Lord of the Highs The Beach
By Ross Anthony
A somewhat snide Leonardo prefaces this "Lord of the Flies" type adventure, "My name is Richard, so what else do you need to know?" As a matter of fact, I would have liked to know that Richard wades on the selfish and untrue side of ordinary. Which could have quickly been established in a brief opening scene.
But "The Beach" does take care to establish the size of Richard's gonads.  Arriving into a bustling exotic Bangkok, locals promptly challenge Richard into drinking snake blood. Then Robert Carlyle, delivering a fantastically psycho performance as a former resident of the famed beach, more than sparks Richard's interest in the splendidly secret cove three islands off the coast, "I'm not just talking ... 'oh, that's nice, man' ... this place if f'ing perfect."
In need of some companionship (especially female) Richard recruits a French couple to journey with him. By the end of the first act, the three, standing on the second island and staring at the forbidden goal, dare themselves to swim the void.
Up to here, the film rather closely traces a common tourist route. In fact, ten years ago, I flew into Bangkok, crashed at a cheap hostel, got the island paradise speech from a glassy-eyed traveler, hopped the train and boarded the boat out to the same second island where I met up with an Israeli couple. So in a strange way, the film may be roughly nostalgic for those who've made the trip - up to this point anyway. At the time, Koh Pangon was beauty enough, we didn't need to swim the 2K.
Once the trio reaches the forbidden island, "The Beach" dips into a short sequence of which the "Blaire Witch Project" would have been envious. An obsessed leader dragging two innocents into the thicket ... but with a much larger budget, and experienced cinematographers.
Soon enough they find the cove haven to end all cove havens and a community of pot-smoking hippies to go with it. "I've got a new vocation: The pursuit of pleasure." The music plays backward during this scene to greater intensify the dizzying beauty. Nicely done.
Leonardo plays the role well, especially in his reactions. Early on he blurts to the violent psycho traveler, "No offense, but you're f'ed in the head." As we await the consequences, Leonardo's facial expressions fill the screen with anticipation, daring and a shady sort of naiveté.
But, in a move we'd not been warmed up to, Richard leaves a copy of the map back on the second island. It is this copy that tempts the major conflict for the rest of the film. A tempt that any self-respecting major conflict would have ignored. But not this one.
Dabbling in surrealism, the film drifts into the dark and deathly, when Richard himself comes to idolize the memory of the aforementioned crazed traveler. Here, the twisted plot becomes savagely captivating. Unfortunately soon after, all this set-up falls like a house made of cards; as the filmmakers opt for a showdown style climax while abandoning what should have been a personal, man vs. selfishness, culmination. The saga dumps to its end, manufacturing the lacerated remains of a theme.
Well paced, acted and filmed, always interesting, with only a few sticky moments; "The Beach" is a small scale, less potent, more commercial "Fight Club." Both films follow a fringe character, start well, continue well, but fail to find an ending that works.
A brief note: Though Richard's map shows the island paradise Northwest of Koh Pangnon; the actual island filmed, Phi Phi Le, is miles away (off of Phuket Island). Additionally, the producers reshaped the sand dunes somewhat and filled out the coast with 100 coconut trees that weren't there prior.
The Beach. Copyright © 2000. Rated R. Starring Leonardo DiCaprio, Daniel York, Virginie Ledoyen, Guillaume Canet, Robert Carlyle, Tilda Swinton. Directed by Danny Boyle. Screenplay by John Hodge. Based on the book by Alex Garland. Produced by Andrew Macdonald at 20th Century Fox/Figment.
Grade..........................B+
-- Copyright © 2000. Ross Anthony, currently based in Los Angeles, has scripted and shot documentaries, music videos, and shorts in 35 countries across North America, Europe, Africa and Asia. For more reviews visit: http://RossAnthony.com
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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SPHERE ** (out of four) -by Bill Chambers<EMAIL_ADDRESS>(For more lame-ass reviews visit my scum-hearted website: FILM FREAK CENTRAL! http://www.geocities.com/Hollywood/Set/7504 Lots to read, and a special section where you can tell me (and others) what to see. Visit it, you damn filthy apes!)
starring Dustin Hoffman, Sharon Stone, Samuel L. Jackson, Liev Schrieber screenplay by Stephen Hauser and Paul Attanasio, based on Michael Crichton's novel directed by Barry Levinson
I have a bit of a history with Sphere. In May of 1996, I began writing a screenplay adaptation of Crichton's novel with the naive hope that nice letters to Mr. Levinson would coax him into taking a look at it. After scripting 96 pages, I broke my arm, couldn't type for a while... I also hadn't received any word back from Barry Baby after firing off two notices. I wasn't aware that he had already put his assistant/script reader to work at it. In the end it was great practice--I was teaching myself the art of adaptation. Still, Mr. Baltimore could have mailed me a form letter, a polite screw you.

