{{- with $.Params.images -}}
{{ else -}}
{{- $images := $.Resources.ByType "image" -}}
{{- $featured := $images.GetMatch "*feature*" -}}
{{- $featured := cond (ne $featured nil) $featured ($images.GetMatch "{*cover*,*thumbnail*}") -}}
{{- with $featured -}}
{{ else -}}
{{- with site.Params.images -}}
{{ else -}}
{{- $featured := resources.Get "png/opengraph.png" -}}
{{- with $.Page.Resources.Match "png/opengraph.png" -}}
{{- $featured = index . 0 -}}
{{- end -}}
{{- $loaded := partial "util/load-image" (dict "Image" $featured "Ratio" "2x1" "Rename" "twitter") }}
{{- end -}}
{{- end -}}
{{- end }}
{{ with site.Params.Frugal.Author.Social.twitter -}}
{{ end -}}


The Last Spelling Bee
“Whether he’s writing a to-do list for time travellers, spinning a tall tale of how he won his sixth grade spelling bee, or painting a picture of life in a distant galaxy, Lawless’ work remains spry and lively, full of humor and surprising moments of mature clarity.”
Benjamin Daniel Lawless’ collected poems: 2009-2011.
There Is Nothing Poetic About Fish
Benjamin Daniel Lawless' first collection of poetry.
Released 2009.


I am hailing from Bakana Rivers State, Nigeria. Having graduated as an I.T. engineer from the Belorussian State University of Informatics and Radio-electronics in Minsk, Belarus, I am now in Irpen city Ukraine for my masters degree. I am a humble and a creative programmer hereby for your service either to work with you or to work for you.
Hi, I am Dan-Obu Isoboye Vincent, aka DIV hailing from Bakana Rivers State, Nigeria. Having graduated as an I.T. engineer from the Belorussian State University of Informatics and Radio-electronics in Minsk, Belarus, I am now in Irpen city Ukraine for my masters degree. I am a humble and a creative programmer hereby for your service either to work with you or to work for you.


Gabor Horvath's Chess Site
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Victims weigh in on anti-molestation posters
Some say posters 'don't make sense' and lack sensitivity, one approves of their directness
by Adeline TanShe was raped by an acquaintance three years ago. And when she saw the new anti-molestation posters on the MRT, she felt disturbed.
"The phrase 'It's not worth it' just doesn't make sense to me because no crime is worth it, be it a sexual offence or other offences like theft," the 27-year-old meditation teacher told The New Paper.
On Nov 14, the Association of Women for Action and Research (Aware) had expressed concerns about the two posters, which were produced in collaboration with the National Crime Prevention Council (NCPC) and Singapore Polytechnic's Media, Arts and Design School.
Both posters depicted a man about to molest a woman with a tag on his wrist with the words "2 years' imprisonment. It's not worth it."
The phrase "Don't do it" was also on the poster.
Aware said on its Facebook that the posters put a price on sexual violence and neglected to mention the harm suffered by victims.
But the police defended the posters, which are part of a series featuring other crimes such as theft and rioting, saying that they were meant to specifically highlight the punishments for committing the crimes to send a strong deterrent message.
The NCPC also felt the message would be more impactful if it highlighted the personal costs to the perpetrator.
While the meditation teacher understood what the posters were trying to do, she suggested the words "Don't do it" should be changed to "Why do it?".
This, she said, would encourage perpetrators to think about the trauma inflicted on the victim, instead of just being deterred by the penalties.
A victim who had been molested also told TNP she felt that the posters could have been more sensitive.
The 24-year-old said: "It's like asking perpetrators to compare what is worth it and what is not. Does it mean that if they feel it's worth it, there's nothing wrong with their actions?"
WARNING
While she acknowledged that penalties could be used as a deterrence, she felt it does not have much of an effect in this case.
She said her perpetrator, who had molested her in a lift when she was 16, was let off with just a warning.
"Two years is just the maximum penalty, but in most cases, the offenders get lighter punishments."
But another molestation victim, who was attacked on the train a few years ago, said she understood the objective of the poster.
The 29-year-old said: "It's a very upfront and direct way of sending a message of cause and effect, and it's targeted at the potential offenders.
"Most of them do it on impulse. If by reminding them of the penalties and the crime rates go down, then that's ideal."
Assistant Professor Christopher Cummings from Nanyang Technological University said the negative reaction to the posters is a result of unintended messaging.
He said: "The poster would be effective to would-be offenders, but it's placed in a public area where not only offenders but victims come into contact with it."
He added that companies can do focus groups or consultations with different stakeholders to prevent backlash.


Enter your birth details
You have to enter your birth details in the calendar format (mm/dd/yy).Where they mean
- D=The day
- M=The month
- Y=The year
You will input your details by typing or by clicking on the provided calender.
Choose your gender
Secondly ,you need to choose your gender either Male or Female field provided since your
akan name will be outputed only when you have provided the gender and your valid dates
so you need to understand that the gender section is important.
Submit button
The submit button is the part where your input or your details have been feed to the
application and then it display or output your Akan name and the day your were born in
case you forget to choose the gender or the correct date aprompt message will appear to
inform you to input the correct details.


