- Card - Class in org.buildmlearn.appstore.models
-
Template model for Flash cards type of apps.
- Card(String, String, String, String) - Constructor for class org.buildmlearn.appstore.models.Card
-
- CardCategoriesAdapter - Class in org.buildmlearn.appstore.adapters
-
This adapter class populates cards related to categories in the Featured Categories section of the Home page.
- CardCategoriesAdapter(Context, int) - Constructor for class org.buildmlearn.appstore.adapters.CardCategoriesAdapter
-
Constructor to the Adapter
- CardCategoriesAdapter.CardViewHolder - Class in org.buildmlearn.appstore.adapters
-
Holder class to contain all the views required during populating content into it.
- CardCategoriesAdapter.CardViewHolder.ClickListener - Interface in org.buildmlearn.appstore.adapters
-
- CardViewAdapter - Class in org.buildmlearn.appstore.adapters
-
An Adapter class, which populates cards related to apps in various activities like HomeActivity, AppsActivity etc.
- CardViewAdapter(List<Apps>, Context, int) - Constructor for class org.buildmlearn.appstore.adapters.CardViewAdapter
-
Constructor to the Adapter class
- CardViewAdapter(List<Apps>, Context) - Constructor for class org.buildmlearn.appstore.adapters.CardViewAdapter
-
Constructor of the Adapter class
- CardViewAdapter.CardViewHolder - Class in org.buildmlearn.appstore.adapters
-
Holder class to contain all the views required during populating content into it.
- CardViewAdapter.CardViewHolder.ClickListener - Interface in org.buildmlearn.appstore.adapters
-
- CardViewHolder(View) - Constructor for class org.buildmlearn.appstore.adapters.CardCategoriesAdapter.CardViewHolder
-
- CardViewHolder(View) - Constructor for class org.buildmlearn.appstore.adapters.CardViewAdapter.CardViewHolder
-
- CategoriesActivity - Class in org.buildmlearn.appstore.activities
-
This activity shows all the categories.
- CategoriesActivity() - Constructor for class org.buildmlearn.appstore.activities.CategoriesActivity
-
- CategoriesAdapter - Class in org.buildmlearn.appstore.adapters
-
This adapter class populates cards related to categories in the Categories Activity.
- CategoriesAdapter(List<CategoriesCard>, Context) - Constructor for class org.buildmlearn.appstore.adapters.CategoriesAdapter
-
Constructor to the Adapter
- CategoriesAdapter.CategoriesViewHolder - Class in org.buildmlearn.appstore.adapters
-
Holder class to contain all the views required during populating content into it.
- CategoriesAdapter.CategoriesViewHolder.ClickListener - Interface in org.buildmlearn.appstore.adapters
-
- CategoriesCard - Class in org.buildmlearn.appstore.models
-
Template model for Categories
- CategoriesCard(String, int) - Constructor for class org.buildmlearn.appstore.models.CategoriesCard
-
- CategoriesView - Class in org.buildmlearn.appstore.activities
-
This activity shows all the apps which belong to a particular category.
- CategoriesView() - Constructor for class org.buildmlearn.appstore.activities.CategoriesView
-
- CategoriesViewHolder(View) - Constructor for class org.buildmlearn.appstore.adapters.CategoriesAdapter.CategoriesViewHolder
-
- CATEGORY - Static variable in class org.buildmlearn.appstore.activities.SplashActivity
-
- Category - Variable in class org.buildmlearn.appstore.models.AppInfo
-
- Category - Variable in class org.buildmlearn.appstore.models.Apps
-
- CategoryImage - Static variable in class org.buildmlearn.appstore.models.CategoriesCard
-
- CategoryName - Static variable in class org.buildmlearn.appstore.models.CategoriesCard
-
- clearInstance() - Static method in class org.buildmlearn.appstore.models.QuizModel
-
- clearInstance() - Static method in class org.buildmlearn.appstore.models.SpellingsModel
-
- clearSearch() - Static method in class org.buildmlearn.appstore.activities.NavigationActivity
-
It clears the text in the search tool and collapses the search tool.
- click(View) - Method in class org.buildmlearn.appstore.activities.SpellingActivity
-
This method is executed when next/skip button is pressed, hence it populates the next question in the current view.
- clickListener - Variable in class org.buildmlearn.appstore.adapters.CardCategoriesAdapter.CardViewHolder
-
- clickListener - Variable in class org.buildmlearn.appstore.adapters.CardViewAdapter.CardViewHolder
-
- clickListener - Variable in class org.buildmlearn.appstore.adapters.CategoriesAdapter.CategoriesViewHolder
-
- clickListener - Variable in class org.buildmlearn.appstore.adapters.MyAppsViewAdapter.MyAppsViewHolder
-
- closeSearch() - Static method in class org.buildmlearn.appstore.activities.AppsActivity
-
This method is called from the Navigation Activity.
- closeSearch() - Static method in class org.buildmlearn.appstore.activities.CategoriesActivity
-
This method is called from the Navigation Activity.
- closeSearch() - Static method in class org.buildmlearn.appstore.activities.CategoriesView
-
This method is called from the Navigation Activity.
- closeSearch() - Static method in class org.buildmlearn.appstore.fragments.TabMyApps
-
This method is called from the Navigation Activity.
- closeSearch() - Static method in class org.buildmlearn.appstore.fragments.TabStore
-
This method is called from the Navigation Activity.
- columns - Variable in class org.buildmlearn.appstore.activities.NavigationActivity
-
- convertTextToSpeech(String) - Method in class org.buildmlearn.appstore.activities.SpellingActivity
-
Speaks the string using the specified queuing strategy and speech parameters.
- convertTextToSpeech(String) - Method in class org.buildmlearn.appstore.activities.WordInfoActivity
-
This method converts the given text to speech.
- convertTextToSpeech21(String) - Method in class org.buildmlearn.appstore.activities.SpellingActivity
-
Speaks the string using the specified queuing strategy and speech parameters.
- count - Variable in class org.buildmlearn.appstore.activities.SpellingActivity
-
- createDefaultTabView(Context) - Method in class org.buildmlearn.appstore.utils.SlidingTabLayout
-
Create a default view to be used for tabs.
- CREATOR - Static variable in class org.buildmlearn.appstore.models.Apps
-
This is used to regenerate your object.
- currentView - Variable in class org.buildmlearn.appstore.activities.FlashActivity
-
- cursor - Variable in class org.buildmlearn.appstore.activities.NavigationActivity
-


--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/physics.20attack.html ---
Argg, mathlib is under attack from the physics department!
I wasn't expecting that
I know Mario doesn't want to have folders cs
and math
as the first level of the mathlib file hierarchy, but maybe we could have a physics
folder
Is this referring to the tensor
PR :lol: ?
Sure
it's physics_tensor
, there is a typo
It's very interesting however that someone outside CS seemed to have been able to learn Lean without coming here on Zulip
And it is using tidy
! Is this a student of Scott, maybe?
The plot thickens
@Simon Hudon How much of the tensor PR can be done using pi_instances
?
Alex Bentkamp (benti @ github) is a CS PhD student here at the VU. So this is not related to physics. And he got help from me and Rob (his office mate)
What about acting stupid and answering we already have tensor products of modules by Kenny?
why do we need matrices if we have modules?
Wow
its based on the Deep_Learning entry in the AFP: https://www.isa-afp.org/browser_info/current/AFP/Deep_Learning/Tensor.html
So today I learned CS people use the word tensor in the same way physicists do
Too bad, I was impressed by the story of a physicist learning Lean alone
Still, we have matrices but we don't call them linear maps, we call them matrices
So we need a different name for tensors and this physics/IA stuff
IA? is this french for artificial intelligence?
sorry, I probably meant AI
Yes, wikipedia says AI
IA = irtificial antelligence
@Patrick Massot can you mention the renaming concern on the PR?


--- title: 'EXPLORATION: It''s #WBBL07 time! Analysing ball-by-ball data from past seasons' author: Jacquie Tran date: '2021-10-14' slug: analysing-wbbl-ball-by-ball-data categories: - On-field analyses tags: - women's sport - r stats - sports analytics - cricket draft: yes ---
I downloaded ball-by-ball match data from Cricsheet for the 6 preceding seasons of the Women’s Big Bash League (264 matches). I chose to use the CSV “Ashwin” format.
knitr::opts_chunk$set(eval = FALSE)
library(here)
library(readr)
library(dplyr)
library(ggplot2)
all_matches <- read_csv(
here("static/data/wbbl_01_to_06/all_matches.csv"),
show_col_types = FALSE)
batting_healy <- all_matches %>%
filter(striker == "AJ Healy")
Batting totals
batting_totals_healy <- batting_healy %>%
summarise(
innings_total = length(unique(match_id)),
runs_off_bat_total = sum(runs_off_bat),
dismissal_total = sum(!is.na(wicket_type)))
Per season totals
batting_per_season_healy <- batting_healy %>%
group_by(season) %>%
summarise(
innings_total = length(unique(match_id)),
runs_off_bat_total = sum(runs_off_bat),
dismissal_total = sum(!is.na(wicket_type))) %>%
mutate(
runs_per_innings_avg = runs_off_bat_total / innings_total,
batting_avg = runs_off_bat_total / dismissal_total)
Most frequent modes of dismissal
dismissal_summary_healy <- batting_healy %>%
filter(!is.na(wicket_type)) %>%
group_by(wicket_type) %>%
summarise(n = n())
Wickets lost to specific bowlers
wickets_to_bowlers_healy <- batting_healy %>%
filter(!is.na(wicket_type)) %>%
group_by(bowler) %>%
summarise(n = n()) %>%
arrange(desc(n))
batting_devine <- all_matches %>%
filter(striker == "SFM Devine")
Batting totals
batting_totals_devine <- batting_devine %>%
summarise(
innings_total = length(unique(match_id)),
runs_off_bat_total = sum(runs_off_bat),
dismissal_total = sum(!is.na(wicket_type)))
batting_per_season_devine <- batting_devine %>%
group_by(season) %>%
summarise(
innings_total = length(unique(match_id)),
runs_off_bat_total = sum(runs_off_bat),
dismissal_total = sum(!is.na(wicket_type))) %>%
mutate(
runs_per_innings_avg = runs_off_bat_total / innings_total,
batting_avg = runs_off_bat_total / dismissal_total)


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{% extends "template_layout.html" %}
{% block content %}
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This is a web form that uses pySHACL, a Python implementation of the Shapes Constraint Language (SHACL) standard to validate RDF data graphs according to a 'shapes graph'.
More information is available on the About page.