Hoffman stars as Norman, a psychologist summoned to the bottom of the ocean to investigate a 300 year old spacecraft as part of the "ULF", a team he proposed during the Bush administration when asked to write a report on dealing with the possibility of alien contact. He is joined by Stone as Beth, a neurotic biochemist, Schrieber as Ted, a neurotic astrophysicist, and Jackson as Harry, a curiously un-neurotic mathematician. What they discover (along with Peter Coyote as the obligatory military hard-ass) in their exploration is that ship may not be alien at all but, in fact, American. And they encounter the titular sphere, a shiny golden ball-bearing the size of a house that reflects people only as they are about to get sucked into it.  Soon the proverbial giant squid attacks the ship.
Surprisingly, the first third of the film does the novel justice: the pacing is good and the dynamic between the characters is quickly established. Now, I try always to judge a film adaptation and its source material separately, mostly due to my not being well-read and having no basis for comparison. But in this case, I must. Levinson and his writers make a wrongheaded left turn in the plot away from the Crichton novel at the end of act one, a misjudgment that ultimately robs the climax of what could have been a visually delightful and enlightening revelation. In other words, the filmmakers play their big card too early in a throwaway moment that is only the first of several head-scratching bits to come. The acting is strong, Jackson in particular, and they're basically working from nothing; one would be hard pressed to determine what these characters' occupations are if they entered the cinema after the opening sequences. The art direction and cinematography are generally lazy; we've seen these steaming pipes and rusted catwalks before. Did the engineers of the spaceship refer back to '80's science fiction films before designing their vessel?
The movie also, unfortunately, accentuates the book's flaws, logic-holes that one looks over in a page-turner. I don't want to discuss them here, now, lest I give away the (goofy, curious) ending, which stays true to the novel in many ways. One could do worse than spend a night at Sphere, but it proves that the not-bad Wag The Dog, last month's Levinson picture, was a blip on the radar. His career is headed the way of Sphere's spaceship.
-Bill Chambers; February, 1998
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


SPWF04SA
Introduction
The SPWF04SA WiFi module from STMicroelectronics is an inexpensive option to bring IoT to embedded devices. While discontinued and out of support, this page provides resources for existing products.
Using the SPWF04SA WiFi Module
On the this page, you will find examples on how to access the SPWF04SA WiFi module via the TinyCLR OS.
Updating the SPWF04SA WiFi Module Firmware
Warning
Before updating the WiFi firmware, erase all applications on the host board to prevent them from interfering with the upgrade process and to prevent possible damage to the host processor.
When the WiFi module starts, it sends a PowerOn message which tells you what firmware version is installed. For example, PowerOn<PHONE_NUMBER>fe3-SPWF04S
. In this case the firmware is dated 17 November 2017.
Requirements
To upgrade the WiFi module's firmware, you must first download and install the following:
You will also need:
A USB to serial adapter. We were successful using the FTDI TTL-232R-3V3 Cable. Some older USB to serial adapters will not work.
Some jumper wires.
Tip
For the USB to serial adapter you can use the Gadgeteer USB-Serial Module with a Gadgeteer Breadboard. Connect the module socket to the breadboard socket using a ribbon cable. You must also power the breadboard by connecting GND and 3.3V from the FEZ to the corresponding breadboard connectors.
Erase the Host Firmware
Before updating the WiFi module firmware, you must erase the firmware on the host board or SoM. This is accomplished using terminal software while the board is in bootloader mode. The instructions are very similar to the instructions for manually loading firmware.
- Connect the board to your computer's USB port.
- Put your board in bootloader mode. Each product has a specific way to enter the boot loader.
- Open any terminal software, for example Tera Term.
- Select serial and pick the COM port associated with your board (if unsure, check Device Manager).
- Press
E
and then enter to start the erasing procedure. Press
Y
to confirm, then enter.
Connect the WiFi Module
Before updating the WiFi firmware, you must first connect the following pins (Pictures show FEZ board. See table below for other devices):
Connect BOOT0 of the WiFi module to a 3.3 volt source.
Connect the GND pin of the USB to serial adapter to a GND pin on the host board. Note: You don't need this connection if you will be powering the device from your computer's USB port.
Connect the RX pin of the USB to serial adapter to TXD of the WiFi module.
Connect the TX pin of USB to serial adapter to RXD of WiFi module.
Power up the board and connect the USB to serial adapter to your PC.
You are now ready to flash the WiFi module.
| WiFi Pin Name | FEZ | UC2550/UC5550 | UCM Dev Board | UCM Breakout Board |
|---|---|---|---|---|
| BOOT0 | Header H1 pin 1 | SO-DIMM pin 108 | HDR B MS2 | MS2 |
| TXD | Header H1 pin 2 | SO-DIMM pin 93 | HDR A SPI B MISO | SPI B MISO |
| RXD | Header H1 pin 3 | SO-DIMM pin 94 | HDR A SPI B MOSI | SPI B MOSI |
| GPIO 0 | WGPIO pin 0 | SO-DIMM pin 36 | HDR B MS5 | N/A |
Flash the WiFi Module
Launch
Flash Loader Demonstrator
by selectingDemonstrator GUI
in the Windows Start Menu. Make sure to select the port name for the USB to serial adapter you are using. Set the baud rate to 115200, parity to even, disable echo, and set timeout to 20. Then click theNext
button. If you can't find the serial port for your USB to serial adapter, you might have to install its device driver. If its device driver is installed you should see it in Device Manager underPorts (COM & LPT)
.Click the
Next
button. If all steps were done correctly you should see:Click the
Next
button and then choose your device in the dropdown menu. After selecting your device click on theNext
button.Click the
Download to device
radio button and then select the WiFi firmware file you downloaded earlier. This file is a .hex file calledSPWF04S-xxxxxx-xxxxxxx-Full.hex
. If you are searching for the file, make sure to search for a .hex file. Click theNext
button to copy this file to the WiFi module.It will take a few minutes to erase the old firmware and copy the new firmware to the WiFi module.
When update is done, remove all wires and load the firmware on the board.
Reset the board.
Next you need to reset the WiFi module to its factory settings.
Reset Factory WiFi Settings
After each update you must reset the WiFi module to its factory settings:
Unplug the board or SoM.
Connect a jumper wire from GPIO 0 of the WiFi module to a 3.3 volt source.
Power up the board.
Remove the jumper wire and reset the device.


