all the attributes we've used until now for a single vertex!
GL.Begin(PrimitiveType.Triangles);
GL.TexCoord2(1f, 1f);
GL.Normal3(0f, 1f, 0f);
GL.Color3(0f, 1f, 0f);
GL.Vertex3(0f, 1f, 0f);
GL.TexCoord2(1f, 0f);
GL.Normal3(0f, 1f, 0f);
GL.Color3(1f, 0f, 0f);
GL.Vertex3(1f, 0f, 0.0f);
GL.TexCoord2(0f, 0f);
GL.Normal3(0f, 1f, 0f);
GL.Color3(0f, 0f, 1f)
GL.Vertex3(-1f, 0f, 0f);
GL.End();
The order in which you define the vertex attributes does not matter so long as A) you are consistent within the Begin / End calls and B) the GL.Vertex3
call specifying position comes last.
Most of the time when you specify a texture you will not specify a color. But position and normal will usually be specified for all 3D models. UI and 2D games tend to only use UV-Coords and position.
So far
It's not enough to just specify texture coordinates. Texturing must be enabled, and a valid texture must be bound. Let's see some code as to what it takes to draw a textured quad:
int textureHandle = -1;
int textureWidth = -1;
int textureHeight = -1;
void Initialize() {
// Enable Texturing
GL.Enable(EnableCap.Texture2D);
// Take note, we store the width and height!
textureHandle = LoadGLTexture("file.png", out textureWidth, out textureHeight, true);
}
void Render() {
// World coordinates of the quad we are drawing
float left = 0f;
float right = 20f;
float top = 0f;
float bottom = 10f;
// We have to bind a valid texture to draw
GL.BindTexture(TextureTarget.Texture2D, textureHandle);
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0, 1);
GL.Vertex3(left, bottom, 0.0f);
GL.TexCoord2(1, 1);
GL.Vertex3(right, bottom, 0.0f);
GL.TexCoord2(1, 0);
GL.Vertex3(right, top, 0.0f);
GL.TexCoord2(0, 0);
GL.Vertex3(left, top, 0.0f);
GL.End();
// You don't have to do this, but i don't like leaving bound textures
GL.BindTexture(TextureTarget.Texture2D, 0);
}
void Shutdown() {
// Now that we are done, delete the texture handles!
GL.DeleteTexture(textureHandle);
// Invalidate references
textureHandle = -1;
}
That's a lot of code, and it's even more when you consider that all our texture loading code is nicley wrapped up in the LoadGLTexture
function, not shown here. But that's what it takes to draw a textured primitive.
So, let's pretend that the quad we drew is a health bar. And the health bar is on an atlas. Our artist tells us that the UV-Coordinates for this health bar are at top-left:125x34, bottom-right(150, 50). How do we take those pixel coordinates and convert them into UV-coords?
By normalizing them. That is, divide the X pixel by the width or the imge, and the Y pixel by the height of the image. This will put the pixel coordinates into a normal space. Let's take a look at how we might change the render function to do this:
void Render() {
// Normalized uv coordinates, remember we kept a reference
// to the width and height of the image, returned
// from the LoadGLTexture function.
float uv_left = 125f / textureWidth;
float uv_right = 150f / textureWidth;
float uv_top = 34f / textureHeight;
float uv_bottom = 50f / textureHeight;
// World coordinates of the quad we are drawing
float left = 0f;
float right = 20f;
float top = 0f;
float bottom = 10f;
// We have to bind a valid texture to draw
GL.BindTexture(TextureTarget.Texture2D, textureHandle);
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(uv_left, uv_bottom);
GL.Vertex3(left, bottom, 0f);
GL.TexCoord2(uv_right, uv_bottom);
GL.Vertex3(right, bottom, 0f);
GL.TexCoord2(uv_right, uv_top);
GL.Vertex3(right, top, 0f);
GL.TexCoord2(uv_left, uv_top);
GL.Vertex3(left, top, 0f);
GL.End();
// You don't have to do this, but i don't like leaving bound textures
GL.BindTexture(TextureTarget.Texture2D, 0);
}
You will notice in my code that i map the Y axis of my UV-Coordinates in reverse. This is because having (0, 0) on the bottom left makes no sense to me. So i map the UV's in reverse, effectivley putting (0, 0) at the top left of uv-space.