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Today Rewind
Did not quite catch up on the news today? We have got you covered. Here is all you need to know.
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
6 Dec 2018 | HED CHEF
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
6 Dec 2018 | HED CHEF
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
6 Dec 2018 | HED CHEF
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
6 Dec 2018 | HED CHEF
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
6 Dec 2018 | HED CHEF
Makansutra: Chocolatey goodness at Jane's Cake Station
Everybody loves chocolate and I send my condolences if you have some allergy or aversion to it.
Read On


ENODEV The device prefix of pathname did not exist. ENOTDIR A non-final component of pathname was not a directory. ENOTDIR pathname did not refer to a directory. ENOENT pathname did not exist. EIO A hard I/O error occurred. EFAULT pathname was an invalid pointer.


What is the internet?
The internet is a series of communications between a person, a pc, a connection and servers.
When a person types in a website link, like CNN it sends a HTTP request
to a server. The server then returns to the user with the appropriate
HTML file so that the user can view this document.
HTML
HTML is the language of the internet. It is made up of several components. The first is the text content, which is what you see.
The second is the markup, which is what it looks like. The third is references to other pages. The fourth and final piece is references to other websites.
Markup
Markups are tags that make webpages look the way they do. Tags looks like < name > content < / name > and when entered correctly effect the way that the user views the page.
One type of tag is the tag for bold, it looks like < b > b >.
Another such tag is the one for italics, that tag looks like < em > < / em >. It is important to note that tags end with a "/".
HTML Attributes
These allow you to add things to your HTML document that the user sees. The first type of attribute is those that allow links to be used.
This tag looks like < a href=>. It allows you to link websites like ESPN to your document. Another attribute is that for images. This, as the name would suggest, allows you to put images onto your webpage.
The tag looks like < img src=>, and an example is . As you can see, I have loaded an image of the best baseball team in America to my webpage.
The last few attributes I would like to discuss are ones that effect whitespace. These tags can effect lines like < br >, which simply starts a new line. This is called an inline attribute. They can also create an imaginarty "box" around text with the < p > tag that has a height and width.
These are called "block" elements.


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Sale
- Class in
Model.Object
Sale()
- Constructor for class Model.Object.
Sale
SaleDAO
- Class in
Model.DAO
SaleDAO()
- Constructor for class Model.DAO.
SaleDAO
SaleDAOInterface
- Interface in
Model.DAO
search(int)
- Method in class Model.Logic.
CarrierLogic
search(String)
- Method in class Model.Logic.
ClientLogic
Search(String)
- Method in class Model.Logic.
ProductLogic
Search(String)
- Method in class Model.Logic.
UserLogic
searchByBarCode(String)
- Method in class Model.Logic.
StorageLogic
searchByName(String)
- Method in class Model.Logic.
CarrierLogic
searchByName(String)
- Method in class Model.Logic.
StorageLogic
searchCodebar(String)
- Method in class Model.Logic.
ProductLogic
SearchId(int)
- Method in class Model.Logic.
ProductLogic
SearchName(String)
- Method in class Model.Logic.
UserLogic
searchStockByName(String, int)
- Method in class Model.Logic.
StorageLogic
SellersReport
- Class in
Model.Logic.ReportLogic
Essa classe é responsável pela lógica do relatório do vendendor.
SellersReport(Report)
- Constructor for class Model.Logic.ReportLogic.
SellersReport
Esse método gera um relatório.
setAddress(String)
- Method in class Model.Object.
Store
setAdmin(boolean)
- Method in class Model.Object.
User
setBarcode(String)
- Method in class Model.Object.
Product
setBirthday(Date)
- Method in class Model.Object.
Person
setBrand(String)
- Method in class Model.Object.
Product
setCarrier(boolean)
- Method in class Model.Object.
Sale
setCarrierId(int)
- Method in class Model.Object.
Carrier
setCashRegister(double)
- Method in class Model.Object.
Register
setClientId(int)
- Method in class Model.Object.
Client
setClientId(int)
- Method in class Model.Object.
Sale
setCNPJ(String)
- Method in class Model.Object.
Carrier
setCPF(String)
- Method in class Model.Object.
Person
setDate(Date)
- Method in class Model.Object.
Person
setDate(Date)
- Method in class Model.Object.
Register
setDate(Date)
- Method in class Model.Object.
Sale
setDescription(String)
- Method in class Model.Object.
Product
setItems(HashMap<Product, Integer>)
- Method in class Model.Object.
Sale
setLoggedUser(User)
- Method in class Interface.
frmPrincipal
setLogin(boolean)
- Method in class Interface.
frmPrincipal
setName(String)
- Method in class Model.Object.
Carrier
setName(String)
- Method in class Model.Object.
Person
setName(String)
- Method in class Model.Object.
Product
setPassword(String)
- Method in class Model.Object.
User
setPersonId(int)
- Method in class Model.Object.
Person
setPhone(String)
- Method in class Model.Object.
Person
setPhone(String)
- Method in class Model.Object.
Store
setPrice(double)
- Method in class Model.Object.
Product
setProductId(int)
- Method in class Model.Object.
Product
setRegisterId(int)
- Method in class Model.Object.
Register
setSaleId(int)
- Method in class Model.Object.
Sale
setSalesToday(int)
- Method in class Model.Object.
Register
setStatus(int)
- Method in class Model.Object.
Sale
setStoreId(int)
- Method in class Model.Object.
Register
setStoreId(int)
- Method in class Model.Object.
Store
setStoreId(int)
- Method in class Model.Object.
User
setUser(User)
- Method in class Interface.
frmNovaVenda
setUserId(int)
- Method in class Model.Object.
Sale
setUserId(int)
- Method in class Model.Object.
User
setUsername(String)
- Method in class Model.Object.
User
setValue(double)
- Method in class Model.Object.
Sale
SignUp(String, String)
- Method in class Model.Logic.
CarrierLogic
signUp(String, String, String, String)
- Method in class Model.Logic.
ClientLogic
SignUp(String, String, double, String, String)
- Method in class Model.Logic.
ProductLogic
SignUp(String, String, String, String, String, String)
- Method in class Model.Logic.
UserLogic
SQLConnection
- Class in
Utility
SQLConnection()
- Constructor for class Utility.
SQLConnection
SQLConnection()
- Static method in class Utility.
SQLConnection
StorageLogic
- Class in
Model.Logic
StorageLogic()
- Constructor for class Model.Logic.
StorageLogic
Store
- Class in
Model.Object
Store()
- Constructor for class Model.Object.
Store
StoreDAO
- Class in
Model.DAO
StoreDAO()
- Constructor for class Model.DAO.
StoreDAO
StoreDAOInterface
- Interface in
Model.DAO
StringDate
- Class in
Utility
StringDate()
- Constructor for class Utility.
StringDate
stringToDate(String)
- Static method in class Utility.
StringDate
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open val primaryKeys: List<TableColumn<*>>
The primary key(s) of this table. If specified, the CREATE TABLE will include a PRIMARY KEY section, which has the effect of automatically creating an index. See also InsertStatement.Builder for the variant of insert statements that allows code to get the value of the primary key columns.


We do private group tours by appointment only at our regular prices on Sundays at 6 p.m. and 8 p.m. Call Marina at<PHONE_NUMBER> or email<EMAIL_ADDRESS>to schedule a group tour.
For a flat rate of $25 per ticket, we will tour at a time of your choosing, as long as we are available.


|
M480 BSP V3.05.005
The Board Support Package for M480 Series
|
#include <gpio_reg.h>
Data Fields | |
| __IO uint32_t | DBCTL |
Definition at line 501 of file gpio_reg.h.
| GPIO_DBCTL_T::DBCTL |
| Bits | Field | Descriptions |
| [3:0] | DBCLKSEL | De-Bounce Sampling Cycle Selection
0000 = Sample interrupt input once per 1 clocks. 0001 = Sample interrupt input once per 2 clocks. 0010 = Sample interrupt input once per 4 clocks. 0011 = Sample interrupt input once per 8 clocks. 0100 = Sample interrupt input once per 16 clocks. 0101 = Sample interrupt input once per 32 clocks. 0110 = Sample interrupt input once per 64 clocks. 0111 = Sample interrupt input once per 128 clocks. 1000 = Sample interrupt input once per 256 clocks. 1001 = Sample interrupt input once per 2*256 clocks. 1010 = Sample interrupt input once per 4*256 clocks. 1011 = Sample interrupt input once per 8*256 clocks. 1100 = Sample interrupt input once per 16*256 clocks. 1101 = Sample interrupt input once per 32*256 clocks. 1110 = Sample interrupt input once per 64*256 clocks. 1111 = Sample interrupt input once per 128*256 clocks. |
| [4] | DBCLKSRC | De-Bounce Counter Clock Source Selection
0 = De-bounce counter clock source is the HCLK. 1 = De-bounce counter clock source is the 10 kHz internal low speed RC oscillator (LIRC). |
| [5] | ICLKON | Interrupt Clock On Mode
0 = Edge detection circuit is active only if I/O pin corresponding RHIEN (Px_INTEN[n+16])/FLIEN (Px_INTEN[n]) bit is set to 1. 1 = All I/O pins edge detection circuit is always active after reset. Note: It is recommended to disable this bit to save system power if no special application concern. |
Definition at line 572 of file gpio_reg.h.


In the next few weeks you'll be writing down words or sentences that come to your mind as “Useful”, and then you’ll translate them from your mother language to your second language. (If you want to take it even further you can also add translations to a third language in case you have one)
You're responsible of managing your time however you want, but since the strategies used in the challenge 30 Days without (Language you "can't" stop speaking) that we're currently encouraging exchange students to do may benefit you somehow we thought it would be a good idea to share it also with you.
30 Days without (Language you "can't" stop speaking)
Through this strategy you'll focus on the goal you want to accomplish (Whether is writing 10 or maybe 20 sentences a day) plus you'll learn through experience the importance of creating a support group.
Hopefully this strategy will not disappear from your life after you accomplish the challenge.
You can decide to write the sentences down immediately on an excel spreadsheet like this one since the beginning, but that's not what we recommend you to do. When it comes to language learning strategies nothing is better than a piece of paper and a pencil.