The Great, Wonderful, All-Around Fantastic Bus Mall
Vote for the Item you'd love to know more about!
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class Solution: def slowestKey(self, releaseTimes: List[int], keysPressed: str) -> str: mx = releaseTimes[0] ans = keysPressed[0] for i in range(1, len(keysPressed)): d = releaseTimes[i] - releaseTimes[i-1] if d > mx or (d == mx and keysPressed[i] > ans): ans = keysPressed[i] mx = d return ans


Access proxy for Hermitian matrices.The HermitianProxy provides controlled access to the elements of a non-const Hermitian matrix. It guarantees that a modification of element of the accessed matrix is also applied to element . The following example illustrates this by means of a dense Hermitian matrix:
More...
#include <HermitianProxy.h>
Inherits blaze::Proxy< HermitianProxy< MT > >.
template<typename MT>
class blaze::HermitianProxy< MT >
Access proxy for Hermitian matrices.
The HermitianProxy provides controlled access to the elements of a non-const Hermitian matrix. It guarantees that a modification of element of the accessed matrix is also applied to element . The following example illustrates this by means of a dense Hermitian matrix:
A(0,2) = -2;
A(1,1) = 3;
A(1,2) = 5;
◆ HermitianProxy() [1/2]
Initialization constructor for a HermitianProxy.
- Parameters
-
| matrix | Reference to the adapted matrix. |
| row | The row-index of the accessed matrix element. |
| column | The column-index of the accessed matrix element. |
◆ HermitianProxy() [2/2]
The copy constructor for HermitianProxy.
- Parameters
-
| hp | Numeric proxy to be copied. |
◆ clear()
Clearing the represented element.
- Returns
- void
This function clears the element represented by the proxy to its default initial state.
◆ get()
Returning the value of the accessed matrix element.
- Returns
- Direct/raw reference to the accessed matrix element.
◆ imag() [1/2]
Returns the imaginary part of the represented complex number.
- Returns
- The current imaginary part of the represented complex number.
In case the proxy represents a complex number, this function returns the current value of its imaginary part.
◆ imag() [2/2]
Setting the imaginary part of the represented complex number.
- Parameters
-
| value | The new value for the imaginary part. |
- Returns
- void
- Exceptions
-
| std::invalid_argument | Invalid setting for diagonal matrix element. |
In case the proxy represents a complex number, this function sets a new value to its imaginary part. In case the proxy represents a diagonal element and the given value is not zero, a std::invalid_argument exception is thrown.
◆ invert()
In-place inversion of the represented element.
- Returns
- void
◆ operator ConstReference()
Conversion to the accessed matrix element.
- Returns
- Direct/raw reference to the accessed matrix element.
◆ operator%=()
template<typename MT>
template<typename T >
Modulo assignment to the accessed matrix element.
- Parameters
-
| value | The right-hand side value for the modulo operation. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator*=()
template<typename MT>
template<typename T >
Multiplication assignment to the accessed matrix element.
- Parameters
-
| value | The right-hand side value for the multiplication. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator+=()
template<typename MT>
template<typename T >
Addition assignment to the accessed matrix element.
- Parameters
-
| value | The right-hand side value to be added to the matrix element. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator-=()
template<typename MT>
template<typename T >
Subtraction assignment to the accessed matrix element.
- Parameters
-
| value | The right-hand side value to be subtracted from the matrix element. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator->() [1/2]
Direct access to the represented matrix element.
- Returns
- Pointer to the represented matrix element.
◆ operator->() [2/2]
Direct access to the represented matrix element.
- Returns
- Pointer to the represented matrix element.
◆ operator/=()
template<typename MT>
template<typename T >
Division assignment to the accessed matrix element.
- Parameters
-
| value | The right-hand side value for the division. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator=() [1/2]
Copy assignment operator for HermitianProxy.
- Parameters
-
| hp | Numeric proxy to be copied. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ operator=() [2/2]
template<typename MT>
template<typename T >
Assignment to the accessed matrix element.
- Parameters
-
| value | The new value of the matrix element. |
- Returns
- Reference to the assigned proxy.
- Exceptions
-
| std::invalid_argument | Invalid assignment to diagonal matrix element. |
In case the proxy represents a diagonal element and the assigned value does not represent a real number, a std::invalid_argument exception is thrown.
◆ real() [1/2]
Returns the real part of the represented complex number.
- Returns
- The current real part of the represented complex number.
In case the proxy represents a complex number, this function returns the current value of its real part.
◆ real() [2/2]
Setting the real part of the represented complex number.
- Parameters
-
| value | The new value for the real part. |
- Returns
- void
In case the proxy represents a complex number, this function sets a new value to its real part.
◆ reset()
Reset the represented element to its default initial value.
- Returns
- void
This function resets the element represented by the proxy to its default initial value.
◆ diagonal_
Flag for the accessed matrix element.
The flag indicates if the accessed element is a diagonal element. It is true in case the proxy represents an element on the diagonal.
The documentation for this class was generated from the following file:


It looks like you've lost your way. Enjoy this tranquil scene before returning to the place whence you came...