One trick i like to use to avoid dividing twice is reciprical multiplication. This code:
float uv_top = 34f / textureHeight;
float uv_bottom = 50f / textureHeight;
can be written as
float inverseHeight = 1f / textureHeight;
float uv_top = 34f * inverseHeight;
float uv_bottom = 50f * inverseHeight;
The final values of uv_top
and uv_bottom
will be the same, but instead of doing two divisions we now do 1 division and two multiplications. Which is actually faster. Not by a lot, but still faster.
What's next
Before we move on to the "putting it all together" section where we actually write code i want you to take a peek into the 2DOpenTKFramework we've been using to make 2D games. Specifically, i want you to check out the TextureManager.cs file, it's the one with all the texture goodies.
There is a specific function in there, it takes a texture-id and a screen rectangle. It draws the texture in it's entirety to the screen. The signature of this function is:
public void Draw(int textureId, Point screenPosition)
It's heavily commented, it should be easy to see how it works. If you have a pretty good grasp on how that function works, and feel up to a challenge, take a look at it's cousin with the overrides:
public void Draw(int textureId, Point screenPosition, PointF scale, Rectangle sourceSection)
This function does a bunch of math (mostly multiplication) to convert pixel coordinates on the source texture into normalized texture coordinates.


An Android client for the Mini60 and SARK100 bluetooth enabled antenna analyzers
Github home: https://github.com/ishmal/open60
On IRC at: irc.geekshed.net #redditnet
Bob Jamison, KS5D
How to use:
Pairing
Pair your Android with the MINI60. Make sure that something like "MINI60" is listed in the paired Bluetooth device list. If it has another name, you can change the expected name in the configuration. The expected name is case-insensitive, and only needs to start the full name. For example, "mini" will match "MINI", "MINI 60", "MINI60 AT" etc. If the device is an original SARK100, then "sark" will probably work.
Prepare the MINI60 for use
- Connect coaxial cable
- Turn on
- Press 'Set' twice so it shows 'PC Link'
- Press 'Down' until it says 'Waiting Link'
Select a range to scan
Swipe the Open60 app screen left or right to cycle through the preset ranges.
Scan
Double-tap to start scanning. The red dot should turn to green (Connected) and/or blue (Scanning). The cyan cursor will move across the graph, showing scan progress. VSWR will be traced in red, impedance in green. If you do not see the curves, then they are off-scale. When the scan is completed, the dot will be green again. The point of minimum SWR will be indicated.
Configuration
The app comes with default frequency ranges for all of the HF bands and 60 meters. You can modify and rename any or all of them if you want. Your changes will be made persistent when you hit "Save". You can always get the original settings back by pressing the "Restore" button. There will be 50 steps for each range.
Finally
That is all. It is a simple device, and a simple app. Have fun!


Stack Slider
My first simple slider
Javascript
!
Slide 1
Slide 2
Slide 3
Slide 4
Slide 5
Previous
Next Slide
this.content added dynamicaly


Sign in CSU GPU station:
Hey, Welcome Back
Public GPU Stations:
Titan_XP_1
Titan_XP_2
Polling and Notification Switch:
Github


HEAD ======= >>>>>>> f04b81a9393022e5c169b76591242b48e991ae89
Agriculture business is the farming, management, production, and marketing of agricultural commodities, such as crops. The agricultural business field includes resource management, farming, conservation, and sales.


Focusable Grid
You can quickly build out focusable grid collection for your components. For that you will need to use a combination
of [fdkFocusableGrid], [fdkFocusableList] and [fdkFocusableItem] directives.
It also respects [fdkDisabled] directive, so that those elements will be excluded from the selection
sequence.