ioutil Quick Write to File Example – 1
· Todd McLeod – YouTube - Golang Create File
· Todd McLeod – YouTube - Golang Serving Files
· Todd McLeod – YouTube - Golang File Server
· Todd McLeod – YouTube - Golang CSV
· Todd McLeod – YouTube - Golang Bufio
· Landon Wilkins – YouTube - Evolution of xlsx (Gource Visualization)
· Denis Uraganov – YouTube - IO, buffers, readers, writers
· Todd McLeod – YouTube - Golang Data Storage
· Google Developers - I/O BootCamp 2011: Real World Go
· Socketloop golang-write-file-io-writestring
· Socketloop compress-lzw-newwriter-function-example
· Socketloop compress-zlib-newwriter-and-newwritelevel-functions-example
· Socketloop compress-gzip-newwriter-and-newwriterlevel-functions-example
· Stackoverflow how-to-write-to-a-file-in-golang
· Stackoverflow how-to-read-write-from-to-file
· Socket Loop golang-append-content-to-a-file
· Socket Loop - Golang io/ioutil.WriteFile() function example
· Socket Loop - Golang os.File.Write(), WriteString() and WriteAt() functions example
· Golang Code - Write data to a CSV file
· fulcronz27 read-and-write-a-file-in-golang
· andrewbrookins get-directory-of-the-current-file
· I Failed the Turing Test - Read and write files in Go
· Code Foolz - Writing to file in Go lang
· Tumblr.com -Open a file for writing
· 41J Blog - simple file writing example in google go (golang)
· Nathan Leclaire - Demystifying Golang's io.Reader and io.Writer Interfaces
· Tumblr.com -Check if file exists
· Joseph Spurrier – GitHub - aescmd.go - Golang - Encrypt, Decrypt, File Read, File Write, Readline
· Dot Net Perls – Golang CSV Examples
· golangcode write-data-to-a-csv-file
· golang-examples.tumblr open-a-file-for-writing
· devdungeon.com working-with-files-go
· 41j.com simple-file-writing-example-in-google-go-golang
· Go Fragments - ioReadWriterMiniBuffer
· Go Fragments - zlibReaderWriterWithPipe
· Go Fragments - zlibReaderWriter
· Nanxiao – golang-101-hacks - io.Writer interface
· Golang – book.com An Introduction to Programming in Go by Caleb Doxey - Input Output
· Learning Go Latest by Miek Gieben - Communication - Chapter 7 – Page 86
package main
import (
"bufio"
"fmt"
"io/ioutil"
"os"
)
func check(e error) {
if e != nil {
panic(e)
}
}
func main() {
// To start, here's how to dump a string (or just
// bytes) into a file.
d1 := []byte("hello\ngo\n")
err := ioutil.WriteFile("/tmp/dat1", d1, 0644)
check(err)
// For more granular writes, open a file for writing.
f, err := os.Create("/tmp/dat2")
check(err)
// It's idiomatic to defer a `Close` immediately
// after opening a file.
defer f.Close()
// You can `Write` byte slices as you'd expect.
d2 := []byte{115, 111, 109, 101, 10}
n2, err := f.Write(d2)
check(err)
fmt.Printf("wrote %d bytes\n", n2)
// A `WriteString` is also available.
n3, err := f.WriteString("writes\n")
fmt.Printf("wrote %d bytes\n", n3)
// Issue a `Sync` to flush writes to stable storage.
f.Sync()
// `bufio` provides buffered writers in addition
// to the buffered readers we saw earlier.
w := bufio.NewWriter(f)
n4, err := w.WriteString("buffered\n")
fmt.Printf("wrote %d bytes\n", n4)
// Use `Flush` to ensure all buffered operations have
// been applied to the underlying writer.
w.Flush()
}
func WriteFile(filename string, data []byte, perm os.FileMode) error
WriteFile writes data to a file named by filename. If the file does not exist, WriteFile creates it with permissions perm; otherwise WriteFile truncates it before writing.
// To start, here's how to dump a string (or just
// bytes) into a file.
d1 := []byte("hello\ngo\n")
err := ioutil.WriteFile("/tmp/dat1", d1, 0644)
check(err)
As explained in the File Mode discussion below FileMode = 0644 means
· 4 = read
· 2 = write
· 6 = 4 + 2 = user = read and write
· 4 = group = read
· 4 = others = read
type FileMode uint32
A FileMode represents a file's mode and permission bits. The bits have the same definition on all systems, so that information about files can be moved from one system to another portably. Not all bits apply to all systems. The only required bit is ModeDir for directories.
const (
// The single letters are the abbreviations
// used by the String method's formatting.
ModeDir FileMode = 1 << (32 - 1 - iota) // d: is a directory
ModeAppend // a: append-only
ModeExclusive // l: exclusive use
ModeTemporary // T: temporary file (not backed up)
ModeSymlink // L: symbolic link
ModeDevice // D: device file
ModeNamedPipe // p: named pipe (FIFO)
ModeSocket // S: Unix domain socket
ModeSetuid // u: setuid
ModeSetgid // g: setgid
ModeCharDevice // c: Unix character device, when ModeDevice is set
ModeSticky // t: sticky
// Mask for the type bits. For regular files, none will be set.
ModeType = ModeDir | ModeSymlink | ModeNamedPipe | ModeSocket | ModeDevice
ModePerm FileMode = 0777 // Unix permission bits
)
The defined file mode bits are the most significant bits of the FileMode. The nine least-significant bits are the standard Unix rwxrwxrwx permissions. The values of these bits should be considered part of the public API and may be used in wire protocols or disk representations: they must not be changed, although new bits might be added.
File Mode utilizes Unix permission bits.
Let's say you are the owner of a file named myfile, and you want to set its permissions so that:
1. The user can read, write, and execute it;
2. Members of your group can read and execute it;
3. Others may only read it.
This is the format for the unix chmod command:
chmod u=rwx,g=rx,o=r myfile
u=user g=group o=others
This is an example of using symbolic permissions notation. The letters u, g, and o stand for "user", "group", and "other". The equals sign ("=") means "set the permissions exactly like this," and the letters "r", "w", and "x" stand for "read", "write", and "execute", respectively. The commas separate the different classes of permissions, and there are no spaces in between them.
Here is the equivalent command using octal permissions notation:
chmod 754 myfile
Here the digits 7, 5, and 4 each individually represent the permissions for the user, group, and others, in that order. Each digit is a combination of the numbers 4, 2, 1, and 0:
· 4 stands for "read",
· 2 stands for "write",
· 1 stands for "execute", and
· 0 stands for "no permission."
So 7 is the combination of permissions 4+2+1 (read, write, and execute), 5 is 4+0+1 (read, no write, and execute), and 4 is 4+0+0 (read, no write, and no execute).
package main
import (
"io/ioutil"
"log"
)
func main() {
err := ioutil.WriteFile("test.txt", []byte("Hi\n"), 0666)
if err != nil {
log.Fatal(err)
}
}
0666 = user = read/write; group = read/write and others = read/write.
Package os provides a platform-independent interface to operating system functionality. The design is Unix-like, although the error handling is Go-like; failing calls return values of type error rather than error numbers. Often, more information is available within the error. For example, if a call that takes a file name fails, such as Open or Stat, the error will include the failing file name when printed and will be of type *PathError, which may be unpacked for more information.
The os interface is intended to be uniform across all operating systems. Features not generally available appear in the system-specific package syscall.
Here is a simple example, opening a file and reading some of it.
file, err := os.Open("file.go") // For read access.
if err != nil {
log.Fatal(err)
}
If the open fails, the error string will be self-explanatory, like
open file.go: no such file or directory
func Open(name string) (*File, error)
Open opens the named file for reading. If successful, methods on the returned file can be used for reading; the associated file descriptor has mode O_RDONLY. If there is an error, it will be of type *PathError.
func OpenFile(name string, flag int, perm FileMode)
(*File, error)
OpenFile is the generalized open call; most users will use Open or Create instead. It opens the named file with specified flag (O_RDONLY etc.) and perm, (0666 etc.) if applicable. If successful, methods on the returned File can be used for I/O. If there is an error, it will be of type *PathError.
Note: 6 = 4 + 2 = read + write
func Create(name string) (*File, error)
Create creates the named file with mode 0666 (before umask), truncating it if it already exists. If successful, methods on the returned File can be used for I/O; the associated file descriptor has mode O_RDWR. If there is an error, it will be of type *PathError.
Note: 6 = 4 + 2 = read + write
// For more granular writes, open a file for writing.
f, err := os.Create("/tmp/dat2")
check(err)
// It's idiomatic to defer a `Close` immediately
// after opening a file.
defer f.Close()
// You can `Write` byte slices as you'd expect.
d2 := []byte{115, 111, 109, 101, 10}
n2, err := f.Write(d2)
check(err)
golang package os package constants
const (
O_RDONLY int = syscall.O_RDONLY // open the file read-only.
O_WRONLY int = syscall.O_WRONLY // open the file write-only.
O_RDWR int = syscall.O_RDWR // open the file read-write.
O_APPEND int = syscall.O_APPEND // append data to the file
when writing.
O_CREATE int = syscall.O_CREAT // create a new file if
none exists.
O_EXCL int = syscall.O_EXCL // used with O_CREATE,
file must not exist
O_SYNC int = syscall.O_SYNC // open for synchronous I/O.
O_TRUNC int = syscall.O_TRUNC // if possible, truncate
file when opened.
)
Flags to OpenFile wrapping those of the underlying system. Not all flags may be implemented on a given system.
const (
SEEK_SET int = 0 // seek relative to the origin of the file
SEEK_CUR int = 1 // seek relative to the current offset
SEEK_END int = 2 // seek relative to the end
)
const (
PathSeparator = '/' // OS-specific path separator
PathListSeparator = ':' // OS-specific path list separator
)
const DevNull = "/dev/null"
DevNull is the name of the operating system's “null device.” On Unix-like systems, it is "/dev/null"; on Windows, "NUL".
package main
import (
"os"
"log"
)
func main() {
// Open a new file for writing only
file, err := os.OpenFile(
"test.txt",
os.O_WRONLY|os.O_TRUNC|os.O_CREATE,
0666,
)
if err != nil {
log.Fatal(err)
}
defer file.Close()
// Write bytes to file
byteSlice := []byte("Bytes!\n")
bytesWritten, err := file.Write(byteSlice)
if err != nil {
log.Fatal(err)
}
log.Printf("Wrote %d bytes.\n", bytesWritten)
}
You can write using just the os package which is needed already to open the file.  Other packages like io, ioutil, and bufio provide some more help, but they are not necessary.
The bufio package lets you create a buffered writer so you can work with a buffer in memory before writing it to disk. This is useful if you need to do a lot manipulation on the data before writing it to disk to save time from disk IO. It is also useful if you only write one byte at a time and want to store a large number in memory before dumping it to file at once, otherwise you would be performing disk IO for every byte. That puts wear and tear on your disk as well as slows down the process.
package main
import (
"bufio"
"fmt"
"os"
)
func main() {
fileHandle, _ := os.Create("output.txt")
writer := bufio.NewWriter(fileHandle)
defer fileHandle.Close()
fmt.Fprintln(writer, "String I want to write")
writer.Flush()
}
package main
import (
"bufio"
"fmt"
"os"
)
func main() {
fileHandle, _ := os.OpenFile("output.txt",
os.O_APPEND, 0666)
writer := bufio.NewWriter(fileHandle)
defer fileHandle.Close()
fmt.Fprintln(writer, "String I want to append")
writer.Flush()
}
The bufio package lets you create a buffered writer so you can work with a buffer in memory before writing it to disk. This is useful if you need to do a lot manipulation on the data before writing it to disk to save time from disk IO. It is also useful if you only write one byte at a time and want to store a large number in memory before dumping it to file at once, otherwise you would be performing disk IO for every byte. That puts wear and tear on your disk as well as slows down the process.
devdungeon working-with-files-write_buffered
package main
import (
"log"
"os"
"bufio"
)
func main() {
// Open file for writing
file, err := os.OpenFile("test.txt", os.O_WRONLY, 0666)
if err != nil {
log.Fatal(err)
}
defer file.Close()
// Create a buffered writer from the file
bufferedWriter := bufio.NewWriter(file)
// Write bytes to buffer
bytesWritten, err := bufferedWriter.Write(
[]byte{65, 66, 67},
)
if err != nil {
log.Fatal(err)
}
log.Printf("Bytes written: %d\n", bytesWritten)
// Write string to buffer
// Also available are WriteRune() and WriteByte()
bytesWritten, err = bufferedWriter.WriteString(
"Buffered string\n",
)
if err != nil {
log.Fatal(err)
}
log.Printf("Bytes written: %d\n", bytesWritten)
// Check how much is stored in buffer waiting
unflushedBufferSize := bufferedWriter.Buffered()
log.Printf("Bytes buffered: %d\n", unflushedBufferSize)
// See how much buffer is available
bytesAvailable := bufferedWriter.Available()
if err != nil {
log.Fatal(err)
}
log.Printf("Available buffer: %d\n", bytesAvailable)
// Write memory buffer to disk
bufferedWriter.Flush()
// Revert any changes done to buffer that have
// not yet been written to file with Flush()
// We just flushed, so there are no changes to revert
// The writer that you pass as an argument
// is where the buffer will output to, if you want
// to change to a new writer
bufferedWriter.Reset(bufferedWriter)
// See how much buffer is available
bytesAvailable = bufferedWriter.Available()
if err != nil {
log.Fatal(err)
}
log.Printf("Available buffer: %d\n", bytesAvailable)
// Resize buffer. The first argument is a writer
// where the buffer should output to. In this case
// we are using the same buffer. If we chose a number
// that was smaller than the existing buffer, like 10
// we would not get back a buffer of size 10, we will
// get back a buffer the size of the original since
// it was already large enough (default 4096)
bufferedWriter = bufio.NewWriterSize(
bufferedWriter,
8000,
)
// Check available buffer size after resizing
bytesAvailable = bufferedWriter.Available()
if err != nil {
log.Fatal(err)
}
log.Printf("Available buffer: %d\n", bytesAvailable)
}