 Use your tail as a weapon and a tool to reaching high objects and solve puzzles."
tags: Windows Singleplayer
# tag options: "Windows", "Mac", "Linux",
# "Singleplayer", "Multiplayer",
# "Controller-Compatible", "VR",
# "Game-Jam"
project_members: {
Anabelle Lee: Art,
Anthony Maurice: General Gameplay,
Ben Matzke: Special Thanks,
Bridget Liao: Art,
Caitlinn Cork: Art,
Cassie Li: Special Thanks,
Erin McCarty: Special Thanks,
Garrick Chin: Tail Simulation,
Greg Peng: "Game Direction, Level Design",
"Zeyang Li (Linus)": Level Editor,
Lucy Li: Special Thanks,
Mikhail Charkin: Special Thanks,
Nancy Huang: Art,
Richard Chen: Level Design,
Robert Gibson: Level Design,
Susan Lin: Art,
Tal Stramer: AI,
William Wang: General Gameplay
}
stage_game_path: tailcat/
builds: {
Windows: tailcat-prereqs.win32.zip
}
screenshots: [
tailcat-2.jpg,
tailcat-1.gif
]
# Optional
top-img-fit: cover
# top-img-fit options:
# "cover" - Cover the entire top area with the image, without squashing/stretching
# "fill" - Fit the FULL image into the top area, squashing/stretching as necessary
---


On 12 August 2019, 7 new articles were published in 5 journals.
Note: although this article was published on 29 May 2019, the publisher only added it to the journal RSS feed on 12 August 2019, which is why it is shown in the list of articles for that date.
Note: although this article was published on 4 June 2019, the publisher only added it to the journal RSS feed on 12 August 2019, which is why it is shown in the list of articles for that date.
Dashing Hopes? the Predictive Accuracy of Domestic Abuse Risk Assessment By Police
Note: although this article was published on 13 June 2019, the publisher only added it to the journal RSS feed on 12 August 2019, which is why it is shown in the list of articles for that date.
Queering Policing: What Is Best Practice With Lgbtq Communities?
Bureaucratic Quality and the Severity of Genocide and Politicide
Social Status, Equal Treatment, and Pretrial Detention: Evidence From China and Its Implications