The chart below provides an insight on how <%= Prospects.get_SecurityInfo()->get_Symbol() %>:<%= Prospects.get_SecurityInfo()->get_Exchange() %> performs
viz-a-viz its industry and sector. Owing to computation delay, please expect sector and industry data to be at most a week behind
the statistics of <%= Prospects.get_SecurityInfo()->get_Symbol() %>:<%= Prospects.get_SecurityInfo()->get_Exchange() %>.


31 October 2006
The Ministry of Health in Egypt has confirmed the country’s seventh death from H5N1 avian influenza. The 39-year-old woman, whose infection was confirmed on 11 October, died on 30 October.
Of the 15 cases confirmed to date in Egypt, seven have been fatal.


+++ aliases = [ "/getting-started/", "/docs/getting-started/", ] type= "docs" menu="main" weight="1" layout="home" +++
Jenkins X provides automated CI+CD for Kubernetes with Preview Environments on Pull Requests using Tekton as the underlying pipeline engine.
Provisioning your Kubernetes cluster is easy.
Jenkins X does not really care how you provision your cluster, however there are many resources that are provisioned, so we recommend using the Terraform modules we've made available.
Prerequisite for using them is an installed terraform
binary.
You can find the installation instructions here.
1. Create a main.tf
file in an empty directory and add the code snippet below.
You will need to provide the GCP project id in which to install the cluster.
This setup uses defaults parameters. For more details instructions on how to provision a Kubernetes cluster with the GKE Terraform module refer to the GKE terraform module.
2. Provision the cluster using Terraform.
{{
1. Create a main.tf
file in an empty directory and add the code snippet below.
This setup uses defaults parameters. For more details instructions on how to provision a Kubernetes cluster with the EKS Terraform module refer to the EKS terraform module.
2. Provision the cluster using Terraform.
{{
The next step is installing the Jenkins X binary jx
for your operating system.
You have provisioned your Kubernetes cluster and installed the jx
CLI.
Now you are ready to install Jenkins X into the cluster.
To do that, you will use the jx boot
command.
For more details around JX Boot refer to the Run Boot section.


Sample Interface
The App is simple and easy to use, focused content at a glance, simple and not simple.
Different background different colors make our day more beautiful color.
Safety
Built-in two security lock mode: digital lock + gesture lock, of course, also supports TouchId unlock, protect your important day.
Category Management
add category to manage day, choose a different color to highlight the days of these categories.
Pleased to meet you
Believe me, this is the best good date countdown software, no one!
If you are not satisfied with Mydays, please contact us by mail thanks.
Email：immouseshi@gmail.com


Bakers Dozen Donuts (Regular) - 8.65
Chocolate frosted, vanilla frosted, boston cream, jelly filled, cream filled, glazed, chocolate glazed, marble twist, sugar raised, plain donut, plain cruller, honey wheat, jelly puff, creampuff, coffee roll.
Regular Donut - 1.05
Chocolate frosted, vanilla frosted, bostoncream, jelly filled, cream filled, glazed, chocolate glazed, marble twist,sugar raised, plain donut, plain cruller, honey wheat, jelly puff, cream puff,coffee roll.
Fancy Donut - 2.00
Bow tie, éclair, apple turnover, fancy coffee roll.
French Cruller - 2.00
Top Sellers


The Berkeley Center for New Media Presents ...
Hack the Bells is the world's first remix competition for carillon. This project is an exploration in sound, vision, and performance that asks artists and new media visionaries to use the bells as they see fit - to hack the bells.
This project encourages artists, musicians, performers, and other visionaries to use the Campanile and/or the openly licensed Campanile audio and images from our library in their creative work.
Works will be submitted to and reviewed by a jury of international artists, new media innovators, cultural curators, and academics. They will select a winner, who will be awarded a prize of $700 USD and an opportunity to have their work permanently acquired by the University of California, Berkeley, and the Anton Brees Carillon Library for public display and use. Three runner-up prizes will be awarded, totaling $100 USD each.