AIConf is dedicated to providing a harassment-free experience for everyone, regardless of gender, gender identity and expression, sexual orientation, disability, physical appearance, body size, race, or religion. We do not tolerate harassment of participants in any form.
This code of conduct applies to all AIConf spaces, including the online conference itself, our mailing list and our social media properties both online and off. Anyone who violates this code of conduct may be sanctioned or expelled from these spaces at the discretion of the Organisers.
Some AIConf spaces may have additional rules in place, which will be made clearly available to participants. Participants are responsible for knowing and abiding by these rules.
AIConf is dedicated to providing a harassment-free experience for everyone. We do not tolerate harassment of participants in any form.
This code of conduct applies to all AIConf spaces, including the online conference itself, our mailing list and our social media properties both online and off. Anyone who violates this code of conduct may be sanctioned or expelled from these spaces at the discretion of the Organisers.
Some AIConf spaces may have additional rules in place, which will be made clearly available to participants. Participants are responsible for knowing and abiding by these rules.
Harassment includes:
AIConf prioritizes marginalized people’s safety over privileged people’s comfort. Organisers will not act on complaints regarding:
If you are being harassed by a member of AIConf, notice that someone else is being harassed, or have any other concerns, please contact the Organisers at<EMAIL_ADDRESS>If the person who is harassing you is on the team, they will recuse themselves from handling your incident. We will respond as promptly as we can.
This code of conduct applies to AIConf spaces, but if you are being harassed by a member of AIConf outside our spaces, we still want to know about it. We will take all good-faith reports of harassment by AIConf members seriously. This includes harassment outside our spaces and harassment that took place at any point in time. The Organisers reserve the right to exclude people from AIConf based on their past behavior, including behavior outside AIConf spaces and behavior towards people who are not in AIConf.
In order to protect volunteers from abuse and burnout, we reserve the right to reject any report we believe to have been made in bad faith. Reports intended to silence legitimate criticism may be deleted without response.
We will respect confidentiality requests for the purpose of protecting victims of abuse. At our discretion, we may publicly name a person about whom we’ve received harassment complaints, or privately warn third parties about them, if we believe that doing so will increase the safety of AIConf members or the general public. We will not name harassment victims without their affirmative consent.
Participants asked to stop any harassing behavior are expected to comply immediately.
If a participant engages in harassing behavior, Organisers may take any action they deem appropriate, up to and including expulsion from all AIConf spaces and identification of the participant as a harasser to other AIConf members or the general public.


--- layout: post title: Data - Gapminder.org categories: [tumblr] --- Data - Gapminder.org
Really really good visualized statistics. (and a lot).
Most interesting is the information about income and time animation of certain countries.


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1. Installation¶
1.1. Prerequisites¶
Before you install make sure that you have at minimum python 3.7.3 installed. Likely the code will work with earlier versions, but we do the development in python 3.7.3.
We recommend that you use a python virtualenv such as venv
to make sure
you are not interfering with your system python. This is simple. For our purposes
we assume that you use the directory ~/ENV3. Follow these steps first:
$ python3 -m venv ~/ENV3
$ source ~/ENV3/bin/activate
You can add at the end of your .bashrc or .bash_profile file the line
source ~/ENV3/bin/activate
so the environment is always loaded. Now you are ready to install cloudmesh.
1.1.1. Installation via pip development¶
The instalation can be done with pip.
$ pip install cloudmesh-cms
$ pip install cloudmesh-sys
$ pip install cloudmesh-cloud
$ pip install cloudmesh-storage
Additional packages include but are not yet released:
$ pip install cloudmesh-flow
$ pip install cloudmesh-emr
$ pip install cloudmesh-batch
$ pip install cloudmesh-openapi
1.1.2. Source installation for development¶
As a developer you want o use our source instalation. For this reasone we wrote a cloudmesh-installer script that conveniently downloads the needed repositories. More documentation about it can be found at
You install it with
$ pip install cloudmesh-installer
It is best to create an empty directory and decide which bundles to install
$ mkdir cm
$ cd cm
$ cloudmesh-installer bundels
Decide which bundels you like to install (let us assume you use storage) and simply say
$ cloudmesh-installer git clone storage
$ cloudmesh-installer install storage -e
It will take a while to install On newer machines 1 minte, on older significant longer. You can than test if
$ cms help
works. Make susre to stay up to date while issuing the pull command on your bundle
$ cloudmesh-installer git pull bundle
$ cloudmesh-installer install storage -e
1.2. Installation of mongod¶
First, you will need to install a cloudmesh4.yaml
file, if you have
not done this before. The easieast way to do so is with the command
$ cms help
Now you will need to edit the file
~/.cloudmesh/cloudmesh4.yaml
and change the password of the mongo entry to something you like, e.g. change the TBD to a real strong password
MONGO_PASSWORD: TBD
In case you do not have mongod installed, you can do so for macOS and Ubuntu 18.xx by setting the following variable:
MONGO_AUTOINSTALL: True
Now you can run the admin mongo install
command. It will not only
install mongo, but also add the path to your .bash_*
file. In case
of windows platform, you will have to set the PATH variable
manually. To install it simply say.
$ cms admin mongo install
To create a password protection you than run the command
bash $ cms admin mongo create
In case of Windows platform, after
executing above command, open a new cms session and execute below
commands.
$ cms admin mongo start
Once the mongo db is created it can be started and stoped with
$ cms admin mongo start
$ cms admin mongo stop
For cloudmesh to work properly, please start mongo.
1.3. Anaconda and Conda¶
We also have the base packages available as conda packages on conda hub in the
chanel laszewski
. This includes
cloudmesh-common
cloudmesh-cmd5
cloudmesh-sys
Note that the packages will always be a little bit behind the packages on pypi and especially the source distribution. If you are interested in helping out with the conda packages, let us know.


An AngularJS directive to vertically equalize a group of elements with varying heights. In other words, it dynamically makes a group of elements the same height.
angular-vertilize
.angular-vertilize.js
.angular.vertilize
to your app module dependencies.vertilize-container
and vertilize
directives.This little demo uses Twitter Bootstrap 3 for styling and shows how element heights can be maintained in a grid.
For IE8 compatibility, I am using: polyfill.js, selectivizr.js, and respond.js
{{ col.body }}

{{ col.title }}

{{ col.body }}


With a deep learning server we were able to train a network to take a black and white image (on the left) and add
color back to it. This was a achieved by training a Convolutional Neural Network on black and white images and
the colored version of each image. Over time it was able to learn what a black and white image should look like
like in color, allowing us to feed in an image of our own and have it predict what the original looks like.
Heres the link to the original github project:
https://github.com/richzhang/colorization
Instructions: Can you figure out which image is the original? On the left is the black and white version
of the image. One of the images on the right is the original and one of them has been colored via the convolutional
neural network.
Click on the one that you think is
the original and figure out if you were correct!
Generate psychedelic images algorithmically! This showcase warps Death Valley into a trippy stadium using the Google
DeepDream algorithm and the Tensorflow framework.
By looking at the features expressed through deep dream, we can start to build an intuition about underlying
features. Objects that are expressed in the image align more with the network's weights.
Repeated calling then excenuates the features further as we have already added them once.
You may want to download the ipython notebook due to its size. It has visualizations for a few layers ran so
that you don't need to!
Heres the link to the github project with more tutorial information:
Feature Vizualization with Deep Dream
This is original image of Death Valley, the pride and joy of Clemson!
This is the image after running it through the deep dream algorithm multiple times, enhancing the features that express flowers.
This is expressing lower level node features in the deep learning network.
We can see that there is a lot of merging of aspects of the image.
This is expressing high level node features in the deep learning network.
We can see that there are only minimal changes to the image now.
This is an interesting high level (near top of network) feature. We can find interesting channels by finding weights that maximize the sum of the outputs. This weirdly patterned image was visualized through running deep dream algorithm version on random noise.
We can see how those features manifest into its changes to the stadium.


Result Types
Inspiration
Result types in Oxide are an implementation of what is usually called the Either monad.
However, as in the case of option types, Result<T, E>
is inspired by Rust's Result<T, E>
API, due to its ergonomics and humanistic terminology.
APIs should return Result<T, E>
whenever errors are recoverable, or error propagation is desired. Rust uses them primarily for I/O in the std
crate, but they are richly integrated into the ecosystem.
The primary approach to consuming them in Rust is via pattern matching. Unfortunately, C#'s pattern matching is not quite as strong, but additional API provided by Oxide's Result types means that we can use it anyway, with some help from the when
clause.
As usual, see the samples for demo code.
Why Result Types
Result types provide for natural chaining of operations, where any operation in the chain can fail, while preserving the original error at the end. Scott Wlaschin of F# for Fun And Profit refers to this as railway oriented programming.
Result types allow this for both synchronous operations, as well as asynchronous ones, including handy helpers for sanely chaining Task<Result<T, E>>
without the syntactic horror of nesting await
calls.