# File lib/rspec/mocks/example_methods.rb, line 134 def self.included(klass) klass.class_eval do # This gets mixed in so that if `RSpec::Matchers` is included in # `klass` later, it's definition of `expect` will take precedence. include ExpectHost unless method_defined?(:expect) end end
Disables warning messages about expectations being set on nil.
By default warning messages are issued when expectations are set on nil. This is to prevent false-positives and to catch potential bugs early on.
# File lib/rspec/mocks/example_methods.rb, line 51 def allow_message_expectations_on_nil RSpec::Mocks.space.proxy_for(nil).warn_about_expectations = false end
@overload double() @overload double(name) @overload double(stubs) @overload double(name, stubs) @param name [String/Symbol] (optional) used in
clarify intent
@param stubs (Hash) (optional) hash of method/return-value pairs @return (Mock)
Constructs an instance of [RSpec::Mocks::Mock](RSpec::Mocks::Mock) configured with an optional name, used for reporting in failure messages, and an optional hash of method/return-value pairs.
@example
book = double("book", :title => "The RSpec Book") book.title #=> "The RSpec Book" card = double("card", :suit => "Spades", :rank => "A") card.suit #=> "Spades" card.rank #=> "A"
# File lib/rspec/mocks/example_methods.rb, line 30 def double(*args) declare_double('Double', *args) end
Verifies that the given object received the expected message during the course of the test. The method must have previously been stubbed in order for messages to be verified.
Stubbing and verifying messages received in this way implements the Test Spy pattern.
@param method_name [Symbol] name of the method expected to have been
called.
@example
invitation = double('invitation', accept: true) user.accept_invitation(invitation) expect(invitation).to have_received(:accept) # You can also use most message expectations: expect(invitation).to have_received(:accept).with(mailer).once
# File lib/rspec/mocks/example_methods.rb, line 130 def have_received(method_name) Matchers::HaveReceived.new(method_name) end
Hides the named constant with the given value. The constant will be undefined for the duration of the test.
Like method stubs, the constant will be restored to its original value when the example completes.
@param constant_name [String] The fully qualified name of the constant.
The current constant scoping at the point of call is not considered.
@example
hide_const("MyClass") # => MyClass is now an undefined constant
# File lib/rspec/mocks/example_methods.rb, line 108 def hide_const(constant_name) ConstantMutator.hide(constant_name) end
Deprecated: Use [double](double-instance_method).
# File lib/rspec/mocks/example_methods.rb, line 35 def mock(*args) RSpec.deprecate "mock", :replacement => "double" declare_double('Mock', *args) end
Deprecated: Use [double](double-instance_method).
# File lib/rspec/mocks/example_methods.rb, line 41 def stub(*args) RSpec.deprecate "stub", :replacement => "double" declare_double('Stub', *args) end
Stubs the named constant with the given value. Like method stubs, the constant will be restored to its original value (or lack of one, if it was undefined) when the example completes.
@param constant_name [String] The fully qualified name of the constant. The current
constant scoping at the point of call is not considered.
@param value [Object] The value to make the constant refer to. When the
example completes, the constant will be restored to its prior state.
@param options [Hash] Stubbing options. @option options :transfer_nested_constants [Boolean, Array<Symbol>] Determines
what nested constants, if any, will be transferred from the original value of the constant to the new value of the constant. This only works if both the original and new values are modules (or classes).
@return [Object] the stubbed value of the constant
@example
stub_const("MyClass", Class.new) # => Replaces (or defines) MyClass with a new class object. stub_const("SomeModel::PER_PAGE", 5) # => Sets SomeModel::PER_PAGE to 5. class CardDeck SUITS = [:Spades, :Diamonds, :Clubs, :Hearts] NUM_CARDS = 52 end stub_const("CardDeck", Class.new) CardDeck::SUITS # => uninitialized constant error CardDeck::NUM_CARDS # => uninitialized constant error stub_const("CardDeck", Class.new, :transfer_nested_constants => true) CardDeck::SUITS # => our suits array CardDeck::NUM_CARDS # => 52 stub_const("CardDeck", Class.new, :transfer_nested_constants => [:SUITS]) CardDeck::SUITS # => our suits array CardDeck::NUM_CARDS # => uninitialized constant error
# File lib/rspec/mocks/example_methods.rb, line 92 def stub_const(constant_name, value, options = {}) ConstantMutator.stub(constant_name, value, options) end


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normalizeCounts.Rd
Performs normalization, transformation, and/or scaling on a counts matrix
normalizeCounts(counts, normalize = c("proportion", "cpm", "median", "mean"), transformation.fun = NULL, scale.fun = NULL, pseudocount.normalize = 0, pseudocount.transform = 0)
| counts | A count matrix |
|---|---|
| normalize | Character. Divides counts by the library sizes for each cell. One of "proportion", "cpm", "median", or "mean". "proportion" uses the total counts for each cell as the library size. "cpm" divides the library size of each cell by one million to produce counts per million. "median" divides the library size of each cell by the median library size across all cells. "mean" divides the library size of each cell by the mean library size across all cells. |
| transformation.fun | Function. Applys a transformation such as `sqrt`, `log`, `log2`, `log10`, or `log1p`. If NULL, no transformation will be applied. Occurs after normalization. Default NULL. |
| scale.fun | Function. Scales the rows of the normalized and transformed count matrix. Default NULL. |
| pseudocount.normalize | Numeric. Add a pseudocount to counts before normalization. Default 0. |
| pseudocount.transform | Numeric. Add a pseudocount to normalized counts before applying the transformation function. Adding a pseudocount can be useful before applying a log transformation. Default 0. |
Matrix, the normalized counts matrix.


- Novices and Formative Assessment (20/45m)
- Expertise and Memory (30/15m)
- Cognitive Load (20/20m)
- Live Coding (30/45m)
- Lessons and Objectives (30/20m)
SET timer for 45 minutes
START
- Returning to educational psychology, we now discuss what distinguishes expertise from earlier stages of learning (novice and competent practitioner)
- AND how expertise can be both helpful and get in the way of learning
- We’ll also cover concept maps - a tool that can help expose expertise (and can be used for many things)
Connectivity
- Earlier we described the key differences between novices and competent practitioners
- What makes experts different from either?
- The answer: NOT that they know more facts
- Competent practitioners (& novices) can memorize a lot of trivia without notable improvement to their performance
To illustrate, imagine that we store knowledge as a graph:
- facts are nodes and relationships are arcs (Note: this is not how our brains work, but it’s a metaphor)
- key difference between experts and people who are “merely competent” is that experts have more connected nodes (their mental models are more densely connected)
Think about driving around a city, comparing what it’s like for the local and for the out-of-town driver.
- This metaphor will help us explain many observed aspects of expert behavior.
- EXPERTS can jump directly from a problem to solution because there is a direct link between the two in their mind
- where a competent practitioner would have to reason “A to B to C to D to E” the expert can go from A to E in a single step
- We call this intuition and it isn’t always a good thing:
- When asked to explain her reasoning an expert often can’t because she actually didn’t go thru all the intermediate steps.
In our example above, the local probably doesn’t even think about which turns they’re making on their way to the grocery store. They can drive on “autopilot” without really thinking. If someone asks them to go to a different location, they immediately know what they should do next to get to the right place.
- Experts are so familiar with a topic that they can no longer imagine what it’s like to not see the world that way.
- As a result, they are often less good at teaching the subject than people with less expertise who still remember what it’s like to have to learn the things.
- Expert blind spot
- Can be overcome with training – but why world famous researchers are often poor lectures
- Local driver forgets to tell out-of-towner that the bridge is under construction, or that there’s a train at 3:00, b/c it’s been like that for years. The local driver will tell the out-of-towner to turn ‘where the gas station used to be’
- Densely connected knowledge graphs also explains fluid representations, e.g., expert mathematicians’ ability to switch effortlessly between algebraic and geometric views of a problem
- Local driver probably can use either the names of streets or landmarks when giving directions. The out-of-towner only has street labels. – Baker example
- Finally, this metaphor also explains why experts are better at diagnosis than competent practitioners: more linkages between facts makes it easier to reason backward from symptoms to causes.
- When out of towner finally calls their local friend, saying “well we just passed Sycamore Street and we can see ‘Nellie’s Cafe’, the local can more easily figure out where the out-of-towner is, and how to get to their destination”
J word
Concept Maps
A TOOL of choice to represent an expert’s knowledge graph is the concept map.
- Concept map
- is simply a picture of someone’s mental model of a domain - facts are bubbles, and connections are labelled arcs
- It’s important that the arcs are labelled: saying “X and Y are related” is only helpful if we explain what the relationship is.
- YES, one person’s fact may be another’s connection, but by externalizing cognition (making these model’s visable), concept maps help spark and focus discussion
- TIP concepts maps are just one way to represent our understanding of a subject: flowcharts, decision trees, blueprints can be v. useful in diff. contexts
- (skip) For example, this diagram (taken from a blog post by Andrew Abela) is an excellent way to organize and present an understanding of how to choose the right kinds of chart for displaying different kinds of data.
-
To show what this looks like consider this map of dataframe piping in R (tidyverse):
- https://awwapp.com/b/ufqzvm01v/ (teacher copy)
-
https://awwapp.com/b/sidndlp8o (each will get copy)
-
https://s3.amazonaws.com/aww-imagedata/11006a44-252a-4cd5-bf0d-8f7eedafddf1.png (image)
- There are 9 concepts in this map: dataframe, pipeline, operations, filter, select, grouby,
intermediate dataframe, output, Rconsole and variable
- Then we 6 relationships.
- This gives us a total of 15, which is more than our ideal size for a single episode.
- This map should probably be broken up into two graphs and further developed.
-
For instance, the operations that are listed could probably be worked on to add more relationships.
- many concept maps can be larger than the recommended limit (7+-2), but that’s not a bad thing Set and Dict example
- after drawing a concept map for an entire subject, the lesson designer can carve out a tightly-connected sub-graphs to make individual episodes
Concept maps can be used in many ways:
- To aid solo design of a lesson by helping authors figure out what they’re trying to teach. Crucially a concept map separates content from order: in our experience ppl rarely wind up teaching things in order in which they first drew them
- They aid in communication with other lesson designers. Instructors with different ideas often pull their learners in different directions.
- Concept maps help learners. When possible give learners a pre-drawn map at the beginning of a lesson for them to annotate, it’s better to draw piece by piece while teaching to reinforce the ties between what’s in the map and what the instructor said.
- Concept maps are also useful formative assessment tool: have learners draw concept maps of what they think they just heard shows the instructor what was missed and what was mis-understood. (Reviewing concepts maps too time consuming for use in workshops, but v. useful in weekly lectures once learners are familiar with the technique: as Philip Glass observed a new tool or technique initially slows ppl down.)
Concept maps are also useful for: team meetings – give everyone a sheet of paper and have them draw a concept map of the project you’re all working on – separately. On the count of three, have everyone reveal their maps. Discuss!
Concept maps also a good way to organize one’s thought before putting together a talk or writing a paper. They allow us to externalize cognition, i.e. get out thoughts out where we can see them - contradictions and all.
##(EXERCISE) Concept mapping (https://goo.gl/279azG)
Create a hand drawn concept map for something you would teach in five minutes. (Possibly for the same subject that you used to create a multiple choice question before.) Trade with a partner, and critique each other’s maps. Do they present concepts or surface detail? Which of the relationships in your partner’s map do you consider concepts and vice versa?
Take 10 minutes to draw the concept maps and share with your neighbor. Write done in the chat once you have finished.
Seven ± Two
Serial position Effect
I’m going to read a list of items and want you to try and memorize the items in it:
cat, apple, ball, tree, square, head, house, door, box, car, king, hammer, milk, fish, book, tape, arrow, flower, key, shoe
In the etherpad, write down as many words from the list as you can. Compare to other members of the group. What words are remembered the most?
- Human memory can be divided into two different storage layers:
- long-term or persistent memory - where we store things like password, our home address, and what the clown did at our eighth birthday party that scared us so much
- it’s unbounded (barring injury or disease, we will die before it fills up), but it is slow to access - too slow to help us handle hungry lions and disgruntled family members
- Evolution has given us a second system called short-term or working memory
- it is much faster but smaller: in 1956 George Miller estimated that the average adult’s working memory could hold 7±2
- this is why phone numbers are typically 7 or 8 digits
- back when phones had dials not keyboards, that was the longest string of numbers most adults could remember accurately for as long as it took to dial to go round and round.
- also why sports teams tend to have about half a dozen members or are broken into smaller groups (such as forwards and backs in rugby)
- when we memorize words in a list and are asked to immediately recall items, the items first presented will have the best chance to be transferred into long-term memory
- On the other hand, the items that are presented last might still be in short-term memory
- these are referred to as the primacy and recency effects, respectively and together form the memory serial position
Chunking
- Our minds can store larger numbers of facts in short-term memory by creating chunks
- Most of us will remember a word we read as a single item, rather than as a sequence of letters
- Pattern made by five spots on cards or dice is remembered as a whole rather than bits of info
- chunks allow us to manage larger problems - but also can mislead us if we mis-identify something - see something wrong
7±2: Programming and Teaching
- 7±2 is probably the most important number in programming
- When writing code, programmer needs to keep a bunch of facts in memory, for example, what is this variable, what value does this hold here
- If the facts grow too large, her mental model of the program becomes too unwieldy
- 7±2 is also the most important number in teaching
- an instructor cannot push information directly into a learners long-term memory
- what she presents is first represented in the learners short-term memory and is only transferred to long-term memory after it has been held there and rehearsed and reinforced
- if we present too much information too quickly the new will displace the old before it has a chance to consolidate into long-term memory
- this is why using the concept mapping is important before teaching, an instructor needs to identify just how many pieces of a separate information will need to be stored in memory as part of the lesson – LESS IS more
Key Points
- Experts’ mental models are much more densely connected than those of non-experts.
- Expert blind spot: knowing something so well that it seems easy when it’s not.
- Can represent mental models using concept maps.
- Relationships are as important as concepts.
- Long-term memory is large but slow, while short-term is fast but (very) small.
- Most adults can store 7±2 items in short-term memory for a few seconds before loss.
- Things seen together repeatedly are remembered (or mis-remembered) in chunks.
- Teaching consists of loading short-term memory and reinforcing it long enough for items to be transferred to long-term memory.
- Lesson episodes should not overload short-term memory.