Submitted works can be:
Works must be submitted by 11:59 PM PST on September 1, 2014 .
Participants will be notified about the status of their submission November 1, 2014.
Specificity to the campanile (history, community, sound), Originality, & Creativity
We encourage applicants who will consider submission related to :
or bring/send materials to:
Berkeley Center for New Media


Dave Smith Instruments Prophet '08 / Tetra / Mopho
Single Patch Editor
This editor is meant to work with the Prophet '08, Prophet '08 Desktop, Tetra, Mopho, Mopho Keyboard, Mopho SE, and Mopho x4. It has been tested successfully on the Prophet '08, Tetra, and Mopho Keyboard. If you have other models, please provide me with bug reports. This editor will not work with the Rev2: use the Rev2 editor instead. For Tetra Combo patches, see Edisyn's Tetra Combo editor.
Communicating with Edisyn
Set the MIDI channel to the same as being used in Edisyn. Set MParamSend to NRPN. Set MParamRec to All or NRPN. Set MIDI Program to ON. Set MIDI Sysex to ON. And set MIDIParamLCD to ON.
Setting the Synthesizer Type
These synthesizers are approximately compatible with one another, but there are differences. The biggest one is of course that the Mopho series does not have the two layers present in the Tetra and Prophet '08. If you load a Mopho patch, the (missing) Layer B will be set to a copy of Layer A.
There are other differences. Some units have feedback; others have audio input; and the Prophet '08 has neither. The Prophet '08 also doesn't have sub-octave generators, unlike the others. Some synths have certain destinations and sources that others do not.
Before you work with your synthesizer, you need to set Edisyn to the proper Synthesizer Type. Edisyn will remember your choice next time. Setting the Synthesizer Type affects the following things:
- You can select the proper bank (the Mopho x4 has 8 banks, the Tetra has 4 banks, the other Mophos have 3 banks, and the Prophet '08 has just 2 banks).
- You can upload patches properly (different synths have different sysex)
- You can request patches properly (again, different sysex)
- You can batch-download from your synth properly (correct banks and sysex)
- If you have a Prophet '08 or Tetra, you can access the Oscillators, Modulation, and Sequencer in Layer B.
If you load a patch from a different synthesizer type, Edisyn will load the patch but won't deviate from your original choice.
Because different synths have different numbers of patches, if the incoming patch is set to a bank higher than your current synthesizer type can handle, the current bank will be unchanged. If you manually change the synthesizer type and the current bank is incompatible with the new type, the bank will be reset to bank 1.
Per-Synthesizer Parameters
The Tetra and Mopho series have several additional parameters not present in the Prophet '08. Some of these appear under the Extra tab.
Several parameters, destinations, and other settings are specific to certain synthesizers. The synthesizer in question is marked as follows:
- [P] Prophet '08
- [T] Tetra
- [M] Mopho
- [K] Mopho Keyboard and SE
- [X] Mopho x4
A few parameters are shared. For example, "Feedback Volume" on the Tetra is "Audio Input Level" on the Mopho series. And "Spread" on most machines is "Pan" on the Mopho (which is monophonic).
But most importantly, Mopho variations will completely ignore the Oscillators and Filters B, Modulation B, and Sequencer B tabs, since they have only one layer (A). They will also ignore the Tetra Layer B category under the Extra tab.
About the Menu
The menu has several options that are useful for Prophet '08 and Tetra owners.
- Copy A->B, Copy A<-B and Swap A<->B These menus allow you to move the A and B layers to each other.
- Load Both Layers, Load Only A>, and Load Only B When you load a sysex file, receive a dump or merge from your Prophet '08 or Tetra, or reset your patch, your setting here will dictate whether this will effect both layers, or just Layer A or Layer B (keeping the other one intact). This way, for example, you can just clear out Layer A. Or you could make a patch consisting of the Layer A of two different patches, by first loading one patch, then copying its Layer A to Layer B, then restricting loading to just Layer A, and then finally loading the second patch.