Various Films A film review by Jeff Meyer Copyright 1987 Jeff Meyer
Various films seen at the Seattle Film Festival:
-----
IT'S ALL TRUE/THREE MEN ON A RAFT (U.S.A., 1942/1986) Director: Orson Welles
A recently uncovered one-fourth of Orson Welle's planned "docu-drama" of amazing stories around the world named IT'S ALL TRUE, this short dealt with Welle's attempts to document the actions of several Brazilian fisherman in 1942 who had become folk heroes for their fantastic voyage to Rio on a raft. While several clips of the film are seen, the short tends to spend more time trying to recount Welle's attempts to film it, despite studio problems, a staggering workload, and extremely ill fortune on the set. Impressive photography, but really only interesting to film historians.
-----
SADIE THOMPSON (U.S.A., 1928) Director: Raoul Walsh Screenwriter: Raoul Walsh, from the John Colton play "Rain", based on W. Somerset Maugham's story "Miss Thompson" Cast: Gloria Swanson, Raoul Walsh, Lionel Barrymore Silent
After the discussion of the newly-restored version of Frank Capra's LOST HORIZON, where several scenes had been restored using stills, I was interested to see SADIE THOMPSON, where the last 5 minutes of the film had been destroyed many years ago. This is the silent version of the Somerset Maugham short story "Miss Thompson". This is one of the most skillful silent films I have ever seen--little awkwardness, and a very clever script.  Swanson adds real life to the character, adding an worldly, affectionate air to the bawdy Sadie.
Unfortunately, the ending is rather poorly tied up; it is difficult to know whether this is due to the lack of live-action film, or the original script. The happy ending seems particularly poorly tied on (I cannot believe Maugham's short story ended with Sadie and Our Hero moving to Australia); the stills are expected to fill in a conclusion we've been waiting an hour and a half for.
Still, it's entertaining right up to the end; certainly Barrymore's incredibly hammy performance (which, nonetheless, works, perhaps due to the silent screen) is a must for anyone who is fed up with the actions of the Falwells, Bakkers, and Robertses of the religious worlds.
A C movie; worth 2.50 if you can find it.
-----
THE PIED PIPER (Czechoslovakia, 1986) Director: Jim Barta Screenwriter: Kamil Piza
This is an animated film from Czechoslovakia that is definitely NOT for kids. It tells the old folk tale of the Pied Piper with a twist ending I find highly appropriate, and with a lot of political comment along with it. Perhaps economic content is a better word--it certainly doesn't show capitalism in a good light. Nor human nature, nor anything else, for that matter. As you may have guessed, this is not a TGIF film; this is the kind of film you are glad is over. Not that it wasn't interesting for technical reasons; this is stop-animation that is very well done. All the puppets have been carefully carved out of walnuts--except for the animated stuffed rats. Boy, sounds like a real comedy vehicle, doesn't it? Add onto that set design that makes THE CABINET OF DOCTOR CALIGARI absolutely cheerful in comparison, and you have something to give the wee ones (and some of the mentally unstable larger folk) to keep them up at night. Some gore.
Don't bring children to this one. Don't bring adults to this one, unless they're fascinated by puppetry and/or hate capitalism so badly they enjoy seeing wooden puppets raped. Blech.
Grade: F. No fun whatsoever.
-----
MEIER (West Germany, 1986) Director/Screenwriter: Peter Timm Cast: Rainier Grenkowitz, Nadja Engelbrecht, Alexander Hauff, Thomas Besvater Sub-titled
This film takes us back and forth over the East German/West German border with Meier, an East German wallpaperer whose father in the West dies and leaves him a good deal of money. His uncle (also in the West) sneaks Meier out of the country, unknown to the East Germans. Meier, however, is less than thrilled-- his girlfriend, his friends and his job (which he likes) all exist in East Germany. After a round-the-world trip (his boss think's he's on leave in Bulgaria), Meier starts visiting East Germany on day visas with a fake ID, and uses his money and his connections to the West to buy his girlfriend presents and bring credit to his work crew's work--while everyone think's he's still living in East Germany.
Of course, something goes wrong--and the ending is very funny, but it takes the film too long to get there. The humor is spread too thin, and much of the plot is too obvious (as is the acting). Still, a good concept for the comedy, and the last five minutes are pretty funny.
C -- $2.50.
-----
THE RIGHT HAND MAN (Australia, 1986) Director: Di Drew Screenplay: Helen Hodgman Cast: Rupert Everett, Hugo Weaving, Arthur Dignam, Jennifer Claire, Catherine McClements
After a lifetime of movie-going, and about four years of attending the Seattle International Film Festival, I've learned several rules which, while not absolute, should certainly be given deference to:
1) Be wary of French Comedies. These people like Jerry Lewis.
2) Ken Russell is never going to grow up, no matter how long you wait.
3) Any film where SIFF Associate Director Gary Tucker refers to the lead as "old pouty-lips" is probably not worth watching.
4) When an Australian film only awards credit is Best Cinematography, watch out! Australia has good cinematographers up the whazoo, but since Weir and Miller left for foreign shores, finding a good script or director seems to be a difficult (not impossible--witness MALCOLM last year) task.
Well, I ignored rules 3 & 4 last night, and sat through a film that should be in the Golden Turkey Awards. It's as if the director was trying to do one of those classic romance stories that were done in the 30's about tragedy among the gentry, and falling in love with people below your station, and horses. Lots and lots of horses. The film opens with a stallion mounting a mare under the direction of Her Ladyship, which I guess is some kind of foreshadowing, because the Missus of the house wants to have her son produce an heir.  Highlights include the amputation sequence; the doctor's daughter, who has the hots for the son, tasting his urine for a diagnosis; their tender kissing with a window between them (while it's raining--you'd think a woman studying medicine would know better). The photography IS good, but I kept wishing for B&W--everything seems sepia-colored anyway. Actually, I wished I was watching SWIMMING TO CAMBODIA instead, but that's life.
Grade: Z. Avoid like the plague, unless you're looking for inadvertent yuks.
Moriarty, aka Jeff Meyer INTERNET<EMAIL_ADDRESS>Manual UUCP: {uw-beaver, sun, allegra, sb6, lbl-csam}!fluke!moriarty
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.
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Related links: index of all rec.arts.movies.reviews reviews


Tahoma Robotics Camp
Lead Technical Counselor
June 2014 - June 2018 // Maple Valley, WA
Since 2012, Tahoma Robotics Club host a week-long summer camp for ages 8 to 14. Starting in 2018, they extended the number of weeks they run due to high demand. Campers build VEX robots for four days then compete in a competition on the last day with their family and friends cheering them on.
2014, Round Up: I joined the counselors in 2014 with a focus in creating robot designs for the younger campers to follow and helping with the electronics and programming. Teams could choose between several different chassis and manipulators then we would help them realize their plan. The older and more adventurous teams could dream of any design and build it.
2015, Bridge Battle: For my second year working for the camp, I designed the game than the campers would compete in by tweaking an existing VEX game. I also did the previous duties of designing robot templates, electronics, and programming. For the competition, I improved the production quality by creating a highlight video presented to the families showing what their campers were learning and accomplishing over the week.
2016, Wiffle Piffle: This time I created the entire game from scratch. This entailed designing game elements, writing rules, creating a game animation, testing gameplay to ensure balance amongst various levels of competition, and manufacturing custom trophies. Since the game was unique, I could not use the VEX tournament software to run the scoring. I had to write a custom program that handled all the required functions: match scoring, team ranking, alliance selection, elimination bracket, and more. If that wasn’t enough work, I also improved competition day production value by developing a livestreaming solution. Family and friends that could not attend the competition locally could tune in to the livestream and watch their campers compete.
2017, Flag Frenzy: Once again I developed a unique game with all of the associated components. I did improve my animation skills which resulted in a much higher quality game animation although I no longer have the video to share. Inspired by capture the flag, robots pushed flags around the field and increased the flag’s point value with ping pong balls.
2018, Mallard Madness: Despite being away in college, the camp wanted me to create another game. This time: rubber ducks and milk crates. My animation skills improved as well, and I have the video. This year I posted all of the resources required to run the game on Github for other robotics camps to utilize. I travelled to the first week of the camp to ensure the game went smoothly and to train my replacement for the following weeks and years. For a sample of the real-time tournament software, check out the livestream archive
tags: animation, CAD, customer service, Java, manufacturing, robotics, software


Lostintranslation sinks Bristol in Betfair Chase at Haydock
by Sporting LifeLostintranslation got the better of king of Haydock Bristol De Mai in the Betfair Chase for Colin Tizzard and Robbie Power.
Click here for full result and FREE video replay
Nigel Twiston-Davies' grey was going for his third Betfair Chase win in a row under Daryl Jacob, but both he and the winner were sent off 5/4 joint-favourites as the market struggled to separate the duo.
It was difficult to separate them after the last, too, as they went head to head in a thrilling duel, but Lostintranslation pulled out more when asked to win by one-and-a-half lengths.
Lostintranslation is the new 9/2 favourite for the Gold Cup with Sky Bet.
Bristol De Mai cut out the running in his customary front-running style, with Lostintranslation held up off the pace by Power with Frodon and Ballyoptic racing in between.
At the top of the straight Lostintranslation had loomed up into contention and it soon became a match race with Ballyoptic and Frodon dropping away.
Lostintranslation was travelling the better approaching the second last, but the slightest of errors there gave Bristol De Mai added impetus and the whip was drawn on Tizzard's horse for the first time.
He nosed ahead after the last and pulled away late on, with Bristol De Mai going down on his sword with an excellent effort in defeat.
Tizzard said: "I've never had one jump better than this fella. He's just a lovely horse and we make sure we look after him as they don't come along very often.
"He's immaculate at his fences - he makes the right shape. He just got in tight to the second last and was in a heap. Bristol De Mai might have even headed him. We didn't know what he was going to find, but he kept going right to the line.
"He stays well and has got the pace for two miles.
Sky Bet cut Lostintranslation to 3/1 from 5/1 for the Ladbrokes King George VI Chase at Kempton on Boxing Day, as well as that 9/2 Gold Cup quote.
If he does go on to win those two races, he will have completed the Jockey Club Chase Triple Crown, which yields a £1million bonus.
"The plan at the start of the season was to have a prep race, then come for this and to have a go at the £1million bonus, so he'll go for the King George next," Tizzard confirmed.
"Whether we need to run him between the King George and Cheltenham, we don't know yet - we want to go for the Gold Cup.
"Kempton is the plan, definitely - it may suit him more. He's won here today and done it well against Bristol De Mai. It's only two years ago he beat Cue Card by 57 lengths, so this is his track.
"Our horse has got the pace and he can jump and we've seen today he can grind it out on good to soft ground - this horse has got everything."
Robbie Power has already ridden one Cheltenham Gold Cup winner in 2017 victor Sizing John - and feels Lostintranslation has all the attributes to make him a serious contender.
He said: "It's no secret how much we thought of this horse. Today was D-Day - he was stepping into the big boys' league.
"They don't come much bigger than Bristol De Mai round Haydock, so we were going to find out plenty about his Gold Cup credentials. The horse has done the talking and has answered them all.
"I couldn't believe how well he was travelling. He was in his comfort zone the whole way. He's had a tough race, but it's six weeks to the King George which is probably ideal. He'll be freshened up and he's only seven, so roll on Kempton.
"Sizing John was a good jumper. They don't come better than him, but this horse has a lot of similarities in that he jumps well and has a great cruising speed.
"Those are the two main attributes you need for a Gold Cup contender."