 The film stars Julie Kavner, Samantha Mathis, Gaby Hoffman, Carrie Fisher, Dan Ackroyd. Rated R, due to safe-sex scene.
THIS IS MY LIFE was a mostly disappointing experience, I regret to say. Julie Kavner has been one of my special favorites ever since she first essayed Brenda Morgenstern on THE MARY TYLER MOORE SHOW and then on the spin-off RHODA. Since then, she's been in five Woody Allen films and has played both Allen's mother (in RADIO DAYS) and his girlfriend (in the Allen segment of NEW YORK STORIES), and she is in the forthcoming Allen movie FOG AND SHADOWS. Of course, she's also the voice of Marge Simpson and was on THE TRACEY ULLMAN SHOW for three years before The Simpsons took off. She's a funny woman and I really looked forward to her first role in which she carried a whole movie.
Unfortunately, I failed to allow for the Ephron sisters, either singly or in tandem, who first of all produced a completely unoriginal, entirely predictable script that features the worse parts of PUNCHLINE (the Tom Hanks & Sally Fields movie about stand-up comics) and MERMAIDS (the Cher-Winona Ryder-Bob Hoskins confection of a couple of Christmases ago--Samantha Mathis even looks like Winona Ryder). We have definitely seen this movie before.
Nora Ephron's direction stretches out a half-hour sitcom into a full-length snoozer, unfunny, dull, with hardly a joke in it. Ephron has provided not one but two competing voice-over narrators, one usually being bad enough of an idea. Each claims that this is her story. Maybe that's the problem, nobody ever figured out whose story it was, after all.
The script was adapted from a novel by Meg Wolitzer. One can only assume the novel was funnier, or at least more focused. Dottie Engels (Kavner) is never allowed to do a monologue; her voiceover upstages her every time she gets on stage except when she has a couple of very unfunny, very tired old jokes to tell about placenta creams and her dead Aunt in Heaven; where's a voiceover when you need one? Dan Aykroyd, who is supposed to be some great shakes of an agent, seems mostly asleep -- he has one shtick and it ain't good enough. Carrie Fisher comes closest to being actually funny, but even she is at a loss of what do with her underwritten part. The greatest problem with the script is that Dottie goes from demoing makeup to getting third billing in Vegas in the course of a year, she suddenly gets the Agent to Die For for no perceptible reason, and she makes $130,000 go further in Manhattan real estate than anyone since Peter Stuyvesant. In other words, the script is unmotivated and unrealistic. And shame on the Ephron sisters for this mess!
Bobbie Byrne's cinematography is dull and lifeless, even as he steals a shot or two of Vegas signage from RAIN MAN. Carly Simon's songs add nothing excepts an unnecessary recapitulation of the "story so far." I hope she's not counting on a lot of MTV airtime with the inevitable video outtake.
Finally, you have got to wonder about the MPAA when they slap an R on a movie for one scene in which a teenage boy fumbles with his first condom, a scene with no nudity and no concupiscence.
I cannot recommend THIS IS MY LIFE to anyone at any price unless the person is a diehard fan of Julie Kavner and she or he has to see her first starring role, regardless.
-- Frank Richard Aloysius Jude Maloney .
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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Jacques Francois Shadow is an incised variant of the Jacques Francois font.
Jacques Francois revives the c. 1760 Enschedé no. 811 type specimen by Jacques François Rosart (1714-1774), made for Enschedé Printing House. The concept was to create a contemporary webfont with an even typographic color while preserving the essential historic peculiarities and expanding the character set. Compared to the historic specimen the x-height is generously increased and contrast lowered.
Jacques Francois Shadow is designed for large sizes and manually instructed for better screen performance starting from 24 ppem. This means that on Window machines it will work best from 18pt (at 96ppi) or 15pt (at 120ppi) and from 24pt on Mac (at 72ppi.)
To contribute to the project contact Alexei Vanyashin.


{% extends 'base.html' %} {% block content %}
StudyTime is an open source productivity tool, created to help self-learners to keep track of their performance, while keeping them motivated recording their achievements.
One of the most difficult thing for a self-learner is to be realistic on what are they spending their time, and to be motivated when results last to come.
With StudyTime you can start tracking your performance on your self-learning path.
A Project is a skill you want to develop or something that you want to learn.
Every Project contains any number of Categories inside it, all of them created by yourself on demand.
Create a new Project and populate it with as many Categories as you need.
A Category is a specific task you need to do in order to master the project subject.
Every Category has the capability to track Sessions and Milestones.
A Session is a date with a number of minutes related to it. Its purpose is to track when and how much time you spend on that Category.
A Milestone is a litle text with a date and a litle description related to it. Its purpose is to track when and what you want to achieve in regards to its parent Category, and to mark it when you finally do.
Imagine that you want to learn how to code.
If so, you will need to learn a few things:
In this scenario, the Project could be "Learn to Code", and a good Category would be "Fundamentals"
Inside every Category you could track how much time you spend on it, and what are your expected achievements (Milestones).


FROM THE DESK OF AZZEM YARO. BILL AND EXCHANGE MANAGER BANK OF AFRICA(BOA) OUAGADOUGOU, BURKINA FASO. WEST AFRICA Dear friend, This message might meet you in utmost surprise however,it's just my urgent need for a foreign partner that made me contact you for this transaction. I am a banker by profession from ouagadougou-Burkina faso in west Africa and currently holding the post of Foreign Remittance Manager in our bank,Bank of Africa (BOA)Burkina Faso office . I have the opportunity of transfering the left over funds $8.6 million of one of my bank deceased client who died in the sharter plane which crashed on mount kenyan in the kenyan city of sumburu on 21st july,2003 to any foreign account . You can confirm the genuiness of the deceased death by clicking on this website :http://www.cnn.com/2003/WORLD/africa/07/20/kenya.crash/index.html Hence,i am inviting you for a business deal where this money can be shared between us in the ratio 60/40 if you agree to my business proposal. Eagerly waiting for your response<EMAIL_ADDRESS>MR AZZEM YARO _________________________________________________________________ Ten : profite de ton Messenger en illimité sur ton mobile ! http://mobile.live.fr/messenger/ten/


This is where to put the background and the vis
This is where to put scrollable design notes
Thanks for stopping by! If you'd like to get in touch, say hi on Twitter @naomijball


A Santa's grotto for dogs is opening on Mumbles Pier
Dogs in Swansea have the opportunity to join in with the fun as there will be a grotto just for them and their owners.
by Katie BellisOur four-legged friends can now join in with the excitement of Christmas as a grotto for dogs is opening in Swansea.
For the first time ever, it has been announced that Mumbles Pier is opening up its grotto especially for dogs and their owners.
Here is everything you need to know about the grotto.
Where is it?
The grotto is at Mumbles Pier - this is the first year that they will be opening up their grotto for dogs.
When is it happening?
It will take place on Saturday, December 7 at 5pm for an hour. However, additional dates may be added.
What will be happening?
You can bring your pooch down to the grotto where there will be a waiting room which will give them a chance to meet all the other dogs.
They will then be able to meet Santa and Mrs Claus and, of course, take that perfect pooch picture before your pet enjoys a special doggy treat.
General manager at Mumbles Pier, Hannah Hunter said: "We pride ourselves on being a dog-friendly venue.
"The dogs will be able to go through where they will be greeted by other dogs and they will be able to meet each other.
"We encourage dogs to wear fancy dress and once they have had a photo with Santa they will receive a goody bag.
"The bags will include toys, treats and maybe some doggy ice cream if they are lucky."
How much is it?
It costs £9.95 per dog.