- To Prophet Rev2. This converts the patch into one appropriate for a Prophet Rev2, and then loads it in a new editor. This might be useful for converting Prophet '08 patches and then editing them for these machines (of course you can use the Prophet '08 editor to send patches directly to the Rev2, which can read Prophet '08 patches).
- To Tetra Combo constructs a Tetra Combo patch out of this patch. This is done by copying Layer A to Voices 1 and 2 in the Combo, and Layer B to Voices 3 and 4. All voices will share the same patch name. The four "assignable parameters" will be distributed to the four voices.
- Send Assignable Params toggles whether Edisyn sends real-time parameter change messages in response to changing any of the four "Assignable Parameter" parameters. This is because doing so triggers a bug in the Tetra Beta firmware, which causes the parameter to be reset to Osc 1 Freq. If you're running a Tetra using the Beta firmware, you might like to turn this off; otherwise you can ignore it.
These menu options are not useful for the Mopho variations, as they have only one layer.
Hints
- When you set the destination for a sequencer track to "Osc 1 Freq", "Osc 2 Freq", or "Osc 1&2 Freq", the track dials will change from number values to notes. The lowest note, C0, corresponds to the note being played by the user -- that is, all sequenced notes are equal to or higher than the played note. If you need notes lower than the played note, pitch the oscillator frequencies down.
- On the Tetra, the assignable parameters "[Invalid 5]" and "[Invalid 6]" are, on the Beta OS only, "Osc 1 Wave Reset" and "Osc 2 Wave Reset" respectively. But they're still subject to the serious assignable parameter crash issues discussed in Gotchas, next.
Gotchas
- The Assignable Parameters (in the Extra tab) have several problems:
- There is a hole in the middle of the Tetra's parameters -- you'll see parameters labelled "[Invalid ...]". These are invalid settings right in the middle of the valid range, and on top of it, the Tetra can crash if it uses them! So I have opted to do the following. You are permitted to set to these values in Edisyn, but Edisyn will send, write, or save patches by silently substituting value 0 ("Osc 1 Frequency") instead.
- Likewise, there is a different hole in the middle of the Mopho's parameters, with the same dangers, and so I have elected to follow the same strategy.
- If you are using the Tetra's Beta OS, setting any of the assignable parameters in real-time just sets the parameter to "Osc 1 Frequency" due to a bug in the OS. However you can send or write a patch with the assignable parameters set and it'll work right. See discussion of the Send Assignable Params menu option above.
- Even if MIDIParamLCD is set to ON, any real-time changes you make won't be reflected on the LCD unless you first twiddle a knob so the synth is in its edit mode. On the Prophet '08 I suggest twiddling the Misc Parameters Select knob.
- Additionally, even if MIDIParamLCD is on, and the Prophet '08/Tetra is displaying parameter edits, you won't see parameter changes from Layer B unless you press "Edit Layer B".
- If you change Key Sync for some LFO other than #1, the Prophet's Key Sync light won't change properly, even if that LFO is currently selected on the Prophet '08 front panel. You have to press some other LFO button, then go back to the LFO in question to see the Key Sync button light properly.
Thanks
Thanks to Will Taylor for his considerable help in debugging the editor for the Tetra and Mopho Keyboard.
Thanks also to Francois Dussaud for his significant work in debugging the Mopho and Tetra portions of the editor.
| By
| Sean Luke
|
| Date
| June 2018, Updated May 2020
|


Dart Vader Inc
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This is the text-book version of a PID-controller. For a more practically useful PID-controller, use block LimPID.
The PID block can be initialized in different ways controlled by parameter initType. The possible values of initType are defined in Modelica.Blocks.Types.InitPID. This type is identical to Types.Init, with the only exception that the additional option DoNotUse_InitialIntegratorState is added for backward compatibility reasons (= integrator is initialized with InitialState whereas differential part is initialized with NoInit which was the initialization in version 2.2 of the Modelica standard library).