Code: pylprotpredictor module¶
CDS class¶
-
class
pylprotpredictor.cds.
CDS
(seq_id='', origin_seq=None, origin_seq_id='', start=-1, end=-1, strand='forward', seq=None, alternative_ends=[], alternative_cds=[], alignments=[], conserved_cds=None, rejected_cds=[], status='')[source]¶ Class to describe a CDS
-
add_alignment
(alignment)[source]¶ Add an alignment object to the list of alignment
Parameters: alignment – an alignment object
-
add_alternative_cds
(alternative_cds)[source]¶ Add an alternative CDS to the list of possible alternative CDS
Parameters: alternative_cds – a CDS object
-
add_id_alignment
(seq_id, alignment)[source]¶ Add alignment to the correct CDS object
Parameters: - seq_id – id of the CDS
- alignment – alignment object to add
-
add_rejected_cds
(rejected_cds)[source]¶ Add a rejected CDS to the list of rejected CDS
Parameters: rejected_cds – a CDS object
-
extract_possible_alternative_seq
()[source]¶ Extract the start, end and sequence of different possible sequences for a CDS identified as potential PYL CDS
-
find_alternative_ends
()[source]¶ Find alternative ends (on the same ORF) for a CDS until the next found STOP codon on the genome (or its complement if the CDS is on the reverse strand)
-
get_alternative_cds
()[source]¶ Return the list of possible alternative CDS if the CDS is ending with TAG STOP codon
Returns: list of CDS object
-
get_alternative_end
()[source]¶ Return the list of alternative CDS end
Returns: list of the end of the alternative CDS
-
get_alternative_ends
()[source]¶ Return the list of possible alternative ends if the CDS is ending with TAG STOP codon
Returns: list of int corresponding to the alternative ends
-
get_alternative_start
()[source]¶ Return the list of alternative CDS start
Returns: list of the start of the alternative CDS
-
get_conserved_cds
()[source]¶ Return the CDS object of the conserved CDS as correct CDS (start, end, sequence)
Returns: CDS object of the conserved CDS
-
get_end
()[source]¶ Return the end position of the CDS on the origin sequence
Returns: int corresponding to the end position
-
get_lowest_evalue_alignment
()[source]¶ Return the alignment with the lowest evalue
Returns: alignment
-
get_origin_seq
()[source]¶ Return the SeqRecord object corresponding to the origin seq of the CDS
Returns: SeqRecord object
-
get_origin_seq_id
()[source]¶ Return the id of origin seq of the CDS
Returns: string corresponding to the origin seq
-
get_origin_seq_size
()[source]¶ Return the length of the origin sequence
Returns: int corresponding to the length of the origin sequence
-
get_origin_seq_string
()[source]¶ Return the string of the origin sequence
Returns: string corresponding to the origin sequence
-
get_rejected_cds
()[source]¶ Return a list of the rejected CDS objects as correct CDS (start, end, sequence)
Returns: list of CDS objects
-
get_start
()[source]¶ Return the start position of the CDS on the origin sequence
Returns: int corresponding to the start position
-
get_strand
()[source]¶ Return the strand of the CDS on the origin sequence
Returns: string corresponding to the strand (forward or reverse)
-
get_translated_alternative_seq
()[source]¶ Return a list of the translated sequences of the alternative sequences
Returns: list of SeqRecord objects
-
get_translated_seq
()[source]¶ Return the translated sequence of the CDS
Returns: SeqRecord object corresponding to the translated sequence
-
identify_cons_rej_cds
()[source]¶ Identify which alternative CDS to converse or reject based on the evalue and the alignment length: Keep the sequence with a lowest evalue and a longer alignment
Returns: better alignment
-
init_from_dict
(in_dict)[source]¶ Initiate a CDS instance with a dictionary
Parameters: in_dict – dictionary with attribute for a CDS object
-
init_from_record
(record)[source]¶ Initiate a CDS instance with a SeqRecord object
Parameters: record –
-
set_alternative_ends
(alternative_ends)[source]¶ Change the list of alternative ends
Parameters: alternative_ends – list of int corresponding to the new alternative ends
-
set_conserved_cds
(conserved_cds)[source]¶ Change the conserved CDS
Parameters: conserved_cds – CDS object of the conserved CDS
-
set_origin_seq
(origin_seq)[source]¶ Change the SeqRecord object corresponding to the origin seq of the CDS
Parameters: origin_seq – SeqRecord object
-
set_origin_seq_id
(origin_seq_id)[source]¶ Change the id of the origin sequence of the CDS
Parameters: origin_seq_id – new origin seq id value
-
set_seq
(seq)[source]¶ Change the sequence object of the CDS
Parameters: seq – new Seq object with the sequence of the CDS
-
-
pylprotpredictor.cds.
extract_seq_desc
(desc)[source]¶ Extract from description the seq id, the origin sequence, start, end and strand from a predicted CDS
Parameters: desc – description of a prediced CDS with Prodigal Returns: id of predicted CDS Returns: id of the origin sequence Returns: start position of the predicted CDS Returns: end position of the predicted CDS Returns: strand of the predicted CDS
-
pylprotpredictor.cds.
find_stop_codon_pos_in_seq
(seq)[source]¶ Find position of STOP codon inside a sequence (not the last position)
Parameters: seq – string sequence of amino acids Returns: list of position for possible STOP codons in a sequence
-
pylprotpredictor.cds.
test_to_continue
(end, origin_seq_size)[source]¶ Test if possible to extract next codon: position still in the genome
Parameters: - end – int corresponding to the current end
- origin_seq_size – size of the origin sequence
Returns: boolean
-
pylprotpredictor.cds.
transform_strand
(strand_id)[source]¶ Transform strand from numerical value to string value
Parameters: strand_id – numerical value to represent a strand (1 or -1) Returns: string value (forward or reverse) for the strand
-
pylprotpredictor.cds.
translate
(seq)[source]¶ Translate a sequence into amino acids while replacing any possible STOP codon encoded by TAG by a Pyl amino acid
Parameters: seq – a Seq object Returns: string with the corresponding amino acid sequence with the TAG encoded STOP are replaced by Pyl amino acid
Alignment class¶
-
class
pylprotpredictor.alignment.
Alignment
(sseqid='', pident=0, length=0, mismatch=0, gapopen=0, qstart=0, qend=0, sstart=0, send=0, evalue=10, bitscore=0)[source]¶ Class to describe a DIAMOND alignment
Predict¶
-
pylprotpredictor.predict.
extract_potential_pyl_cds
(pred_cds, pot_pyl_cds_filepath, pot_pyl_cds_info_filepath, pred_cds_obj_filepath)[source]¶ Extract potential PYL CDS from TAG-ending CDS
Parameters: - pred_cds – a dictionary with the predicted CDS represented as CDS objects
- pot_pyl_cds_filepath – path to fasta file in which the protein sequences of the potential PYL CDS are saved
- pot_pyl_cds_info_filepath – path to a cvs file to get information about potential PYL CDS
- pred_cds_obj_filepath – path to generated JSON file to store the list of predicted CDS objects
-
pylprotpredictor.predict.
extract_predicted_cds
(pred_cds_path, pred_cds_info_path, tag_ending_cds_info_path, genome_filepath)[source]¶ Extract the list of predicted CDS and identify the CDS ending with TAG STOP codon
Parameters: - pred_cds_path – path to the output of CDS prediction (Prodigal)
- pred_cds_info_path – path to a CSV file in which the information (start, end, strand, origin) are collected for each predicted CDS
- tag_ending_cds_info_path – path to CSV file to export the information about the TAG ending CDS
- genome_filepath – path to reference genome
Returns: a dictionary with the predicted CDS represented by CDS object
-
pylprotpredictor.predict.
extract_seqs
(seq_filepath)[source]¶ Extract the sequences in a fasta file
Parameters: seq_filepath – path to a fasta file Returns: a dictionary with all sequences indexed by their id, their length and their complement sequence
-
pylprotpredictor.predict.
predict_pyl_proteins
(genome_filepath, pred_cds_filepath, pot_pyl_seq_filepath, log_filepath, pred_cds_info_filepath, tag_ending_cds_info_filepath, pot_pyl_seq_info_filepath, pred_cds_obj_filepath)[source]¶ Run prediction of potentila PYL CDS:
- Extraction of predicted CDS into a dictionary
- Identification of TAG-ending proteins
- Extraction of potential PYL sequences
Parameters: - genome_filepath – path to file with genome sequence
- pred_cds_filepath – path to the output of CDS prediction (Prodigal)
- pot_pyl_seq_filepath – path to fasta file with potential PYL CDS sequence
- log_filepath – path to log file
- pred_cds_info_filepath – path to CSV file with predicted CDS info
- tag_ending_cds_info_filepath – path to CSV file with TAG-ending CDS info
- pot_pyl_seq_info_filepath – path to CSV file with potential PYL CDS info
- pred_cds_obj_filepath – path to generated JSON file to store the list of predicted CDS objects
Check¶
-
pylprotpredictor.check.
check_pyl_proteins
(pot_pyl_similarity_search, pred_cds_obj_filepath, cons_pred_cds_seq, info_filepath)[source]¶ Check predicted PYL CDS:
- Get the potential PYL CDS
- Parse the similarity search report
- Identify and extract the correct CDS sequence (the one with the lowest evalue and longest alignment for potential PYL)
Parameters: - pot_pyl_similarity_search – path to similarity search report of potential PYL CDS against a reference database
- pred_cds_obj_filepath – path to generated JSON file to store the list of predicted CDS objects
- cons_pred_cds_seq – path to a FASTA file for the conserved CDS sequences
- info_filepath – path to a CSV file with final information about the CDS
-
pylprotpredictor.check.
extract_correct_cds
(pred_cds, cons_pred_cds_seq, info_filepath)[source]¶ Identify and extract the correct CDS sequence
Parameters: - pred_cds – dictionary of the predicted CDS
- cons_pred_cds_seq – path to a FASTA file for the conserved CDS sequences
- info_filepath – path to a CSV file with final information about the CDS
-
pylprotpredictor.check.
get_cds_obj
(cds_id, pred_cds)[source]¶ Find the CDS object given an id
Parameters: - cds_id – id of the CDS to find
- pred_cds – dictionary of the predicted CDS
Returns: a CDS object
-
pylprotpredictor.check.
import_cds
(cds_obj_filepath)[source]¶ Parameters: cds_obj_filepath – path to JSON file with collection of CDS objects Returns: dictionary of the CDS objects
-
pylprotpredictor.check.
parse_similarity_search_report
(pot_pyl_similarity_search, pred_cds)[source]¶ Parse the similarity search report and add information to the list of potential PYL CDS
Parameters: - pot_pyl_similarity_search – path to similarity search report of potential PYL CDS against a reference database
- pred_cds – dictionary of the predicted CDS
Write report¶
-
pylprotpredictor.write_report.
extract_row_number
(csv_filepath)[source]¶ Extract row number of a CSV file
Parameters: csv_filepath – path to a CSV file Returns: an integer corresponding to the number of lines in the CSV file
-
pylprotpredictor.write_report.
write_report
(pred_cds, tag_ending_cds, pot_pyl_cds, final_cds, report_filepath)[source]¶ Write HTML report to summarize the full analysis
Parameters: - pred_cds – path to CSV file with predicted CDS info
- tag_ending_cds – path to CSV file with TAG-ending CDS info
- pot_pyl_cds – path to CSV file with potential PYL CDS info
- final_cds_info – path to a CSV file with final information about the CDS
- report_filepath – path to HTML file in which writing the report