Overview: Performance Optimization 性能优化
1. Use Static Typing
使用静态类型
When using JavaScript the most important optimization is to use static typing instead of dynamic typing. Unity uses a technique called type inference to automatically convert JavaScript constructs to statically typed code without you having to do any work.
使用JavaScript很重要的优化是使用静态类型替代动态类型。Unity使用一种叫做类型推理的技术来自动转换JavaScript为静态类型而无需你做任何工作。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public int foo = 5;
}
var foo = 5;
In the above example foo will automatically be inferred to be an integer value. Thus Unity can apply a lot of compile time optimizations, without costly dynamic name variable lookups etc. This is one of the reasons why Unity's JavaScript is on average around 20 times faster than other JavaScript implementations.
上面例子中的foo将自动推断为一个整数值。因此Unity能节约大量时间，而不使用动态名称变量查找等耗时的计算。这就是为什么Unity的执行平均速度比其他JavaScript快20倍的原因之一。
The only problem is that sometimes not everything can be type inferred, thus Unity will fall back to dynamic typing for those variables. By falling back to dynamic typing, writing JavaScript code is simpler. However it also makes the code run slower.
唯一的问题是,有时不是所有的东西都能被类型推断，因此Unity会对这些变量重新使用动态类型.通过这样,书写JavaScript代码会很简单。不过他也使代码执行变慢。
Let's see some examples.
我们来看一些例子.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
duck foo = GetComponent<MyScript>();
foo.DoSomething();
}
}
function Start () {
var foo = GetComponent(MyScript);
foo.DoSomething();
}
Here foo will be dynamically typed, thus calling the function DoSomething takes longer than necessary - because the type of foo is unknown, it has to figure out whether it supports DoSomething function, and if it does, invoke that function.
这里foo将是动态类型,因此调用函数DoSomething必须要更长时间 C 因为foo的类型未知，它必须弄明白是否支持DoSomething函数，如果支持，就调用那个函数。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
MyScript foo = GetComponent<MyScript>();
foo.DoSomething();
}
}
function Start () {
var foo : MyScript = GetComponent(MyScript);
foo.DoSomething();
}
Here we're forcing foo to be of specific type. You will get much better performance.
这里我们指定foo为静态类型.你将获得更好的性能.
2. Use #pragma strict
使用#pragma strict
Now the problem is of course, that you don't usually notice when you are using dynamic typing. #pragma strict to the rescue! Simply add #pragma strict at the top of a script and Unity will disable dynamic typing in that script, forcing you to use static typing. Wherever a type is not known, Unity will report compile errors. So in this case, foo will produce an error when compiling:
现在问题是。你通常意识不到你使用了动态类型。 #pragma strict可解决!只需在脚本开始处简单的添加#pragma strict. Unity将会禁用脚本的动态类型,强制你使用静态类型。当一个类型未知，Unity就会报告编译错误。所以，如下代码，foo编译时将会产生一个错误:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
MyScript foo = GetComponent<MyScript>() as MyScript;
foo.DoSomething();
}
}
#pragma strict
function Start ()
{
var foo = GetComponent(MyScript);
foo.DoSomething();
}
3. Cache component lookups
缓存组件查找
Another optimization is caching of components. This optimization unfortunately requires a bit of coding effort and is not always worth it. But if your script is really used a lot and you need to get the last bit of performance out of it, this can be a very good optimization.
另一个优化是组件缓存.不过它需要一些代码，而且不一定都有必要。但是如果你的代码真是很大，且你需要一定量的性能提升，那么它可以提供很好的优化。
Whenever you access a component through GetComponent or an accessor variable, Unity has to find the right component from the game object. This time can easily be saved by caching a reference to the component in a private variable.
当你通过GetComponent访问一个组件或一个变量，Unity必须从游戏对象里找到正确的组件。这时你可以将参数缓存致一个私有的组件。
Simply turn this: ?只要把这个:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
transform.Translate(0, 0, 5);
}
}
function Update () {
transform.Translate(0, 0, 5);
}
Into this: 变成这样
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
private Transform myTransform;
void Awake() {
myTransform = transform;
}
void Update() {
myTransform.Translate(0, 0, 5);
}
}
private var myTransform : Transform ;
function Awake () {
myTransform = transform;
}
function Update () {
myTransform.Translate(0, 0, 5);
}
The latter code will run a lot faster since Unity doesn't have to find the transform component in the game object each frame. The same applies for scripted components, where you use GetComponent instead of the transform or other shorthand property.
后者运行得快一些，因为Unity不再在每帧查找transform组件。它同样适用于脚本组件，在你用GetComponent替换transform或其他快捷属性。
4. Use Builtin arrays
使用Builtin arrays
Builtin arrays are FAST, very fast, so use them. While the ArrayList or Array classes are easier to use since you can easily add elements they don't have nearly the same speed. Builtin arrays have a fixed size but most of the time you know the maximum size in advance and can just fill it out later. The best thing about builtin arrays is that they directly embed struct data types in one tightly packed buffer, without any extra type information or other overhead. Thus iterating through is very easy on the cache as everything is aligned.
Builtin arrays运行速度很快。虽然ArrayList或 Array 类很容易使用,你能轻易添加组件，但是他们有完全不同的速度。Builtin arrays有一个固定的长度，而且多数情况下你事先知道最大长度，且能扩展它。builtin arrays最大好处是它直接嵌入struct数据类型在一个缓冲区里，不需要额外类型信息或其他。因此更易于做缓存遍历。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
private Vector3[] positions;
void Awake() {
positions = new Vector3[100];
int i = 0;
while (i < 100) {
positions[i] = Vector3.zero;
i++;
}
}
}
private var positions : Vector3 [];
function Awake () {
positions = new Vector3 [100];
for (var i=0;i<100;i++)
positions[i] = Vector3.zero ;
}
5. Don't call a function if you don't have to
如果不是必须，不要调用函数
The simplest and best of all optimizations is to perform less work. For example , when an enemy is far away it is most of the time perfectly acceptable to have the enemy fall asleep. That is do nothing until the player comes close. The slow way of handling this situation would be:
最简单和最好的优化是执行最少的工作。例如,当一个敌人足够远，很多时候可以理想的认为敌人已沉睡。他什么都不做，直到角色接近。慢方法处理这种情况将是这样：
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform target;
void Update() {
if (Vector3.Distance(transform.position, target.position) > 100)
return;
}
}
function Update ()
{
// Early out if the player is too far away.
// 尽早离开如果玩家太远
if ( Vector3.Distance (transform.position, target.position) > 100)
return;
//perform real work work...
}
This is not a good idea since Unity has to invoke the update function and you are performing work every frame. A better solution is to disabling the behaviour until the player comes closer. There are 3 ways to do this: 1. Use OnBecameVisible and OnBecameInvisible. These call backs are tied into the rendering system. As soon as any camera can see the object, OnBecameVisible will be called, when no camera sees it anymore OnBecameInvisible will be called. This is useful in some cases, but often for AI it is not useful because enemies would become disabled as soon as you turn the camera away from them.
这并不是很好的方法，因为Unity不得不访问update函数，且你得在每一帧执行它。更好的方法是禁用该行为直到玩家靠近。有3种方法实现它：
1.使用OnBecameVisible和OnBecameInvisible。这些回调函数绑定在渲染系统，一旦摄像机能看到对象，OnBecameVisible将被调用，当没有摄像机看他OnBecameInvisible被调用。这有时很有用，但是对AI来讲就不能用了，因为你将摄像机移开敌人后，敌人就失效了，(敌人的AI就失效了)
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnBecameVisible() {
enabled = true;
}
void OnBecameInvisible() {
enabled = false;
}
}
function OnBecameVisible () {
enabled = true;
}
function OnBecameInvisible ()
{
enabled = false;
}
2. Use triggers. A simple sphere trigger can work wonders though. You get OnTriggerEnter/Exit calls when exiting the sphere of influence you want
使用触发。一个简单的范围触发能获得惊人的效果。 当你要使物体在你期望的作用范围触发事件的时候，你可以调用OnTriggerEnter/Exit
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnTriggerEnter(Collider c) {
if (c.CompareTag("Player"))
enabled = true;
}
void OnTriggerExit(Collider c) {
if (c.CompareTag("Player"))
enabled = false;
}
}
function OnTriggerEnter (c : Collider )
{
if (c.CompareTag("Player"))
enabled = true;
}
function OnTriggerExit (c : Collider )
{
if (c.CompareTag("Player"))
enabled = false;
}
3. Use Coroutines. The problem with Update calls is that they happen every frame. Quite possibly checking the distance to the player could be performed only every 5 seconds. This would save a lot of processing power.
使用协同程序。 Update的问题是他在每帧都调用。完全可以让它每5秒检查一次玩家的距离，这将节约大量的处理能力。


CoWIN Vaccine Availibility
State:
Select State
District:
Select District
Date:
Age:
18+
45+
Features: Added age group filter (18+ / 45+) and removed unavailable slots from the
original app
Implemented using the
Co-WIN Public API
. Code available at
https://github.com/neelpy/cowin