Based on the setting of initType, the integrator (I) and derivative (D) blocks inside the PID controller are initialized according to the following table:
| initType | I.initType | D.initType |
| NoInit | NoInit | NoInit |
| SteadyState | SteadyState | SteadyState |
| InitialState | InitialState | InitialState |
| InitialOutput and initial equation: y = y_start |
NoInit | SteadyState |
| DoNotUse_InitialIntegratorState | InitialState | NoInit |
In many cases, the most useful initial condition is SteadyState because initial transients are then no longer present. If initType = InitPID.SteadyState, then in some cases difficulties might occur. The reason is the equation of the integrator:
der(y) = k*u;
The steady state equation "der(x)=0" leads to the condition that the input u to the integrator is zero. If the input u is already (directly or indirectly) defined by another initial condition, then the initialization problem is singular (has none or infinitely many solutions). This situation occurs often for mechanical systems, where, e.g., u = desiredSpeed - measuredSpeed and since speed is both a state and a derivative, it is natural to initialize it with zero. As sketched this is, however, not possible. The solution is to not initialize u or the variable that is used to compute u by an algebraic equation.


Type definition and enumerated types that are to be used by Olympus camera class.
Olympus camera class: camera communication category | |
| enum | OLYCameraConnectionType { OLYCameraConnectionTypeNotConnected, OLYCameraConnectionTypeWiFi, OLYCameraConnectionTypeBluetoothLE } |
| Connection classification for camera. More... | |
|
typedef enum OLYCameraConnectionType | OLYCameraConnectionType |
Olympus camera class: camera system category | |
| enum | OLYCameraRunMode { OLYCameraRunModeUnknown, OLYCameraRunModeStandalone, OLYCameraRunModePlayback, OLYCameraRunModePlaymaintenance, OLYCameraRunModeRecording, OLYCameraRunModeMaintenance } |
| Run mode of the camera. More... | |
| typedef enum OLYCameraRunMode | OLYCameraRunMode |
| NSString *const | OLYCameraHardwareInformationCameraModelNameKey |
| Dictionary key for accessing 'Camera Model Name' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationCameraFirmwareVersionKey |
| Dictionary key for accessing 'Camera Firmware Version' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationLensTypeKey |
| Dictionary key for accessing 'Lens Type' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationLensIdKey |
| Dictionary key for accessing 'Lens ID' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationLensFirmwareVersionKey |
| Dictionary key for accessing 'Lens Firmware Version' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationFlashIdKey |
| Dictionary key for accessing 'Flash ID' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationFlashFirmwareVersionKey |
| Dictionary key for accessing 'Flash Firmware Version' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationAccessoryIdKey |
| Dictionary key for accessing 'Accessory ID' element of camera hardware information. | |
| NSString *const | OLYCameraHardwareInformationAccessoryFirmwareVersionKey |
| Dictionary key for accessing 'Accessory Firmware Version' element of camera hardware information. | |
Olympus camera class: playback category | |
| enum | OLYCameraResizeVideoQuality { OLYCameraResizeVideoQualityFine, OLYCameraResizeVideoQualityNormal } |
| Supported video quality when resized. More... | |
|
typedef enum OLYCameraResizeVideoQuality | OLYCameraResizeVideoQuality |
| typedef CGFloat | OLYCameraImageResize |
| Supported sizes for images. | |