Download¶
This module contains methods to download files from ftp-servers or via http. The method download()
-
ninolearn.download.
download
(info_dict, **kwargs)[source]¶ Download data specified in the dictionary info_dict. The value of the keyword ‘downloadType’ is important to tell the method if the download is done from an ftp-server (value *’ftp’) or via http (value ‘http’).
The information dictionary ‘info_dict’ contains the essential informations over the source of the data. See
ninolearn.download.sources
for a detailed description how the information dictionary should be orgainized.- Parameters
info_dict (dict) – The information dictionary for the source of the data. See
ninolearn.download.sources
for more details on the organization of the dictionary.kwargs – Keyword arguments that are passed to :method:’ninolearn.download.downloadFTP’ or :method:’ninolearn.download.downloadHTTP’.
-
ninolearn.download.
downloadFTP
(info_dict, outdir='', username='anonymous', password='anonymous_pass')[source]¶ Download a file from a FTP server. Note, just some ftp-servers require an login account. Make sure you do NOT commit code in which your login details are visible to a public repository. Hence, put the information in a module that that you do not commit (put its name into the .gitignore) file.
- Parameters
info_dict – The information dictionary for the source of the data. See :class:’ninolearn.download.sources’ for more details on the organization of the dictionary.
outdir (str) – The output directory for your variable. If outdir=’’, then no separate directory is made and all data is put into the raw data directory (see ninolearn.pathes).
username (str) – Username for ftp-server login (not always required).
password (str) – Password for ftp-server login (not always required).
-
ninolearn.download.
downloadHTTP
(info_dict, outdir='')[source]¶ Download a file via a HTTP.
- Parameters
info_dict (dict) – The information dictionary for the source of the data. See
ninolearn.download.sources
for more details on the organization of the dictionary.outdir (str) – The output directory for your variable. If outdir=’’, then no separate directory is made and all data is put into the raw data directory (see ninolearn.pathes).
-
class
ninolearn.download.
sources
[source]¶ Collection of relevant data sources. If you add a new data source yourself follow the dictionary template:
For FTP download, you need to specify the host (keyword ‘host’) the directory on the ftp-server (keyword ‘location’) as well as the filename (keyword ‘filename’) that is going to be the name of the file AS WELL AS for the downloaded file.
NAME_FTP = {
‘downloadType’:’ftp’,
‘filename’: ‘filename_on_the_server_AND_local’,
‘host’: ‘ftp.hostname.com’,
‘location’: ‘/directory/on/the/server’
}
For HTTP download, you need to specific the FULL path to the file (keyword ‘url’) as well as the name that is used for the downloaded file (keyword ‘filename’)
NAME_HTTP = {
‘downloadType’:’http’,
‘url’: ‘https://www.full_url_to_the_file.com/data.txt’,
‘filename’: ‘local_file_name.txt’
}
Source dictionaries:
- Source ONI
The Oceanic Nino Index.
- Source NINOindeces
The monthly Nino1+2, Nino3, Nino4 and Nino3.4 indeces.
- Source WWV,WWV_West
The Warm water volume (WWV) and the WWV in the western basin.
- Source IOD
The Dipole Mode Index (DMI) of the Indian Ocean Dipole (IOD).
- Source SST_ERSSTv5
The SST field from the ERSSTv5 field.
- Source ORAS4
The ORAS4 data set. Define the argument for the keyword ‘filename’ yourself. There are various variables available form the ORAS4 data set. Moreover, they are just available in multiple files (not in a single big file).
- Source GODAS
The GODAS data set. Define the argument for the keyword ‘filename’ yourself. Data is just available in multiple files (not in a single big file).
- Source UWIND_NCEP,VWIND_NCEP,SAT_monthly_NCEP
The monthly u-wind, vwind and surface air temperature (SAT) from the NCEP reanalysis.
- Source SAT_daily_NCEP
The daily surface air temperature (SAT) from the NCEP reanalysis.
- Source HCA
The heat content anomaly. (Data source: NOAA)
- Source OLR_NOAA
The outgoing longwave radiation (OLR). (Data source: NOAA)


Change of settings after an oven refill¶
One other question we wanted to answer with our analysis, was wheather the source settings are different before an oven refill compared to after a refill. To visualize the setting changes, the refill_changes.py script can be used.
The script finds the times where the refills occurred by analyzing the oven power and then searches for the closest previous and closest cluster after that moment.
How to use it¶
In the main function of the script, you have to specify the features you are interested in and the relevant files that contain the input data. These are summary csv files outputted by the cluster_descriptions.py script.


We, Rise Up! Action Band, bring emotion, empowerment, validation, and solidarity for spoken and unspoken voices. We do this by gathering together to play music and create artistic spectacle at political events.
We have an open membership policy. If you would like to play and instrument, dance, or holler, shoot us an email so we can send you more info.
This band is lgbtq/poc inclusive.
Is there an event you think we should show up for?
Let us know!
We are currently saving up for a megaphone, business cards, and stickers. Please reach out if you have some change to spare.


Cupcake ipsum dolor sit amet. Toffee icing candy cake jujubes jujubes powder. Caramels jelly-o tiramisu jelly chocolate bar. Donut halvah croissant oat cake chupa chups sweet roll cheesecake. Cotton candy gingerbread pudding marzipan jujubes. Tootsie roll topping tiramisu halvah pudding pie icing. Sugar plum tiramisu lollipop sweet gummi bears halvah tootsie roll chocolate jujubes. Jelly beans liquorice jelly caramels apple pie sweet lemon drops dessert donut. Chocolate cake biscuit jelly-o chocolate cake croissant icing cake wafer. Lemon drops sugar plum chupa chups cupcake donut. Cheesecake pastry cookie topping sweet powder jujubes marzipan donut. Sugar plum oat cake bonbon liquorice bear claw. Chupa chups sesame snaps sugar plum apple pie tart candy canes carrot cake cake. Cake tiramisu dessert jujubes liquorice pie bear claw muffin liquorice. Cheesecake cheesecake danish chupa chups bonbon sugar plum shortbread tiramisu tootsie roll. Jelly-o bear claw liquorice oat cake shortbread brownie. Lemon drops lollipop bear claw tootsie roll shortbread danish cupcake marzipan. Cheesecake sesame snaps pie donut tart lollipop croissant carrot cake. Macaroon cheesecake macaroon donut halvah wafer marzipan. Croissant jelly beans chocolate bar apple pie candy canes chupa chups pastry cake. Apple pie toffee chupa chups jelly-o chocolate cake lemon drops. Tiramisu pastry gingerbread pie topping wafer danish biscuit. Topping wafer cake carrot cake carrot cake topping. Cheesecake dessert pastry cookie chocolate cake. Brownie gummies marshmallow chocolate cake macaroon gummi bears dragée dessert. Liquorice muffin croissant candy canes fruitcake cake croissant muffin. Liquorice pie sesame snaps chocolate bar gingerbread. Cookie marshmallow sugar plum chocolate cake chupa chups gummies pudding croissant. Gummi bears pudding bonbon topping candy lollipop sugar plum. Dessert donut tiramisu jujubes liquorice. Cupcake fruitcake bear claw candy liquorice pie marshmallow. Dragée powder fruitcake gummi bears powder. Chupa chups macaroon chupa chups oat cake sweet marzipan sugar plum cake topping. Oat cake bonbon lemon drops gingerbread dessert icing halvah dragée. Sesame snaps lollipop dessert dragée lemon drops cotton candy sugar plum danish jelly-o. Sweet sweet roll tiramisu sugar plum sweet. Cheesecake shortbread donut gingerbread ice cream. Gummies jelly dragée sugar plum chupa chups. Sweet roll lollipop icing tootsie roll macaroon cupcake chocolate bar powder.


Barbara Mary Hegarty
Democrat
Registered Nurse - University of Colorado Health (Memorial Central)
BSW - social work 1980 - Lock Haven University BSN - nursing 2016 - University of Colorado Certified in oncology and preoperative nursing
81004
Volunteered for the Obama/Biden campaign in 2008 and 2012. Served as a supervising election judge in the November 2020 election.
Association of Operating Room Nurses (AORN) 2014-present Neighborhood Watch - Aberdeen - 2010 to present Restoration of City Park Gates - Pueblo - 2014-2020
When Amendment 2 was passed by Colorado voters in 1992, I was living in Huerfano County. I joined the board of Equality Colorado and was the only representative outside of the Denver Metro area. I advocated for the rights of the LGBTQ+ community and provided support to the growing number of individuals who chose to open their lives and families to help the LGBTQ+ community.
I believe it is important to have individuals on the commission who can represent the interests of the average Coloradan, not necessarily just those who are connected politically.
As a former social worker and current nurse, much of my job has been to promote consensus. I worked in mental health for 22 years, assisting clients in individual, couples and family therapy. I have excellent listening skills and can often see a path to consensus where others may not. As a supervising judge in the November 2020 election, I promoted a fair and free election. I
As a nurse, my ability to apply critical thinking skills to any issue are above par. I have worked within my skill set to develop training programs for oncology nurses in home health and for peri-operative nurses in trauma settings. These skills have been critical in my current position at a Level 1 trauma center.
female


DfE enquiries
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Press release
Find out the results of tests in reading, writing and maths at the end of primary school in summer 2012.
National, regional and local authority figures for key stage 2 tests in reading, writing and maths at the end of primary school were published today (20 September 2012).
This is an interim year for key stage 2 tests following recommendations made by the Bew Review into testing, assessment and accountability. For writing, there was no externally marked key stage 2 test. The subject’s score was solely based on teacher assessment of a pupil’s writing. This means that direct comparisons with previous years’ scores are not possible.
| Percentage of pupils reaching Level 4 or above | ||||||
| Subject | 2008 | 2009 | 2010 | 2011 | 2012 | Since 2011 |
| English | 81 | 80 | 80 | 82 | 85* | n/a* |
| Reading | 87 | 86 | 83 | 84 | 87 | +3 |
| Writing | 68 | 68 | 71 | 75 | 81* | n/a* |
| Maths | 79 | 79 | 79 | 80 | 84 | +4 |
| Both English and maths | 73 | 72 | 73 | 74 | 80* | n/a* |
Note* - the figures for 2012 and 2011 are not directly compatible as the method of assessing English writing has changed
Elizabeth Truss, Minister for Education and Childcare, said:
I congratulate pupils, teachers and families on their hard work and achievements. The Government is committed to driving up standards by giving teachers more freedom, strengthening discipline and improving teacher quality.
The tests were taken by 542,500 11-year-olds in May this year (2012)
The statistical first release (SFR) showing the key stage 2 provisional results is available on the official statistics section.
Changes to the administrative process of marking tests may happen from year to year and care should be taken when comparing results between years. Readers’ attention is drawn to guidance within the SFR on the impact of changes when comparing this year’s results with other years.
An approximately 5% sample of the pupils at the end of KS2 took science sampling tests to estimate national attainment in the subject.
An approximately 10% sample of the pupils at the end of KS2 took writing sampling tests to estimate the standard of writing nationally.
Teacher assessment judgements were also published at key stage 2.
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Website: www.education.gov.uk/help/contactus
Published: 20 September 2012


Anstruther Fish & Chips
If you find yourself in Anstruther
after walking along the coastal path,
or after a trip to the Isle of May,
you have to stop at the Anstruther Fish & Chip shop
to try some of the best fish and chips in the UK!