---
layout: post
title: Bloggers Interest - The Art of Manliness
date: '2019-06-20T19:42:00.003+05:30'
author: Sahil Rajput
tags:
modified_time: '2019-07-03T19:28:32.168+05:30'
blogger_id: tag:blogger.com,1999:blog-5250005448924290719.post-6044192636932215155
blogger_orig_url: https://www.jaadujinn.ml/2019/06/bloggers-interest.html
---


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Sleeveless Soft Wool Feli Dress in marble grey. The classic shift silhouette is reimagined in a sweater-inspired knit, with directional asymmetric sash detail lending a contemporary meets feminine edge. Ideal layered over long-sleev
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Variable statement is used to define one or several variables. It should be always like
variable var1{=expr1}, var2{=expr2}, var3{=expr3}, ..., varN{=exprN}
, where var1, var2, var3, ..., varN are variables' names. N can be any positive integer. And {=expr*} means the initial value assignment can be ignored (with default initial value is NULL). For example, statement
variable a = "hello, world", b, c = a + 7, d=[2,3,[5,8]]
declares four variables whose name are a, b, c, and d and whose initial values are "hello, world", NULL, "hello, world7" and [2, 3, [5, 8]] respectively.


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About
Betalabs.in CODE WANTS TO BE SIMPLE is an initiative to help the
upcoming programmers with the code. Beta-Labs focuses on providing
the most efficient code or snippets as the code wants to be simple.
We will help programmers build up concepts in different programming
languages that include C, C++, Java, HTML, CSS, Bootstrap,
JavaScript, PHP, Android, SQL and Algorithm.


*Work in progress*
This page will extend (not the Java keyword!) the Hello_Terrain tutorial in a few small ways in order to show you a quick way to create a Collision Shape out of the map we have generated. A Collision Shape allows a player (who is also a Collision Shape in this tutorial) to collide with the map, i.e. clip, walk on, stand on, etc. in order to create the type of world and interactivity most gamers are familiar with in FPS or MMOs.
package mygame;
import jme3tools.converters.ImageToAwt;
import com.jme3.app.SimpleBulletApplication;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
import com.jme3.bullet.nodes.PhysicsCharacterNode;
import com.jme3.bullet.nodes.PhysicsNode;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import java.util.ArrayList;
import java.util.List;
public class Main extends SimpleBulletApplication {
private TerrainQuad terrain;
PhysicsCharacterNode player;
Boolean left = false, right = false, up = false, down = false;
private Vector3f walkDirection = new Vector3f();
public static void main(String[] args) {
Main app = new Main();
app.start();
}
@Override
public void simpleInitApp() {
setupKeys();
setupPlayer();
Material terrain_mat;
PhysicsNode landscape;
/** 1. Create terrain material and load four textures into it. */
terrain_mat = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
/** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
terrain_mat.setTexture("m_Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
/** 1.2) Add GRASS texture into the red layer (m_Tex1). */
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
terrain_mat.setTexture("m_Tex1", grass);
terrain_mat.setFloat("m_Tex1Scale", 64f);
/** 1.3) Add DIRT texture into the green layer (m_Tex2) */
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
terrain_mat.setTexture("m_Tex2", dirt);
terrain_mat.setFloat("m_Tex2Scale", 32f);
/** 1.4) Add ROAD texture into the blue layer (m_Tex3) */
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
terrain_mat.setTexture("m_Tex3", rock);
terrain_mat.setFloat("m_Tex3Scale", 128f);
/** 2. Create the height map */
AbstractHeightMap heightmap = null;
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
heightmap = new ImageBasedHeightMap(
ImageToAwt.convert(heightMapImage.getImage(), false, true, 0));
heightmap.load();
/** 3. We have prepared material and heightmap. Now we create the actual terrain:
* 3.1) We create a TerrainQuad and name it "my terrain".
* 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
* 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
* 3.4) At last, we supply the prepared heightmap itself.*/
terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());
HeightfieldCollisionShape sceneShape = new HeightfieldCollisionShape(heightmap.getHeightMap());
landscape = new PhysicsNode(terrain, sceneShape, 0);
/** 4. The LOD (level of detail) depends on were the camera is: */
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
/** 5. We give the terrain its material, position & scale it, and attach it. */
terrain.setMaterial(terrain_mat);
landscape.setLocalTranslation(0, -100, 0);
rootNode.attachChild(landscape);
getPhysicsSpace().add(landscape);
}
@Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.2f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
walkDirection.y = 0;
}
if (down) {
walkDirection.addLocal(camDir.negate());
walkDirection.y = 0;
}
player.setWalkDirection(walkDirection);
cam.setLocation(player.getLocalTranslation());
}
public void setupPlayer() {
player = new PhysicsCharacterNode(new CapsuleCollisionShape(1.2f, 3f, 1), .05f);
player.setJumpSpeed(20); //10 default
player.setFallSpeed(30); //30 default
player.setGravity(30); //30 default
player.setLocalTranslation(new Vector3f(0f, 250f, 150f));
rootNode.attachChild(player);
getPhysicsSpace().add(player);
}
private void setupKeys() {
inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Jumps", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(actionListener, new String[]{"Lefts", "Rights", "Ups",
"Downs", "Jumps"});
}
private ActionListener() {
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Lefts")) {
if (value && player.onGround()) {
left = true;
} else {
left = false;
}
} else if (binding.equals("Rights")) {
if (value && player.onGround()) {
right = true;
} else {
right = false;
}
} else if (binding.equals("Ups")) {
if (value && player.onGround()) {
up = true;
} else {
up = false;
}
} else if (binding.equals("Downs")) {
if (value && player.onGround()) {
down = true;
} else {
down = false;
}
} else if (binding.equals("Jumps") && player.onGround()) {
player.jump();
}
}
};
}
To try this code, go into a New Project → JME3 → BasicGame using the default settings (if you haven't already made a default project before) the name should be BasicGame and the package would be called myGame, then just paste this over the entire preconstructed main.java text. Then Add the jme3-test-data library which is available through your library list. This should compile and run from there.
I will only briefly describe the sections that are covered in the original Hello_Terrain. Most detail will be given to the additives.
Imports are to bring in the appropriate class definitions.
private TerrainQuad terrain;
Holds our map.
PhysicsCharacterNode player;
Creates our character in the style of FPS that many gamers are familiar with.
Boolean left = false, right = false, up = false, down = false;
Variables for creating fluid movement.
private Vector3f walkDirection = new Vector3f();
The direction we determine from combinations of the booleans.
The main function is standard. In simpleInit we run setupKeys() first and create the common WASD and SPACEBAR to jump.
inputManager.addListener(actionListener, new String[]{"Lefts", "Rights", "Ups", "Downs", "Jumps"})
This line indicates our actionListener function and what to do when each command (the string names) is sent.
The onAction function basically sets the booleans true based on which directions we're pressing or makes us jump. The simpleUpdate function constants changed our direction based on the boolean (ie the directions) we're pressing.
The real collisioning happens in these parts;
player = new PhysicsCharacterNode(new CapsuleCollisionShape(1.2f, 3f, 1), .05f); rootNode.attachChild(player); getPhysicsSpace().add(player); HeightfieldCollisionShape sceneShape = new HeightfieldCollisionShape(heightmap.getHeightMap()); landscape = new PhysicsNode(terrain, sceneShape, 0); landscape.setLocalTranslation(0, -100, 0); rootNode.attachChild(landscape); getPhysicsSpace().add(landscape);
The first chunk makes our player into a collision shape that's a capsule, kinda like a human right? And then attaches it to the rootNode and gets it's physics (important!). The second chunk feeds the heightmap we made into a heightfield collision shape generator to create the collidable shape of the land mass. The third chunk sets our land and it's collision down some, attaches em to root, and gets the physics.
You should spawn high up in the area and fall down to the map, giving you a few seconds to survey the domain. Then walk around and see how you like the lay of the land.
See also:


Preparation time
less than 30 mins
Cooking time
1 to 2 hours
Serves
Serves 4
Irresistible slow-roasted pork belly is given a light touch with Chinese flavours and a fresh salad. A wonderful way to serve pork in the summertime.
Preheat the oven to 200C/400F/Gas 6.
For the pork, score the skin with a sharp knife in ½cm/¼in lines. Season generously on both sides with salt, rubbing the salt well into the scored skin.
Turn the belly skin-side down and season the flesh side with one teaspoon of Chinese five-spice.
Put the ginger, garlic and spring onions into a casserole dish or roasting tin and lay the pork belly on top.
Bake for one hour, then lower the temperature to 170C/325F/Gas 4 and cook for another hour.
If the pork belly catches in the pan, add a tablespoon of water and tablespoon of soy sauce.
For the dressing, whisk together all the dressing ingredients.
For the salad, combine all the salad ingredients in a bowl and toss to combine.
To serve, place the salad on four plates. Slice the pork and it serve on top of the salad. Drizzle over a little dressing (1-2 tablespoons per serving) to finish.


TokenRUN
Just play
play level
show highscores
×
Highscores for {{selectedProcessDefinition.name}}
Rank
Player
Score
#{{$index+1}}
{{levelHighscore.playerName}}
{{levelHighscore.time | date:'mm:ss.sss' : 'UTC'}}
×
Sorry!
{{info}}
{{error}}


7.11.15
The easiest way to explain the difference between arrays and hashes is by first explaining them separately. Think of an array as just a list of items, such as a basic grocery list. An array is just a collection of data thats arranged in some sort of order. A hash is a little more specific then that. Hashes are a collection of specific keys that all have a value paired to it. The key must be unique to one another and must be given a value that you want to call on. Think of it as a collection of pairs of information. So instead of thinking of it as a basic grocery list, think of it as a more specific list. It will tell you to get not just meat but what type of meat you want.