| Package | org.flixel |
| Class | public class FlxGroup |
| Inheritance | FlxGroup FlxObject FlxRect FlxPoint |
| Subclasses | FlxButton, FlxEmitter, FlxPause |
FlxObject
s.
NOTE: Although FlxGroup
extends FlxObject
, it will not automatically
add itself to the global collisions quad tree, it will only add its members.
| Property | Defined by | ||
|---|---|---|---|
| acceleration : FlxPoint
How fast the speed of this object is changing.
| FlxObject | ||
| active : Boolean
If an object is not alive, the game loop will not automatically call
update() on it. | FlxObject | ||
| angle : Number
Set the angle of a sprite to rotate it.
| FlxObject | ||
| angularAcceleration : Number
How fast the spin speed should change.
| FlxObject | ||
| angularDrag : Number
Like
drag but for spinning. | FlxObject | ||
| angularVelocity : Number
This is how fast you want this sprite to spin.
| FlxObject | ||
| bottom : Number
The Y coordinate of the bottom of the rectangle.
| FlxRect | ||
| colHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | ||
| colHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | ||
| collideBottom : Boolean
Flag for direction collision resolution.
| FlxObject | ||
| collideLeft : Boolean
Flag for direction collision resolution.
| FlxObject | ||
| collideRight : Boolean
Flag for direction collision resolution.
| FlxObject | ||
| collideTop : Boolean
Flag for direction collision resolution.
| FlxObject | ||
| colOffsets : Array
An array of
FlxPoint objects. | FlxObject | ||
| colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | ||
| dead : Boolean
Handy for tracking gameplay or animations.
| FlxObject | ||
| drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite.
| FlxObject | ||
| exists : Boolean
Kind of a global on/off switch for any objects descended from
FlxObject . | FlxObject | ||
| fixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object.
| FlxObject | ||
| _group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
| FlxObject | ||
| health : Number
Handy for storing health percentage or armor points or whatever.
| FlxObject | ||
| height : Number | FlxRect | ||
| left : Number
The X coordinate of the left side of the rectangle.
| FlxRect | ||
| maxAngular : Number
Use in conjunction with
angularAcceleration for fluid spin speed control. | FlxObject | ||
| maxThrust : Number
Used to cap
thrust , helpful and easy!
| FlxObject | ||
| maxVelocity : FlxPoint
If you are using
acceleration , you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | ||
| members : Array
Array of all the
FlxObject s that exist in this layer. | FlxGroup | ||
| moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see
updateMotion() ). | FlxObject | ||
| onFloor : Boolean
Flag that indicates whether or not you just hit the floor.
| FlxObject | ||
| origin : FlxPoint
WARNING: The origin of the sprite will default to its center.
| FlxObject | ||
| right : Number
The X coordinate of the right side of the rectangle.
| FlxRect | ||
| scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem.
| FlxObject | ||
| solid : Boolean
If an object is dead, the functions that automate collisions will skip it (see
FlxG.overlapArrays() and FlxG.collideArrays() ). | FlxObject | ||
| thrust : Number
If you want to do Asteroids style stuff, check out thrust,
instead of directly accessing the object's velocity or acceleration.
| FlxObject | ||
| top : Number
The Y coordinate of the top of the rectangle.
| FlxRect | ||
| velocity : FlxPoint
The basic speed of this object.
| FlxObject | ||
| visible : Boolean
If an object is not visible, the game loop will not automatically call
render() on it. | FlxObject | ||
| width : Number | FlxRect | ||
| x : Number | FlxPoint | ||
| y : Number | FlxPoint |
| Property | Defined by | ||
|---|---|---|---|
| _first : Boolean | FlxGroup | ||
| _flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | ||
| _flicker : Boolean
Internal helper used for retro-style flickering.
| FlxObject | ||
| _flickerTimer : Number
Internal helper used for retro-style flickering.
| FlxObject | ||
| _last : FlxPoint
Helpers for moving/updating group members.
| FlxGroup | ||
| _point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | ||
| _rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject |
| Method | Defined by | ||
|---|---|---|---|
|
FlxGroup()
Constructor
| FlxGroup | ||
|
Adds a new
FlxObject subclass (FlxSprite, FlxBlock, etc) to the list of children
| FlxGroup | ||
|
If you don't want to call
FlxU.collide() you can use this instead. | FlxObject | ||
|
countDead():int
Call this function to find out how many members of the group are dead.
| FlxGroup | ||
|
countLiving():int
Call this function to find out how many members of the group are not dead.
| FlxGroup | ||
|
countOnScreen():int
Returns a count of how many objects in this group are on-screen right now.
| FlxGroup | ||
|
destroy():void
Override this function to handle any deleting or "shutdown" type operations you might need,
such as removing traditional Flash children like Sprite objects.
| FlxGroup | ||
|
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style.
| FlxObject | ||
|
flickering():Boolean
Check to see if the object is still flickering.
| FlxObject | ||
|
Call this function to retrieve the first object with dead == false in the group.
| FlxGroup | ||
|
Call this function to retrieve the first object with exists == false in the group.
| FlxGroup | ||
|
Call this function to retrieve the first object with dead == true in the group.
| FlxGroup | ||
|
Call this function to retrieve the first object with exists == true in the group.
| FlxGroup | ||
|
getFirstNull():int
Call this function to retrieve the first index set to 'null'.
| FlxGroup | ||
|
Returns a member at random from the group.
| FlxGroup | ||
|
Call this function to figure out the on-screen position of the object.
| FlxObject | ||
|
Called when this object's bottom edge collides with the top of another
FlxObject . | FlxObject | ||
|
Called when this object's left side collides with another
FlxObject 's right. | FlxObject | ||
|
Called when this object's right side collides with another
FlxObject 's left. | FlxObject | ||
|
Called when this object's top collides with the bottom of another
FlxObject . | FlxObject | ||
|
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
| FlxObject | ||
|
kill():void
Calls kill on the group and all its members.
| FlxGroup | ||
|
onScreen():Boolean
Check and see if this object is currently on screen.
| FlxObject | ||
|
Checks to see if some
FlxObject object overlaps this FlxObject object. | FlxObject | ||
|
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this
FlxObject object. | FlxObject | ||
|
preCollide(Object:FlxObject):void
FlxU.collide() (and thus FlxObject.collide() ) call
this function each time two objects are compared to see if they collide. | FlxObject | ||
|
refreshHulls():void
Called by
FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | ||
|
Removes an object from the group.
| FlxGroup | ||
|
render():void
Automatically goes through and calls render on everything you added,
override this loop to control render order manually.
| FlxGroup | ||
|
Replaces an existing
FlxObject with a new one. | FlxGroup | ||
|
reset(X:Number, Y:Number):void
If the group's position is reset, we want to reset all its members too.
| FlxGroup | ||
|
resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it.
| FlxGroup | ||
|
toString():String
Convert object to readable string name.
| FlxPoint | ||
|
update():void
Automatically goes through and calls update on everything you added,
override this function to handle custom input and perform collisions.
| FlxGroup |
| Method | Defined by | ||
|---|---|---|---|
|
destroyMembers():void
Internal function that actually loops through and destroys each member.
| FlxGroup | ||
|
killMembers():void
Internal function that calls kill on all members.
| FlxGroup | ||
|
renderMembers():void
Internal function that actually loops through and renders all the group members.
| FlxGroup | ||
|
saveOldPosition():void
Internal function, helps with the moving/updating of group members.
| FlxGroup | ||
|
updateFlickering():void
Just updates the retro-style flickering.
| FlxObject | ||
|
updateMembers():void
Internal function that actually goes through and updates all the group members.
| FlxGroup | ||
|
updateMotion():void
Internal function for updating the position and speed of this object.
| FlxObject |
| _first | property |
protected var _first:Boolean
| _last | property |
protected var _last:FlxPoint
Helpers for moving/updating group members.
| members | property |
public var members:Array
Array of all the FlxObject
s that exist in this layer.
| FlxGroup | () | constructor |
public function FlxGroup()
Constructor
| add | () | method |
public function add(Object:FlxObject, ShareScroll:Boolean = false):FlxObject
Adds a new FlxObject
subclass (FlxSprite, FlxBlock, etc) to the list of children
Object:FlxObject — The object you want to add
|
|
ShareScroll:Boolean (default = false ) — Whether or not this FlxCore should sync up with this layer's scrollFactor
|
FlxObject —
The same FlxCore object that was passed in.
|
| countDead | () | method |
public function countDead():int
Call this function to find out how many members of the group are dead.
Returnsint — The number of FlxObject s flagged as dead. Returns -1 if group is empty.
|
| countLiving | () | method |
public function countLiving():int
Call this function to find out how many members of the group are not dead.
Returnsint — The number of FlxObject s flagged as not dead. Returns -1 if group is empty.
|
| countOnScreen | () | method |
public function countOnScreen():int
Returns a count of how many objects in this group are on-screen right now.
Returnsint — The number of FlxObject s that are on screen. Returns -1 if group is empty.
|
| destroy | () | method |
public override function destroy():void
Override this function to handle any deleting or "shutdown" type operations you might need, such as removing traditional Flash children like Sprite objects.
| destroyMembers | () | method |
protected function destroyMembers():void
Internal function that actually loops through and destroys each member.
| getFirstAlive | () | method |
public function getFirstAlive():FlxObject
Call this function to retrieve the first object with dead == false in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject —
A FlxObject currently flagged as not dead.
|
| getFirstAvail | () | method |
public function getFirstAvail():FlxObject
Call this function to retrieve the first object with exists == false in the group. This is handy for recycling in general, e.g. respawning enemies.
ReturnsFlxObject —
A FlxObject currently flagged as not existing.
|
| getFirstDead | () | method |
public function getFirstDead():FlxObject
Call this function to retrieve the first object with dead == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject —
A FlxObject currently flagged as dead.
|
| getFirstExtant | () | method |
public function getFirstExtant():FlxObject
Call this function to retrieve the first object with exists == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject —
A FlxObject currently flagged as existing.
|
| getFirstNull | () | method |
public function getFirstNull():int
Call this function to retrieve the first index set to 'null'. Returns -1 if no index stores a null object.
Returnsint — An int indicating the first null slot in the group.
|
| getRandom | () | method |
public function getRandom():FlxObject
Returns a member at random from the group.
ReturnsFlxObject —
A FlxObject from the members list.
|
| kill | () | method |
public override function kill():void
Calls kill on the group and all its members.
| killMembers | () | method |
protected function killMembers():void
Internal function that calls kill on all members.
| remove | () | method |
public function remove(Object:FlxObject, Splice:Boolean = false):FlxObject
Removes an object from the group.
ParametersObject:FlxObject — The FlxObject you want to remove.
|
|
Splice:Boolean (default = false ) — Whether the object should be cut from the array entirely or not.
|
FlxObject —
The removed object.
|
| render | () | method |
public override function render():void
Automatically goes through and calls render on everything you added, override this loop to control render order manually.
| renderMembers | () | method |
protected function renderMembers():void
Internal function that actually loops through and renders all the group members.
| replace | () | method |
public function replace(OldObject:FlxObject, NewObject:FlxObject):FlxObject
Replaces an existing FlxObject
with a new one.
OldObject:FlxObject — The object you want to replace.
|
|
NewObject:FlxObject — The new object you want to use instead.
|
FlxObject —
The new object.
|
| reset | () | method |
public override function reset(X:Number, Y:Number):void
If the group's position is reset, we want to reset all its members too.
ParametersX:Number — The new X position of this object.
|
|
Y:Number — The new Y position of this object.
|
| resetFirstAvail | () | method |
public function resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it.
ParametersX:Number (default = 0 ) — The new X position of this object.
|
|
Y:Number (default = 0 ) — The new Y position of this object.
|
Boolean — Whether a suitable FlxObject was found and reset.
|
| saveOldPosition | () | method |
protected function saveOldPosition():void
Internal function, helps with the moving/updating of group members.
| update | () | method |
public override function update():void
Automatically goes through and calls update on everything you added, override this function to handle custom input and perform collisions.
| updateMembers | () | method |
protected function updateMembers():void
Internal function that actually goes through and updates all the group members.
Depends on saveOldPosition()
to set up the correct values in _last
in order to work properly.