| Top |
File attributes in GIO consist of a list of key-value pairs.
Keys are strings that contain a key namespace and a key name, separated by a colon, e.g. "namespace::keyname". Namespaces are included to sort key-value pairs by namespaces for relevance. Keys can be retrived using wildcards, e.g. "standard::*" will return all of the keys in the "standard" namespace.
The list of possible attributes for a filesystem (pointed to by a GFile) is available as a GFileAttributeInfoList. This list is queryable by key names as indicated earlier.
Information is stored within the list in GFileAttributeInfo structures.
The info structure can store different types, listed in the enum
GFileAttributeType. Upon creation of a GFileAttributeInfo, the type will
be set to G_FILE_ATTRIBUTE_TYPE_INVALID
.
Classes that implement GFileIface will create a GFileAttributeInfoList and install default keys and values for their given file system, architecture, and other possible implementation details (e.g., on a UNIX system, a file attribute key will be registered for the user id for a given file).
"standard"
: The "Standard" namespace. General file information that
any application may need should be put in this namespace. Examples
include the file's name, type, and size.
"etag
: The Entity Tag namespace. Currently, the only key
in this namespace is "value", which contains the value of the current
entity tag.
"id"
: The "Identification" namespace. This namespace is used by file
managers and applications that list directories to check for loops and
to uniquely identify files.
"access"
: The "Access" namespace. Used to check if a user has the
proper privileges to access files and perform file operations. Keys in
this namespace are made to be generic and easily understood, e.g. the
"can_read" key is TRUE
if the current user has permission to read the
file. UNIX permissions and NTFS ACLs in Windows should be mapped to
these values.
"mountable"
: The "Mountable" namespace. Includes simple boolean keys
for checking if a file or path supports mount operations, e.g. mount,
unmount, eject. These are used for files of type G_FILE_TYPE_MOUNTABLE
.
"time"
: The "Time" namespace. Includes file access, changed, created
times.
"unix"
: The "Unix" namespace. Includes UNIX-specific information and
may not be available for all files. Examples include the UNIX "UID",
"GID", etc.
"dos"
: The "DOS" namespace. Includes DOS-specific information and may
not be available for all files. Examples include "is_system" for checking
if a file is marked as a system file, and "is_archive" for checking if a
file is marked as an archive file.
"owner"
: The "Owner" namespace. Includes information about who owns a
file. May not be available for all file systems. Examples include "user"
for getting the user name of the file owner. This information is often
mapped from some backend specific data such as a UNIX UID.
"thumbnail"
: The "Thumbnail" namespace. Includes information about file
thumbnails and their location within the file system. Examples of keys in
this namespace include "path" to get the location of a thumbnail, "failed"
to check if thumbnailing of the file failed, and "is-valid" to check if
the thumbnail is outdated.
"filesystem"
: The "Filesystem" namespace. Gets information about the
file system where a file is located, such as its type, how much space is
left available, and the overall size of the file system.
"gvfs"
: The "GVFS" namespace. Keys in this namespace contain information
about the current GVFS backend in use.
"xattr"
: The "xattr" namespace. Gets information about extended
user attributes. See attr(5). The "user." prefix of the extended user
attribute name is stripped away when constructing keys in this namespace,
e.g. "xattr::mime_type" for the extended attribute with the name
"user.mime_type". Note that this information is only available if
GLib has been built with extended attribute support.
"xattr-sys"
: The "xattr-sys" namespace. Gets information about
extended attributes which are not user-specific. See attr(5). Note
that this information is only available if GLib has been built with
extended attribute support.
"selinux"
: The "SELinux" namespace. Includes information about the
SELinux context of files. Note that this information is only available
if GLib has been built with SELinux support.
Please note that these are not all of the possible namespaces. More namespaces can be added from GIO modules or by individual applications. For more information about writing GIO modules, see GIOModule.
<!-- TODO: Implementation note about using extended attributes on supported file systems -->
For a list of the built-in keys and their types, see the GFileInfo documentation.
Note that there are no predefined keys in the "xattr" and "xattr-sys"
namespaces. Keys for the "xattr" namespace are constructed by stripping
away the "user." prefix from the extended user attribute, and prepending
"xattr::". Keys for the "xattr-sys" namespace are constructed by
concatenating "xattr-sys::" with the extended attribute name. All extended
attribute values are returned as hex-encoded strings in which bytes outside
the ASCII range are encoded as escape sequences of the form \xnn
where nn
is a 2-digit hexadecimal number.
GFileAttributeInfoList *
g_file_attribute_info_list_new (void
);
Creates a new file attribute info list.
GFileAttributeInfoList *
g_file_attribute_info_list_ref (GFileAttributeInfoList *list
);
References a file attribute info list.
void
g_file_attribute_info_list_unref (GFileAttributeInfoList *list
);
Removes a reference from the given list
. If the reference count
falls to zero, the list
is deleted.
GFileAttributeInfoList *
g_file_attribute_info_list_dup (GFileAttributeInfoList *list
);
Makes a duplicate of a file attribute info list.
const GFileAttributeInfo * g_file_attribute_info_list_lookup (GFileAttributeInfoList *list
,const char *name
);
Gets the file attribute with the name name
from list
.
void g_file_attribute_info_list_add (GFileAttributeInfoList *list
,const char *name
,GFileAttributeType type
,GFileAttributeInfoFlags flags
);
Adds a new attribute with name
to the list
, setting
its type
and flags
.
list |
||
name |
the name of the attribute to add. |
|
type |
the GFileAttributeType for the attribute. |
|
flags |
GFileAttributeInfoFlags for the attribute. |
The data types for file attributes.
|
indicates an invalid or uninitalized type. |
||
|
a null terminated UTF8 string. |
||
|
a zero terminated string of non-zero bytes. |
||
|
a boolean value. |
||
|
an unsigned 4-byte/32-bit integer. |
||
|
a signed 4-byte/32-bit integer. |
||
|
an unsigned 8-byte/64-bit integer. |
||
|
a signed 8-byte/64-bit integer. |
||
|
a GObject. |
||
|
a |
typedef struct { char *name; GFileAttributeType type; GFileAttributeInfoFlags flags; } GFileAttributeInfo;
Information about a specific attribute.
the name of the attribute. |
||
GFileAttributeType |
the GFileAttributeType type of the attribute. |
|
GFileAttributeInfoFlags |
a set of GFileAttributeInfoFlags. |
typedef struct { GFileAttributeInfo *infos; int n_infos; } GFileAttributeInfoList;
Acts as a lightweight registry for possible valid file attributes. The registry stores Key-Value pair formats as GFileAttributeInfos.
GFileAttributeInfo * |
an array of GFileAttributeInfos. |
|
the number of values in the array. |