| const OLYCameraImageResize | OLYCameraImageResize1024 |
| Resize long side of the image to 1024 pixels. | |
| const OLYCameraImageResize | OLYCameraImageResize1600 |
| Resize long side of the image to 1600 pixels. | |
| const OLYCameraImageResize | OLYCameraImageResize1920 |
| Resize long side of the image to 1920 pixels. | |
| const OLYCameraImageResize | OLYCameraImageResize2048 |
| Resize long side of the image to 2048 pixels. | |
| const OLYCameraImageResize | OLYCameraImageResizeNone |
| Use the original size of the image. | |
| NSString *const | OLYCameraContentListDirectoryKey |
| Dictionary key for accessing 'Directory path' elements of the content information. | |
| NSString *const | OLYCameraContentListFilenameKey |
| Dictionary key for accessing 'File name' elements of content information. | |
| NSString *const | OLYCameraContentListFilesizeKey |
| Dictionary key for accessing 'File size' elements of content information. | |
| NSString *const | OLYCameraContentListFiletypeKey |
| Dictionary key for accessing 'File type' elements of content information. | |
| NSString *const | OLYCameraContentListAttributesKey |
| Dictionary key for accessing 'File attribute list' elements of content information. | |
| NSString *const | OLYCameraContentListDatetimeKey |
| Dictionary key for accessing 'File modified date' elements of content information. | |
| NSString *const | OLYCameraContentListExtensionKey |
| Dictionary key for accessing 'Extension' elements of content information. | |
Olympus camera class: recording category | |
| enum | OLYCameraActionType { OLYCameraActionTypeUnknown, OLYCameraActionTypeSingle, OLYCameraActionTypeSequential, OLYCameraActionTypeMovie } |
| Type of shooting mode and drive mode. More... | |
| enum | OLYCameraTakingProgress { OLYCameraTakingProgressBeginFocusing, OLYCameraTakingProgressEndFocusing, OLYCameraTakingProgressReadyCapturing, OLYCameraTakingProgressBeginCapturing, OLYCameraTakingProgressBeginNoiseReduction, OLYCameraTakingProgressEndNoiseReduction, OLYCameraTakingProgressEndCapturing, OLYCameraTakingProgressFinished } |
| Progress of the capturing operation. More... | |
| typedef enum OLYCameraActionType | OLYCameraActionType |
|
typedef enum OLYCameraTakingProgress | OLYCameraTakingProgress |
| typedef CGSize | OLYCameraLiveViewSize |
| Size of live view that the camera supports. | |
| const OLYCameraLiveViewSize | OLYCameraLiveViewSizeQVGA |
| Display in QVGA (320x240) size live view. | |
| const OLYCameraLiveViewSize | OLYCameraLiveViewSizeVGA |
| Display in VGA (640x480) size live view. | |
| const OLYCameraLiveViewSize | OLYCameraLiveViewSizeSVGA |
| Display in SVGA (800x600) size live view. | |
| const OLYCameraLiveViewSize | OLYCameraLiveViewSizeXGA |
| Display in XGA (1024x768) size live view. | |
| const OLYCameraLiveViewSize | OLYCameraLiveViewSizeQuadVGA |
| Display in Quad-VGA (1280x960) size live view. | |
| NSString *const | OLYCameraStartTakingPictureOptionLimitShootingsKey |
| Dictionary key to access elements that specifies maximum number of shots at beginning of continuous shooting. | |
| NSString *const | OLYCameraTakingPictureProgressInfoFocusResultKey |
| Dictionary key to access focusing result given as parameter of progressHandler when shooting. | |
| NSString *const | OLYCameraTakingPictureProgressInfoFocusRectKey |
| Dictionary key to access coordinates of focus given as parameter of progressHandler when shooting. | |
Olympus camera class: recording auxiliary category | |
| enum | OLYCameraDrivingZoomLensDirection { OLYCameraDrivingZoomLensWide, OLYCameraDrivingZoomLensTele } |
| Driving direction of optical zoom. More... | |