--- layout: post status: publish published: true title: Cubs/Marlins game-watch at Twenty Sports Grille in Moline tonight. author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 2630 wordpress_url: http://ivyenvy.com/?p=2630 date: '2010-05-11 09:20:17 +0000' date_gmt: '2010-05-11 15:20:17 +0000' categories: - Ivy Envy - Events tags: - Twenty Sports Grille - Game-Watch comments: - id: 1305 author: Ryan author_email<EMAIL_ADDRESS>author_url: '' date: '2010-05-11 21:00:53 +0000' date_gmt: '2010-05-12 03:00:53 +0000' content: Thanks to everyone who came out. It was good to see everyone and enjoy some good food. Congrats again to Kurt and his wife. ---
We are having a game-watch at Twenty Sports Grille in Moline, tonight. Twenty has lots of tv's, so we'll watch the Cubs play the Marlins and the Blackhawks attempt to wrap-up their series with Vancouver.
Twenty is located at 1405 5th Avenue in downtown Moline, IL. They have great food and drinks and it's a nice place to watch the Cubs.
You can find our future game-watches under the "Live Events" tab on our header. We'll be doing these once a month.
So come on down and commiserate with other Cubs fans.


Welcome to My second training session
I am taking this training from the href="https://www.roehampton.ac.uk/">University of Roehampton
This training will teach you a lot. Lets mention a few things
- Including links to external website - we use a>href="sitelink">the text the user will see the close /a>
- Writing listd - you should know whether you want the lists in order of greatness or not. use ul - for none order and ol for ordered listd
- Table as you will see below
- We'll learn more later
- links
- lists
- tables
- More later
Remember to train on how to make Tables.
See you soon


Introduction
Motivation
The purpose of this lab is to implement a THUMB processor with multiple pipeline stages that executes the given C-programs assembled for the ARM THUMB instruction set in Verilog.Appropriate attention is taken to reduce the clock cycles for lower instruction latency.The features of this processor are 5 stage pipeline,hazard detection and data forwarding.The processor is designed such a way that the CPU runs at a maximum frequency of 2.857 GHz.
Project Summary
Major milestones defined as per the project have been completed. Following table gives a short summary of our design and goals achieved.
| Feature | Value/Result |
|---|---|
| Number of Stages | 5 |
| Synthesizable | Yes |
| Max Frequency | 2.857 GHz |
| Power | 2.0583 mW |
| Can process count32 | Yes |
| Can process memcpy46 | Yes |
Implementation
Design
For the simulation of CPU program, the given data files which contains the instructions were read into the instruction register of the CPU.The processor designed is a 5 stage pipeline design. The stages are Instruction Fetch, Instruction decode,Execute,Memory Access and Write back.
The instruction fetch stage is where a program counter will pull the next instruction from the current location in to the program memory. In addition the program counter was updated with either the next instruction location sequentially or the instruction location as determined by a branch.
The instruction decode stage the control unit determines the values for the control lines that must be set to process the instruction. The decoded register addresses are sent to the register file and the data in the resister is passed to the ALU inputs.
The opcode that is been fetched is sent to the ALU for execution.If required,branch addresses are also calculated and the forwarding unit determines whether the output of the ALU or the memory unit should be forwarded to the ALU inputs.For this purpose a 2:1 Multiplexer is used.
In the Write back stage, calculated values are written back to the specific registers or memory.
The CPU also contains a hazard detection block to determine when a stall cycle must be added.This is enabled when the output of a previous load instruction is required for the current execution.The hazard detection block will also prohibit the program counter from updating it’s next calculated value.
Forwarding unit monitors the output of ALU and system memory and determines whether this value has to be given as a ALU input.If the recently calculated value is needed in the current execution before it is written to the register file it will be sent to the appropriate ALU input.
Functional Description
Pipeline
The Pipelined model is an architecture which allows throughput of the processor to be increased dramatically by reusing the idle stages during processing of instructions.All the stages of a pipeline are executed in parallel with Registers inserted between the stages. This enables several operations to take place simultaneously, and the processing and memory systems to operate<EMAIL_ADDRESS>stages in the pipeline are instruction fetch, decode, execute and writeback.
Instruction Fetch Stage
The instruction fetch stage is responsible for reading the instruction memory and sending the next instruction to the next stage in pipeline,or a stall if a branch has been detected in order to avoid incorrect execution. It consist of three components : instruction memory, program counter.
Program Counter
The program counter is incremented by 2 after every instruction is executed. In cases where a jump is required the PC is modified directly by the output of ALU via a multiplexer.
Instruction Decode Stage
In decode stage the fetched instruction is decoded and it is responsible for assigning the different sections of instructions into their proper representation based on different instruction types.The decode stage consist of control unit, the hazard detection unit , the sign extender and the register file, and is responsible for connecting all these components together. It splits the instruction into various parts and feeds them into the corresponding components.Registers Rn and Rm are fed to the register file, the immediate data is fed to the sign extender, and the ALU opcodes and the function codes are sent to the control unit. The output of these corresponding components are clocked and then stored for next stage.The codes used in the decode section are listed in the table.
| Opcode | Instruction or instruction class |
|---|---|
| 00xxxx | Shift (immediate), add, subtract, move, and compare |
| 010000 | Data-processing |
| 010001 | Special data instructions and branch and exchange |
| 01001x | Load from Literal Pool, see LDR (literal) |
| 0101xx | Load/store single data item |
| 10100x | Generate PC-relative address |
| 10101x | Generate SP-relative address, see ADD (SP plus immediate) |
| 1011xx | Miscellaneous 16-bit instructions |
| 1101xx | Conditional branch, and Supervisor Call |
| 11100x | Unconditional Branch |
: Source: [@arm_manual]
Control Unit
Control is the hardware that tells the datapath what to do, in terms of switching, operation selection, data movement between ALU components<EMAIL_ADDRESS>takes the given opcode from the instruction and translate into individual instruction control lines needed for the remaining stages.All control signals can be set based on the opcode bits.
Hazard Detection and Forwarding Unit
Hazard occurs when we read a value that was just written from memory,as the value wont be available for execution until the end of the memory stage. It introduces stall cycle by replacing control lines with zero and disabling the program counter from updating. When a branch is detected the hazard detection unit will allow the program counter to write, but will feed it the branch address instead of the next counted value.
The forwarding unit is responsible for choosing what input is to be fed into the ALU.It takes the input from the decode stage ,the value that the ALU has fed to the write back stage as well as the register numbers corresponding to all of these and determines if there is any conflict exist.It will decide which of this values must be send to ALU.
Sign Extender and Shifter
The sign extender takes the immediate value and sign extends it if the current instruction is signed operation. It also has a shifted output for branch address calculation.
Register File
The data storage in the CPU is the register bank contained within the Instruction decode stage. This bank of registers is directly referenced from the ARM Thumb instructions and is designed to allow to access the data and avoid the use of much slower data memory.The registers are defined as being written in the negative edge of the clock and read in the positive edge.This is done to avoid hazards when one instruction is attempting to write to the register bank while the other is reading.
Execute Stage
The execute stage is responsible for performing the specified operations.The execute stage consist of ALU , branch determiner and the forwarding unit. It connects these components together so that the ALU processes the data properly given inputs chosen by the forwarding unit and will notify the decode stage if a branch is indeed to be taken.
ALU
The ALU is responsible for performing the actual calculation specified by the instruction. It takes two 16 bit inputs and opcode from the decode block and gives a single 16 bit output along with the Program status registers.
Branch Determiner
The Branch determiner is responsible for looking at the output of ALU , and the type of instruction it is decoding and determining whether the system is to branch or not.
For example in case of BLE (Branch if less than or equal) branch must be taken when if flags Z set, or N set and V clear, or N clear and V set.[@TDMI_DS]
Implementation of forwarding block is shown in Figure.
Writeback Stage
The write back stage is responsible for writing the calculated value back to the proper register.It has input control lines that tells whether the instruction writes back the output of ALU to memory or not.
Push and Pop Instruction
Pushing to stack and Popping data back from stack to registers is implemented as a FSM shown in the following Figure.
RTL verification
Test benches are used to simulate design without the need of any
physical hardware. The biggest benefit of this is that it inspects every
signal that is in the design. The overall CPU block is responsible for
tying all of the stages together as well as providing the access to the
outside world that the test bench uses to load instruction memory and
monitor the register bank for test verification.
The test bench for the CPU involved two different sections in order to
allow the testing of the CPU block as shown in Figure [fig:testbench].
The first section that was part of the test bench was the code that was
responsible for loading the instruction memory within the CPU.This
memory is what would run the instructions through the pipeline once the
CPU was allowed to start. The instructions that were loaded included
register based and immediate adds, subtracts (both signed and unsigned),
reading and writing data memory, and a loop that would force the CPU to
jump back to the start of instruction memory and execute those same
instructions again[@MIPS_paper]. The different adds were important
because each exercised different parts of the CPU including the data
forwarding unit, multiple registers and different functions within the
ALU itself.The jump instruction is important and also in that it
exercised the branch detection unit, hazard detection unit as well as
the ability of the instruction fetch stage to be able to jump to an
address and continue execution with only the input of a single stall
cycle.
Synthesis
A synthesis tool takes an RTL hardware description and standard cell library as input and produces a gate level netlist as output[@iitkgp]. The resulting gate level list is completely a structural description with standard cells of the design.It is not necessary that the Verilog is functionally correct ,it must be written in such a way that it directs the synthesis tool to generate good hardware. Verilog are tied to particular clock cycles. The synthesized netlist exhibits the same clock-by-clock cycle behavior, allowing the RTL testbench to be easily re-used for gate-level simulation. Design Vision was used for synthesizing our designed processor.
Unpipelined Processor
The motive for multi cycle implementation for THUMB processor is to improve the performance of Single cycle Thumb processor which executes all instructions in 1 cycle. The main problem in Single cycle processor is, as all instructions are executed concurrently in one cycle, the components cannot be used more than once in a cycle. To make this design more efficient, sharing of the component can be made possible by making it have multiple input and outputs selected by a multiplexer.The control signals for such multiplexers are decided using the finite state machine. The individual components are connected as per the figure.
Evaluation
The comparison of the obtained specifications are listed in Table below. Features like power, Maximum operating frequency and processing time is better in un pipelined architecture compared to pipelined architecture. However the processing time is the basis for performance and throughput .An interesting aspect about the processing time achieved in pipelined and un pipelined stages is the that, though 5 stage pipeline is used the execution time or the performance has not increased 5 folds as expected. This is the result of adding stalls in Hazard block. Hence the measure of performance is not just dependent on the number of pipelined stages but also the type of instructions executed and the frequency at which stalls are inserted in the data path.
| Feature | Pipelined | Un-Pipelined |
|---|---|---|
| Area | 3783.4 units | 8649 units |
| Power | 2.0583 mW | 2.1109 mW |
| Critical time | .35 nS | .25 nS |
| Maximum Frequency | 2.857 GHZ | 4 GHz |
| Execution time | 2184956 pS | 337300 pS |
Comparison of Pipelined and Unpipelined
Following Timing report is obtained for a Clock period of 0.35 nS. $$\therefore Max_{frequency} = \frac{1}{0.35 nS} = 2.86 GHz$$ .
Conclusion
As a result of this work,Thumb processor with pipelined stages is implemented using Verilog Hardware description language and a throughput better than Unpipelined architecture is achieved.The design is synthesize-able and achieves the required goals of the project.
Future work
The processor performance can optimized by inserting stalls intelligently .
Dynamic Branch prediction algorithm can be implemented inside the processor
Gate level simulation needs further debugging
Referrences
This appendix documents the software tools used for this project.
| Tool | Version |
|---|---|
| ModelSim | SE-64 10.3d |
| Synopsis Design Vision | 2013.12-SP5-3 |
The Thumb instruction set,
http://apt.cs.manchester.ac.uk/ftp/pub/apt/peve/PEVE05/Slides/05_Thumb.pdfPipelined Processor Design,04/25/07, Luke Harvey and Stephanie Spielbauer
Addison Wesley - ARM System-on-Chip Architecture, 2Ed.pdf. .
Organization of Computer Systems: Pipelining. [Online]. Available: https://www.cise.ufl.edu/ mssz/CompOrg/CDA-pipe.html. [Accessed: 02-Aug-2017].
Organization of Computer Systems: Processor & Datapath. [Online]. Available: https://www.cise.ufl.edu/ mssz/CompOrg/CDA-proc.html. [Accessed: 01-Aug-2017].
ARM Architecture Reference Manual ARMv7-A and ARMv7-R edition Errata markup Copyright 1996-1998, 2000, 2004-2011 ARM Limited.
ARM7TDMI Data Sheet Copyright ARM Limited.
Patterson, D.A. and J.L. Hennesey. Computer Organization and Design: The Hardware/Software Interface, Second Edition, San Francisco, CA: Morgan Kaufman (1998).
Vhdl Implementation of A Mips-32 Pipeline Processor, Kirat Pal Singh, Shivani Parmar
IIT Lab tutorial http://www.facweb.iitkgp.ernet.in/ isg/TESTING/SLIDES/Tutorial2b.pdf