{% extends "_post.html" %}
{% hyde
title: "The Caves of Clojure: Part 2"
snip: "Dealing with state."
created: 2012-07-08 9:26:00
flattr: true
%}
{% block article %}
This post is part of an ongoing series. If you haven't already done so, you
should probably start at [the beginning][].
This entry corresponds to [post two in Trystan's tutorial][trystan-tut].
If you want to follow along, the code for the series is [on Bitbucket][bb] and
[on GitHub][gh]. Update to the `entry-02` tag to see the code as it stands
after this post.
[the beginning]: /blog/2012/07/caves-of-clojure-01/
[trystan-tut]: http://trystans.blogspot.com/2011/08/roguelike-tutorial-02-input-output.html
[bb]: http://bitbucket.org/sjl/caves/
[gh]: http://github.com/sjl/caves/
[TOC]
Summary
-------
In Trystan's second post he introduces the concept of the game loop, as well as
what he calls "screens": objects that handle drawing the interface and
processing user input.
I could try to port his design directly over to Clojure, but instead I wanted to
step back and see if I could find a way to make things more functional.
I think I've figured out a way to make it work, so I'm going to implement that.
State
-----
When I first started thinking about how to model the game's state and the main
game loop I had lots of crazy ideas bouncing around in my head. Most of them
involved an immutable world (immutable! good!) and agents representing Trystan's
"screens".
The more I thought about it, though, the more it looked like the agents would
wind up being a tangled mess. I put down the keyboard, took a shower, had
dinner with a friend, and let the problem roll around in my head for a bit.
At some point the following train of thought happened somewhere in my brain:
* The immutable "state" that I keep should contain *everything* needed to render
the game on the user's screen.
* I originally thought I'd need to track the "world" as the state, but the world
isn't enough!
* In addition to the world, the user interface (menus, stats, etc) is also
rendered.
So instead of keeping a "world" as my state, I'm going to keep a "game".
The User Interface
------------------
If I'm going to keep track of the user interface in the "game" state, I need
a way to represent it.
There are two halves to the user interface: "input" and "output". First let's
consider output.
Trystan's screens are objects that handle their own drawing. At any given time
there's one "active" screen object, which gets asked to draw itself. If you
peek ahead in his tutorial you'll see that he ends up introducing a "subscreen"
concept to get screens layered on top of each other.
Instead of having a single active screen with subscreens, I decided to keep
a flat vector of screens. The last screen in the vector is the "active" one,
and is effectively a subscreen of the one that comes before it.
At this point I'm going to switch terms. Unfortunately Lanterna uses the word
"screen" to mean something and I didn't want to try to keep two separate
concepts under the same word, so in the code I called screens "UIs", and from
now on I'll be using that word.
So what *is* a UI in the code? Well, it's basically just a map with a `:kind`
mapping specifying what kind of UI it is! It also might have some extra keys
and values to represent its state too.
For example, at some point I expect to have a UI stack that looks something like
this:
:::clojure
[{:kind :play}
{:kind :throw}
{:kind :inventory-select}]
This would be the UI stack when you were throwing something in your inventory at
a monster and were choosing what to throw. Once you pick an item you'd need to
target a monster, so the stack would become:
:::clojure
[{:kind :play}
{:kind :throw :item foo}
{:kind :target}]
Now the last (i.e.: "active") UI is the targetting UI, but also notice that the
throwing UI has a bit of state attached to it now (the item the user picked).
We'll talk about how that got there a bit later.
As I said before, the "state" for our game is going to be a "game", which
consists of the world and the user interface. So our "game" object is going to
be a map that looks something like this:
:::clojure
{:world {}
:uis [,,,]}
For now the `:world` is empty. In the future it'll contain stuff like the tiles
of the map, the monsters, the player, and lots of other stuff. The `:uis` is
the UI stack.
Between the two I have enough information to draw the game fully to the user's
terminal by doing something like: `(map #(draw-ui ui game) (:uis game))`. We'll
see the real code shortly, but that's actually pretty close.
User Input
----------
In an imperative programming style our game loop would look something like this:
1. Draw the screen.
2. Get some input from the user.
3. Process that input, modifying the world.
4. GOTO 1.
In this functional loop, I want it to look more like this:
1. Draw the screen.
2. Get some user input.
3. Process the input and the game to get a new game.
4. Recur with this new game.
How do I handle user input? Well it depends on the current UI -- pressing `d`
at the main screen will do something different than pressing it in an inventory
selection screen, for example.
So the UIs need to know how to handle input. There are a number of different
ways I can do that. One option might be to have `:handle-input (fn ...)` as
part of the UI. I chose a different route which you'll see below, but that's
not important for now.
The important part is that one I glossed over in the last section. How do I go
from this:
:::clojure
[{:kind :play}
{:kind :throw}
{:kind :inventory-select}]
to this:
:::clojure
[{:kind :play}
{:kind :throw :item foo}
{:kind :target}]
Let's follow the proposed game loop and see what happens.
1. Draw the play UI, then the throw UI, then the inventory UI.
2. Get a keypress from the user.
3. Give that keypress and the game itself to the UI input handling function to
get a new game.
4. Recur with this new game.
Step three is the tricky part. What does the inventory handler need to do to
give back a new game?
It would need to pop itself off the UI stack (which is okay), put the selected
item in the previous UI (a bit scary, but probably not a problem in practice),
and create the targeting UI.
This last part is a deal breaker. The inventory selection UI shouldn't know
anything about the targeting UI, because then I won't be able to reuse it for
other functions (like equipping items, eating food, etc)!
The throw UI is the one that should know about the inventory and targeting
UIs. Ideally it would set them up, get their "return values" and process those.
How can I send back the values?
There's actually a really elegant way I came up with for this. At least
I *think* it's elegant. I may end up immuting myself into a corner and
ragequitting this blog series. We'll see.
Anyway, here's the solution:
* Make "input" part of the game state.
* Update the game input when you want to return a value from a UI.
And I can change the game loop to look like this:
1. Draw the screen.
2. If the game's input is empty, get some from the user to fill it.
3. Process the game to get a new game. The input is now part of the game and
gets processed along with it.
4. Recur with this new game.
From what little I've used it so far, this method seems very promising.
Enough design talk. Let's look at the code.
Implementation
--------------
In Trystan's tutorial he had three "screens": start, win, and lose. The user
presses keys to transition between them. Not a very fun game, but it lets you
get the game loop up and running before diving into gameplay.
I did the same thing. Right now everything is in one file because I tend to
code like that until I feel like something needs to be pulled out into its own
namespace. The file is still under a hundred lines of code, so that's not too
bad.
Let's walk through the code piece by piece. First the namespace:
:::clojure
(ns caves.core
(:require [lanterna.screen :as s]))
Next I define some basic data structures:
:::clojure
(defrecord UI [kind])
(defrecord World [])
(defrecord Game [world uis input])
I used Clojure's records here because I feel like they add a bit of helpful
structure to the code. They're also a bit faster, but that probably won't be
noticeable. You could skip these and just use plain maps if you wanted to, it's
really a personal preference.
Next is a helper function:
:::clojure
(defn clear-screen [screen]
(let [blank (apply str (repeat 80 \space))]
(doseq [row (range 24)]
(s/put-string screen 0 row blank))))
Unfortunately Lanterna doesn't provide a method for clearing the screen, so
I wrote my own little hacky one that just overwrites everything with spaces. It
assumes the terminal is 80 by 24 characters for now.
I'll be adding a feature request in the Lanterna issue tracker for this, so
hopefully I'll be able to delete this function in a later post.
Now to the meaty bits:
:::clojure
(defmulti draw-ui
(fn [ui game screen]
(:kind ui)))
(defmethod draw-ui :start [ui game screen]
(s/put-string screen 0 0 "Welcome to the Caves of Clojure!")
(s/put-string screen 0 1 "Press enter to win, anything else to lose."))
(defmethod draw-ui :win [ui game screen]
(s/put-string screen 0 0 "Congratulations, you win!")
(s/put-string screen 0 1 "Press escape to exit, anything else to restart."))
(defmethod draw-ui :lose [ui game screen]
(s/put-string screen 0 0 "Sorry, better luck next time.")
(s/put-string screen 0 1 "Press escape to exit, anything else to go."))
(defn draw-game [game screen]
(clear-screen screen)
(doseq [ui (:uis game)]
(draw-ui ui game screen))
(s/redraw screen))
Here we have the drawing code.
The UIs are very simple for now. They each just output a couple of lines of
text. None of them actually look at the game state at all, but in the future
some of them will need to do that (e.g.: when showing the list of items in the
player's inventory).
I made the `draw-ui` function a multimethod to make it easy to define the logic
for each UI separately. Each definition could even live in its own file if
I wanted it to. There are other ways to do this, but I like the concision and
simplicity of this one.
The `draw-game` function takes the immutable game object and draws some text to
the user's terminal. It's fairly simple. The `redraw` call is needed because
Lanterna [double buffers][] the output. Check out the [clojure-lanterna
documentation][clojure-lanterna] for more information if you're curious.
[double buffers]: https://en.wikipedia.org/wiki/Multiple_buffering#Double_buffering_in_computer_graphics
[clojure-lanterna]: http://sjl.bitbucket.org/clojure-lanterna/
:::clojure
(defmulti process-input
(fn [game input]
(:kind (last (:uis game)))))
(defmethod process-input :start [game input]
(if (= input :enter)
(assoc game :uis [(new UI :win)])
(assoc game :uis [(new UI :lose)])))
(defmethod process-input :win [game input]
(if (= input :escape)
(assoc game :uis [])
(assoc game :uis [(new UI :start)])))
(defmethod process-input :lose [game input]
(if (= input :escape)
(assoc game :uis [])
(assoc game :uis [(new UI :start)])))
(defn get-input [game screen]
(assoc game :input (s/get-key-blocking screen)))
UIs need to know how to process their input. I used a multimethod for this too.
The method takes the game and the input as parameters and returns a modified
copy of the game object that represents the new state. Currently none of them
use the "returning as input" trick, but we'll see that in one of the next few
posts.
Notice how the UIs all simply replace the UI stack in the game they return?
This is fine for now, but in the future they'll be more likely to just pop off
the last one (themselves) rather than replace the entire stack.
An empty UI stack means "quit the game", as we'll see in a moment.
You'll also see why the input is separate from the game soon.
The `get-input` function gets a keypress from the user and sticks it into the
game object. Nothing crazy there.
And now, the game loop:
:::clojure
(defn run-game [game screen]
(loop [{:keys [input uis] :as game} game]
(when-not (empty? uis)
(draw-game game screen)
(if (nil? input)
(recur (get-input game screen))
(recur (process-input (dissoc game :input) input))))))
Here we go. The `run-game` function `loop`s on a game object each time.
First: if there are no UIs, we're done and can drop out. Cool.
If there are UIs, draw the game to the user's terminal.
Then it checks if it needs to get a keypress from the user. If so, do that,
update the game object, and start again.
I could make this a bit more efficient by continuing on to process the input
without another round through the loop, but performance probably isn't a concern
at the moment. I'll revisit this in the future if it becomes an issue, but for
now I like this structure.
Anyway, if we *do* have input (i.e.: either we grabbed a keypress or a UI
returned something the last time through the loop), process it. Remember that
the `process-input` function is a multimethod that dispatches on the `:kind` of
the last UI in the stack.
Here your can see why `process-input` takes the game and input separately. I
*could* just pass the game and pull out the `:input` value, but then I'd also
need to `dissoc` the input from the modified game object in every UI that didn't
return a value.
If I didn't `dissoc` the input, the input would always be present and would
cause an infinite loop. You can play around with this by replacing `(dissoc
game :input)` with `game` and watching what happens.
Next is a simple helper function:
:::clojure
(defn new-game []
(new Game
(new World)
[(new UI :start)]
nil))
Nothing fancy. You could just inline that body into the next function if you
wanted, but I'm thinking ahead to when I'm going to want to generate a random
world.
Finally, the bootstrapping:
:::clojure
(defn main
([screen-type] (main screen-type false))
([screen-type block?]
(letfn [(go []
(let [screen (s/get-screen screen-type)]
(s/in-screen screen
(run-game (new-game) screen))))]
(if block?
(go)
(future (go))))))
(defn -main [& args]
(let [args (set args)
screen-type (cond
(args ":swing") :swing
(args ":text") :text
:else :auto)]
(main screen-type true)))
`-main` looks almost the same as before, but `main` has changed quite a bit.
What happened?
The short answer is that most of the change is to work around some Clojure/JVM
silliness. The important bit is that I now create a fresh game object and fire
up the game loop with `(run-game (new-game) screen)`.
If you're curious about the rest, read [this Clojure bug report][bug]. I wanted
to be able to run the game from the command line as normal, but from a REPL
without blocking the REPL itself, so I could play around with things.
[bug]: http://dev.clojure.org/jira/browse/CLJ-959
That's it! It clocks in at 98 lines of code. Here's the whole file at once:
:::clojure
(ns caves.core
(:require [lanterna.screen :as s]))
; Data Structures -------------------------------------------------------------
(defrecord UI [kind])
(defrecord World [])
(defrecord Game [world uis input])
; Utility Functions -----------------------------------------------------------
(defn clear-screen [screen]
(let [blank (apply str (repeat 80 \space))]
(doseq [row (range 24)]
(s/put-string screen 0 row blank))))
; Drawing ---------------------------------------------------------------------
(defmulti draw-ui
(fn [ui game screen]
(:kind ui)))
(defmethod draw-ui :start [ui game screen]
(s/put-string screen 0 0 "Welcome to the Caves of Clojure!")
(s/put-string screen 0 1 "Press enter to win, anything else to lose."))
(defmethod draw-ui :win [ui game screen]
(s/put-string screen 0 0 "Congratulations, you win!")
(s/put-string screen 0 1 "Press escape to exit, anything else to restart."))
(defmethod draw-ui :lose [ui game screen]
(s/put-string screen 0 0 "Sorry, better luck next time.")
(s/put-string screen 0 1 "Press escape to exit, anything else to go."))
(defn draw-game [game screen]
(clear-screen screen)
(doseq [ui (:uis game)]
(draw-ui ui game screen))
(s/redraw screen))
; Input -----------------------------------------------------------------------
(defmulti process-input
(fn [game input]
(:kind (last (:uis game)))))
(defmethod process-input :start [game input]
(if (= input :enter)
(assoc game :uis [(new UI :win)])
(assoc game :uis [(new UI :lose)])))
(defmethod process-input :win [game input]
(if (= input :escape)
(assoc game :uis [])
(assoc game :uis [(new UI :start)])))
(defmethod process-input :lose [game input]
(if (= input :escape)
(assoc game :uis [])
(assoc game :uis [(new UI :start)])))
(defn get-input [game screen]
(assoc game :input (s/get-key-blocking screen)))
; Main ------------------------------------------------------------------------
(defn run-game [game screen]
(loop [{:keys [input uis] :as game} game]
(when-not (empty? uis)
(draw-game game screen)
(if (nil? input)
(recur (get-input game screen))
(recur (process-input (dissoc game :input) input))))))
(defn new-game []
(new Game
(new World)
[(new UI :start)]
nil))
(defn main
([screen-type] (main screen-type false))
([screen-type block?]
(letfn [(go []
(let [screen (s/get-screen screen-type)]
(s/in-screen screen
(run-game (new-game) screen))))]
(if block?
(go)
(future (go))))))
(defn -main [& args]
(let [args (set args)
screen-type (cond
(args ":swing") :swing
(args ":text") :text
:else :auto)]
(main screen-type true)))
And here are some screenshots:
![Screenshot](/media/images{{ parent_url }}/caves-02-01.png)
![Screenshot](/media/images{{ parent_url }}/caves-02-02.png)
![Screenshot](/media/images{{ parent_url }}/caves-02-03.png)
It's not a very exciting game yet, but it all works, and I've managed to use an
immutable data structure of basic maps and records to represent everything
I need.
The drawing functions aren't "pure" in the "no I/O" sense, but they're kind of
pure in another way -- they take an immutable data structure and draw something
to the screen based solely on that. I think this is going to make things easy
to work with down the line.
Testing
-------
I'll leave you with one final tidbit to read through if you want more.
Encapsulating the game state as an immutable objects means I can test actions
and their effects on the world individually, without a game loop:
:::clojure
(ns caves.core-test
(:import [caves.core UI World Game])
(:use clojure.test
caves.core))
(defn current-ui [game]
(:kind (last (:uis game))))
(deftest test-start
(let [game (new Game nil [(new UI :start)] nil)]
(testing "Enter wins at the starting screen."
(let [result (process-input game :enter)]
(is (= (current-ui result) :win))))
(testing "Other keys lose at the starting screen."
(let [results (map (partial process-input game)
[\space \a \A :escape :up :backspace])]
(doseq [result results]
(is (= (current-ui result) :lose)))))))
That's pretty cool!
{% endblock article %}