| enum | OLYCameraDrivingZoomLensSpeed { OLYCameraDrivingZoomLensSpeedSlow, OLYCameraDrivingZoomLensSpeedFast, OLYCameraDrivingZoomLensSpeedNormal, OLYCameraDrivingZoomLensSpeedBurst } |
| Driving speed of optical zoom. More... | |
| enum | OLYCameraMagnifyingLiveViewScale { OLYCameraMagnifyingLiveViewScaleX5, OLYCameraMagnifyingLiveViewScaleX7, OLYCameraMagnifyingLiveViewScaleX10, OLYCameraMagnifyingLiveViewScaleX14 } |
| Magnification of live view. More... | |
| enum | OLYCameraMagnifyingLiveViewScrollDirection { OLYCameraMagnifyingLiveViewScrollDirectionUp, OLYCameraMagnifyingLiveViewScrollDirectionLeft, OLYCameraMagnifyingLiveViewScrollDirectionRight, OLYCameraMagnifyingLiveViewScrollDirectionDown } |
| Scroll direction in magnified live view. More... | |
|
typedef enum OLYCameraDrivingZoomLensDirection | OLYCameraDrivingZoomLensDirection |
|
typedef enum OLYCameraDrivingZoomLensSpeed | OLYCameraDrivingZoomLensSpeed |
|
typedef enum OLYCameraMagnifyingLiveViewScale | OLYCameraMagnifyingLiveViewScale |
|
typedef enum OLYCameraMagnifyingLiveViewScrollDirection | OLYCameraMagnifyingLiveViewScrollDirection |
| NSString *const | OLYCameraLevelGaugeOrientationKey |
| Dictionary key for accessing 'Orientation' elements of the level gauge information. | |
| NSString *const | OLYCameraLevelGaugeRollingKey |
| Dictionary key for accessing 'Roll' elements of the level gauge information. More... | |
| NSString *const | OLYCameraLevelGaugePitchingKey |
| Dictionary key for accessing 'Pitch' elements of the level gauge information. More... | |
| NSString *const | OLYCameraDigitalZoomScaleRangeMinimumKey |
| Dictionary key for accessing 'Minimum zoom scale' elements of the level gauge information. | |
| NSString *const | OLYCameraDigitalZoomScaleRangeMaximumKey |
| Dictionary key to access 'Maximum zoom scale' elements of the digital zoom information. | |
| NSString *const | OLYCameraMagnifyingOverallViewSizeKey |
| Dictionary key for accessing 'Overall view' elements of the magnified live view information. | |
| NSString *const | OLYCameraMagnifyingDisplayAreaRectKey |
| Dictionary key for accessing 'Display area' elements of the magnified live view information. | |
Error related | |
| enum | OLYCameraError { OLYCameraErrorUnknown = 0x0bad0001, OLYCameraErrorInvalidParameters = 0x0bad0002, OLYCameraErrorInvalidOperations = 0x0bad0003, OLYCameraErrorUnsupportedOperations = 0x0bad0004, OLYCameraErrorConnectionFailed = 0x0bad0005, OLYCameraErrorNotConnected = 0x0bad0006, OLYCameraErrorCommandFailed = 0x0bad0007, OLYCameraErrorBadResponse = 0x0bad0008, OLYCameraErrorCameraBusy = 0x0bad0009, OLYCameraErrorOperationAborted = 0x0bad000a, OLYCameraErrorFocusFailed = 0x0bad000b } |
| NSError codes in the OLYCameraErrorDomain. More... | |
| typedef enum OLYCameraError | OLYCameraError |
Log management class | |
| enum | OLYCameraLogLevel { OLYCameraLogLevelError, OLYCameraLogLevelWarning, OLYCameraLogLevelInfo, OLYCameraLogLevelDebug } |
| Log output level. More... | |
| typedef enum OLYCameraLogLevel | OLYCameraLogLevel |
| enum OLYCameraActionType |
Type of shooting mode and drive mode.
| enum OLYCameraError |
NSError codes in the OLYCameraErrorDomain.
| enum OLYCameraLogLevel |
| enum OLYCameraRunMode |
Run mode of the camera.
Progress of the capturing operation.
| NSString* const OLYCameraLevelGaugePitchingKey |
Dictionary key for accessing 'Pitch' elements of the level gauge information.
'Pitch' describes the camera is pointed up or down.
| NSString* const OLYCameraLevelGaugeRollingKey |
Dictionary key for accessing 'Roll' elements of the level gauge information.
'Roll' is rotation around the optical axis.