{% for sc in project.projectsocialcause_set.all %}
{% include 'marketplace/components/social_cause_display.html' with object=sc social_cause=sc.get_social_cause_display %}
{% endfor %}
{% if user.volunteerprofile and user.volunteerprofile.is_accepted and first_open_task %}
how_to_vote
Apply to volunteer
{% endif %}
{% include 'marketplace/components/project_status.html' %}


Sean "Diddy" Combs Pays Tribute to Kim Porter on 1-Year Anniversary of Her Death
by Samantha SchnurrSean "Diddy" Combswill forever miss Kim Porter.
On the 1-year anniversary of her untimely death, the mogul took to social media with a comforting video of his late ex-girlfriend playing the piano and a heartfelt message.
"I MISS YOU SOOOOOO MUCH. So much," he wrote on Friday. "Every time I get sad I look at this video and it brings a smile to my face."
Combs continued, "I THANK GOD FOR THE PRECIOUS TIME HE ALLOWED US TO HAVE WITH YOU.   NEVER!!! Love you forever Kimberly Antwinette Goodwin Porter."
He and Porter were in a relationship for more than a decade and welcomed three children together before their final split in 2007, though they continued to have an amicable relationship. On Nov. 15, 2018, she was found dead in her bed at home, later confirmed as the result of lobar pneumonia. She was 47 years old.
Photos
The family has since had to forge ahead without her, though have continued to pay tribute along the way, including when the couple's twin daughters graduated in June. "Shout out to Kim, they're graduating baby. This one's for you... I mean, this two's for you," Combs said at the time.
A year after her passing, Porter continues to be dearly missed by all those whose lives she touched, including fellow star Kimora Lee Simmons.
"Happy heavenly birthday my love!" she wrote on Instagram on Friday. "S&%t sure ain't the same here...#sistersister #kimporter#CountOnMeThruThickAndThin."
Our thoughts are with Porter's loved ones at this time.


5. Tensor Network State¶
In differential geometry, the tensor at a point is based on the tangent space at that point on the manifold. A (m, n) type tensor refers to a multi-linear map that maps m covariant vectors (cotangent vectors) and n inverter vectors (tangent vectors) to the number domain. Given a set of bases, this multi-linear mapping can be represented by a series of components. These components are of course related to the choice of basis. In a tensor network, we usually don’t do coordinate transformation, so any component set with n indicators is called a tensor.
begin{figure}[H] centering includegraphics{./images/tensor_notation} caption{Tensor diagrams: (a) scalar, (b) vector, (c) matrix (d) rank-3 tensor} end{figure}
Quantum mechanics has a basic assumption: Hilbert space of a composite system is the tensor product of its subsystem Hilbert space. Therefore, the multi-body wave function is naturally a tensor, for an n-body system, its wave function is an n–th order tensor. Of course, since the linear space with the same dimension is isomorphic, the wave function can also be regarded as a vector, and the dimension of this vector is $d^n$. The Hamiltonian of the n-body system is a $d^n$-dimensional matrix, which can of course also be regarded as a (n, n) tensor. The single operator can be viewed as a second-order tensor. The two-body operator can be viewed as a second-order tensor with $d^2$ dimensions, or as a (2,2) type (fourth-order) tensor with dimension d. The average value of all observable measurements in quantum mechanics can be written as an inner product, which is quadratic from the matrix point of view. If the wave function is in the form of a tensor, the operator can also be written as the sum of local tensors, then the average value of the operator can also be regarded as the sum of the contractions of these tensors. begin{table}[ht] centering % To place a caption above a table begin{tabular}{l|c|l|c}
hline Type& Rank & Example & Notation\ hline hline Scalar& 0& Constants & $lambda$ \ hline Vector& 1& Wave function &$psi_{i}$\ hline Matrix& 2 &Operator & $O_{i,j}$\ hline $vdots$ & $vdots$ & $vdots$ & $vdots$ \ hline Rank–N tensor& N & N–body wave function & $Psi_{alpha_1,dots,alpha_N}$\ hline
end{tabular} % Or to place a caption below a table caption{Tensors of different rank-N.} label{tab:tensor_type} end{table}%
Tensor network states ansatz is used to solve chemistry system with a strong correlation. Two optimization methods base on tensor network states are implemented in MoHa, which include variational optimization and time-evolving block decimation method.
5.1. Time-evolving block decimation (TEBD)¶
Consider a Hamiltonian of the form
Decompose the Hamiltonian as $H=F+G$
Apply Suzuki-Trotter decomposition, and two chanins of two-site gets
from moha.modelsystem import sites
from moha.tn import tns
from moha.tn import tnso
from moha.tn import optimizer
import numpy as np
Site = sites.SpinOneHalfSite()
### initial state |+-+-+-+-+->
Psi = tns.MPS(Site,24,4,'MPS')
### Hamiltonian MPO5
H = tnso.MPO(Site,24,'Heisenberg',{'J':1.0,'Jz':1.0,'h':0.0})
Optimizer = optimizer.Time_evolution(Psi,H,0.01,100)
Optimizer.tebd()
5.2. Variational Optimization¶
Variation principle
Approach the ground state energy by minimizing
Minimize one tensor each time, keeping the other fixed
sweep over all the tensor several times
from moha.modelsystem import sites
from moha.tn import tns
from moha.tn import tnso
from moha.tn import optimizer
import numpy as np
Site = sites.SpinOneHalfSite()
### initial state |+-+-+-+-+->
Psi = tns.MPS(Site,24,4,'MPS')
### Hamiltonian MPO5
H = tnso.MPO(Site,24,'Heisenberg',{'J':1.0,'Jz':1.0,'h':0.0})
Optimizer = optimizer.Variational(Psi,H,50,100)
Optimizer.dmrg()
5.3. Projected Optimization¶
We can have a trial for solving tensor network state problem by projected approach. For simplisity, we start with MPS which is
To slove $hat{H}|MPSrangle = E|MPSrangle$, We may set up N equantions to find out the energy and amplitudes by left projecting a known simple states ${Phi_{alpha}}$i,
To get the approximate amplitudes, a set of nonlinear equation should be sloved
Which is usually sloved by quasi-Newton methods,
The last step of projected MPS is by solving these equantions self consistently, yields approximate amplitudes and an approximate energy.
TODO


Grows existing clusters. Ensures that the sets of points added to each cluster are disjointed. Can be used multiple times for the same Array2D, allowing for layering of graphs.
More...
#include <ClusterGreenhouse.h>
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std::vector< std::vector< Cluster > > | clusterVectors |
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std::vector< std::multimap< sf::Vector2i, Cluster, IsVector2Less< int > > > | pointToClusterMaps |
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sf::Vector2i | graphDims |
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RandGen | RandomGenerator |
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double | sparsity |
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Grows existing clusters. Ensures that the sets of points added to each cluster are disjointed. Can be used multiple times for the same Array2D, allowing for layering of graphs.
◆ ClusterGreenhouse()
| ClusterGreenhouse::ClusterGreenhouse |
( |
sf::Vector2i |
dimensions | ) |
|
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explicit |
Initializes a new instance of the ClusterGreenhouse class. Sparsity is initialized to 0.
- Parameters
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| dimensions | The dimension of the Array2D which is being used. |
◆ chooseClusterToAddTo()
| Cluster * ClusterGreenhouse::chooseClusterToAddTo |
( |
| ) |
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Chooses a cluster to add a point to, based on the frequency each Cluster has been assigned.
<return> The cluster which will get a new point added to it. </return>
◆ createClustersFromFrequencies()
| void ClusterGreenhouse::createClustersFromFrequencies |
( |
std::vector< double > |
frequencies | ) |
|
Generates the clusters for a round of generation by using the given frequencies. If no frequencies are given, some will be generated.
- Parameters
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| frequencies | Frequencies according to which the clusters are to be made. |
◆ generateClusteredGraph()
| std::vector< std::set< sf::Vector2i, IsVector2Less< int > > > ClusterGreenhouse::generateClusteredGraph |
( |
const std::vector< double > & |
frequencies | ) |
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Generates and grows the clusters for an Array2D. This can be called multiple times for the same Array2D, with different/same generation options.
- Parameters
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| frequencies | The frequencies which will be used in generating the clusters. |
- Returns
- A vector of sets. A single set represents a single cluster, the items in said set being the Point2D's in the Cluster.
◆ growCluster()
| sf::Vector2i ClusterGreenhouse::growCluster |
( |
Cluster * |
clusterToAddTo | ) |
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Finds a point for the given cluster to add to, then has the cluster add it.
- Parameters
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| clusterToAddTo | Cluster which will have a point added to it. |
<return> The Point which was added to the cluster. </return>
The documentation for this class was generated from the following files:
- C:/Programming/Cpp/GameBackbone/GameBackbone/GameBackboneSln/GameBackbone/Include/GameBackbone/Util/ClusterGreenhouse.h
- C:/Programming/Cpp/GameBackbone/GameBackbone/GameBackboneSln/GameBackbone/Source/Util/ClusterGreenhouse.cpp