AssetContract Class
class AssetContract : Contract
AssetState Class
data class AssetState : ContractState


How Sammy Went to Coral-Land
by Emily Paret Atwater
How Sammy Went to Coral-Land is a children’s short story about a salmon named Sammy who has grand adventures when he swims to Coral-Land alone.
Source: Atwater, E.P. (1920). How Sammy Went to Coral-Land. Philadelphia: George W. Jacobs and Co.
- Introduction
- Grandma and the children are at the beach. She agrees to tell the children a “true” story.
- Chapter 1
- The author talks about Sammy, a salmon, Aunt Sheen, the oldest and largest fish, and several other varieties of fish in the water. Aunt Sheen warns Sammy not to swim alone, but to travel in a pack of other fish. Sammy disobeys her and swims off looking for adventure. He continues on away from the river and into the ocean.
- Chapter 2
- Sammy begins to notice the different types of aquatic animals around him.  He is chased until he is able to hide in a rock formation. There, he meets a hermit crab.
- Chapter 3
- Sammy’s instinct told him that the hermit crab wants him for dinner and excuses himself. Sammy meets a starfish named Meteor and agrees to go to Coral-Land with the pilot fish.
- Chapter 4
- The readers learn some interesting information about pilot fish and sharks. Soon, Sammy and the pilot fish see some flying fish and swim away from a swordfish.
- Chapter 5
- Sammy arrives at Coral-Land. The readers learn intersting facts about anemones. Sammy, too, learns the wonders and the mysteries of Coral-Land. Upon learning this, he joins a school of salmon and swims home.


--- layout: page title: About header-img: "img/about-bg.png" ---
Software engineer with a passion for learning, food, and code.


Definition at line 9 of file Account.master.cs.
◆ ActiveNav
◆ Page_Load()
| void WebApplication.Account.Page_Load |
( |
object |
sender, |
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EventArgs |
e |
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) |
| |
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protected |
◆ SetActiveNav()
| void WebApplication.Account.SetActiveNav |
( |
ActiveNav |
activeNav | ) |
|
◆ AccountCardBodyContent
| global.System.Web.UI.WebControls.ContentPlaceHolder WebApplication.Account.AccountCardBodyContent |
|
protected |
AccountCardBodyContent control.
Auto-generated field. To modify move field declaration from designer file to code-behind file.
Definition at line 40 of file Account.master.designer.cs.
◆ CreateAccount
| global.System.Web.UI.WebControls.LinkButton WebApplication.Account.CreateAccount |
|
protected |
CreateAccount control.
Auto-generated field. To modify move field declaration from designer file to code-behind file.
Definition at line 31 of file Account.master.designer.cs.
◆ LogIn
| global.System.Web.UI.WebControls.LinkButton WebApplication.Account.LogIn |
|
protected |
LogIn control.
Auto-generated field. To modify move field declaration from designer file to code-behind file.
Definition at line 22 of file Account.master.designer.cs.
◆ Master
The documentation for this class was generated from the following files:


United Nations Security Council News - The New York Times
News about the United Nations Security Council. Commentary and archival information about the United Nations Security Council from The New York Times.
http://topics.nytimes.com/topics/reference/timestopics/organizations/s/security_council/index.html
35 Miles from Center
die antwort wei nur der wind


Simba Corp to Retrench At Least 1,500 Staffers As Going Gets Bumpy
by Francis MuliAutomotive company Simba Corporation, is set to send home at least 1,500 workers, as loss-making takes toll.
The firm, according to reports by Business Daily, is attributable to a tough operating environment.
“I don’t see myself having more than five percent of employees attached to this group,” said Chief Executive Dinesh Kotecha.
In an internal memo addressed to staff members, the management says it is working with heads of departments to confirm the positions that will become redundant from the identified areas at risk.
Last year, the firm lost the BMW franchise to London-based Inchcape Plc and has been in constant litigation since then fighting to retain its Renault business.
Read: Mediamax Sacks 160 Employees Including 10 K24 TV Editors
Several companies based in Kenya have retrenched in the recent past, citing hard economic times and difficult operating environment.
In September, cash strapped East Africa Portland Cement Company (EAPCC) sent packing 136 supervisors and managers in a restructuring move.
In October, Mediamax Networks Limited declared at least 160 employees redundant, in a bid to cut costs.
In July, Cfc Stanbic Bank announced that it was going to lay off at least 200 workers in a cost cutting move.


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NET MAZE 2K19
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Groupers are teleosts (ray-finned fishes), typically having a stout body and a large mouth. They can be quite large, and lengths over a meter and weights up to 100 kg are not uncommon, though obviously in such a large group, species vary considerably. They swallow prey rather than biting pieces off it. They do not have many teeth on the edges of their jaws, but they have heavy crushing tooth plates inside the pharynx. They habitually eat fish, octopuses, and crustaceans. Reports of fatal attacks on humans by the largest species, the giant grouper (Epinephelus lanceolatus) are unconfirmed.
 They also use their mouths to dig into sand to form their shelters under big rocks, jetting it out through their gills. Their gill muscles are so powerful, it is nearly impossible to pull them out of a cave if they feel attacked and extend those muscles to lock themselves in.
Read more on Wikipedia


Galvanize Delivers
menu
Order Delivery
Order Delivery
Menu
Royale with Cheese
$8.99
ADD TO ORDER
Arugala Pie
$11.99
ADD TO ORDER
Smoked Swine
$14.99
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Ice Cream
$7.99
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Checkout List
Item Name
Item Price
Subtotal
$0.00
Tax
Total
Delivery Information
account_circle
Name
phone
Telephone
business
Address
PLACE AN ORDER


dapil wrote:
mrijkhals wrote:
Hi Nano,....
Is it correct that the .css file you gave me does not work anymore ?
Also, Theme Switcher doesn't exist anymore...
Is there a buildin feature allready maybe ??
Any idea what the options are ?
regards
Marc
You can add the text from the CSS from the page to the textbox in the Themes popup.
I think that Theme Popup "link to css" didn't parse css anymore.
But yes, you can put css code from file to textbox and apply/enable.
And you can talk with XjSv in this topic:
http://getbblog.com/en/board/topic/133895/1/Additional-Enhancements-Plugin-Previously-knows-as-BBLog-Remove-Buy-BattlePacks
Maybe he can put this option in "Additional Enhancements Plugin".


--- layout: post title: google definition date: 2004-07-20 10:23:41.000000000 +02:00 type: post parent_id: '0' published: true password: '' status: publish categories: - humble thoughts tags: [] meta: {} author: login: stmaarten email<EMAIL_ADDRESS>display_name: stmaarten first_name: '' last_name: '' ---
This is interesting: you can let Google search for definitions by adding "define:" to the word you want to define. I, for example, found this definition of schema with "define:schema":
an internal representation of the world; an organization of concepts and actions that can be revised by new information about the world
Off topic: Why would I want to know about the definition of "schema", you might wonder? That is because the people of religionresearch.org discussed the usefulness of the concept for understanding human, religious behaviour, see here. Very interesting, check it out, although it is for Dutch speakers only (sorry...)


"STEEL" The “bow of steel” in (A.V.) 2 Samuel 22:35; Job 20:24; Psalm 18:34 is in the Revised Version “bow of brass” (Hebrews kesheth-nehushah). In Jeremiah 15:12 the same word is used, and is also rendered in the Revised Version “brass.” But more correctly it is copper(q.v.), as brass in the ordinary sense of the word (an alloy of copper and zinc) was not known to the ancients.
"STEEL" The “bow of steel” in (A.V.) 2 Samuel 22:35; Job 20:24; Psalm 18:34 is in the Revised Version “bow of brass” (Hebrews kesheth-nehushah). In Jeremiah 15:12 the same word is used, and is also rendered in the Revised Version “brass.” But more correctly it is copper(q.v.), as brass in the ordinary sense of the word (an alloy of copper and zinc) was not known to the ancients.