comby
Tool for structural code search and replace that supports many languages.
More information: home page
- Match and rewrite templates, and print changes:
comby 'assert_eq!(:[a], :[b])' 'assert_eq!(:[b], :[a])' home pagers
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|
CoreSight Access Library
2.3
ARM CoreSight Access Library - on target CoreSight component control
|
ETMv3/PTM dynamic configuration structure. More...
#include <cs_etm_types.h>
Data Structures | |
| struct | _acompregs |
| Group of regs for Address comparator configuration. More... | |
| struct | _cntrregs |
| Group of Counter configuration registers. More... | |
| struct | _cr |
| ETM dynamic control register. More... | |
| struct | _ctxtidregs |
| Context ID comparators. More... | |
| struct | _dcompregs |
| Group of regs for Data comparator configuration. More... | |
| struct | _seqregs |
| Sequencer configuration. More... | |
Data Fields | |
Base Config info. | |
Version and access control set by | |
| unsigned int | flags |
| Configurations to action - read or write on ETM hardware. | |
| unsigned int * | idr |
| Pointer to ETMIDR - e.g. More... | |
| cs_etm_static_config_t * | sc |
| Pointer to static configuration. | |
Trace Control | |
General trace control configuration read/written with CS_ETMC_CONFIG bit set in flags. | |
| struct cs_etm_config::_cr | cr |
Timestamp Events | |
Registers read/written with CS_ETMC_TS_EVENT bit set in flags. | |
| unsigned int | timestamp_event |
| Event that causes a timestamp packet. | |
Trace Enable Events | |
Registers read/written with CS_ETMC_TRACE_ENABLE bit set in flags. | |
| unsigned int | trace_enable_event |
| Event that enables trace. | |
| unsigned short | trace_start_comparators |
| Mask of address comparators to start trace. | |
| unsigned short | trace_stop_comparators |
| Mask of address comparators to stop trace. | |
| unsigned int | trace_enable_cr1 |
| CR1 enable - see ETM docs for details. | |
| unsigned int | trace_enable_cr2 |
| CR2 enable - see ETM docs for details. | |
| unsigned int | vdata_event |
| View Data Event Register. | |
| unsigned int | vdata_ctl1 |
| View Data control register 1. | |
| unsigned int | vdata_ctl2 |
| View Data control register 2. | |
| unsigned int | vdata_ctl3 |
| View Data control register 3. | |
Trace Trigger Event | |
Registers read/written with CS_ETMC_TRIGGER_EVENT bit set in flags. | |
| unsigned int | trigger_event |
| Event that causes trigger. | |
Address Comparators | |
Registers read/written with CS_ETMC_ADDR_COMP bit set in flags. | |
| struct cs_etm_config::_acompregs | addr_comp [CS_ETMC_MAX_ADDR_COMP] |
| unsigned int | addr_comp_mask |
| Mask of address comparators to action. | |
Data Comparators | |
Registers read/written with CS_ETMC_DATA_COMP bit set in flags. | |
| struct cs_etm_config::_dcompregs | data_comp [CS_ETMC_MAX_DATA_COMP] |
| unsigned int | data_comp_mask |
| Mask of data comparators to action. | |
Counters | |
Registers read/written with CS_ETMC_COUNTER bit set in flags. | |
| struct cs_etm_config::_cntrregs | counter [CS_ETMC_MAX_COUNTER] |
| unsigned int | counter_mask |
| Mask of counters to action. | |
Context ID comparators | |
Registers read/written with CS_ETMC_CXID_COMP bit set in flags. | |
| unsigned int | cxid_mask |
| Mask to be used for all CONTEXTID comparisons. | |
| struct cs_etm_config::_ctxtidregs | cxid_comp [CS_ETMC_MAX_CXID_COMP] |
| unsigned int | cxid_comp_mask |
| Mask of CONTEXTID comps to action. | |
Event Sequencer | |
Registers read/written with CS_ETMC_SEQUENCER bit set in flags. | |
| struct cs_etm_config::_seqregs | sequencer |
Extout Events | |
Registers read/written with CS_ETMC_EXTOUT bit set in flags. | |
| unsigned int | extout_event [CS_ETMC_MAX_EXTOUT] |
| Event that causes external output. | |
| unsigned int | extout_mask |
| Mask of external outputs to action. | |
ETMv3/PTM dynamic configuration structure.
This structure contains the details of filters, events etc. to be programmed into or read from the ETM hardware.
The flags field defines which attributes are to be transferred using the set/get API.
| unsigned int* cs_etm_config::idr |
Pointer to ETMIDR - e.g.
ETM version


HTC Desire 19s with triple camera setup announced - Gizchina.com
by Ige EbimaHTC Desire 19s with triple camera setup announced
5 (100%) 3 votes
Taiwanese smartphone maker HTC has just expanded its desire series of smartphones with the launch of the HTC Desire 19s. The desire 19s comes as the sequel to the desire 19+, while it is in fact a true successor to the HTC Desire 12s. The arrival of the desire 19s is again a true testament that the ailing firm isn’t yet giving up on the smartphone market. But whether or not the Desire 19s is innovative enough to turn around the company’s declining mobile sales is yet to be known.
The device shares a similar design with the HTC Wildfire X featuring a thin bezel design with a teardrop-shaped cutout at the top of the screen to accommodate the selfie camera thin. And on the flip side, it gets a trio of cameras, fitted in a rear panel with a textured bottom half and a glossy top. The camera consists of a 13MP F/1.9 main cam, a 5MP F/2.2 ultrawide unit, and a 5MP depth shooter. The rear panel houses a fingerprint scanner too.
Upfront, it comes fitted with a 6.2-inch IPS display with an HD+ resolution and 19:9 aspect ratio, and a water-drop notch that is home to a 16MP selfie cam.
It sadly boots Android 9 Pie on top of HTC’s Sense UI skin out of the box, gets a 3850mAh battery, while it is powered by a MediaTek Helio P22 chipset, 3850 mAh battery, with 10W charging over the Type-C port.
HTC Desire 19s specifications
- 6.2-inch (1520 × 720 pixels) HD+ 19:9 display
- 2GHz Octa-Core MediaTek Helio P22 (MT6762) 12nm processor with 650MHz IMG PowerVR GE8320 GPU
- 3GB RAM with 32GB storage, expandable memory with microSD
- Android 9 (Pie) with HTC Sense UI
- Dual SIM, Dual Standby
- 13MP (primary with f/1.85 aperture) +5MP (ultra-wide with f/2.2 aperture) +5MP (depth sensor with f/2.2 aperture)
- 16MP front-facing camera with f/2.0 aperture
- Fingerprint sensor, USB Type-C, 3.5mm headphone jack
- Dimensions: 156.2 x 74.8 x 8.47 mm; Weight: 170g
- 4G VoLTE, Wi-Fi 802.11 b/g/n/ac, Bluetooth 5.0, GPS + GLONASS, NFC
- 3850mAh battery; 10W charging
HTC Desire 19s Pricing
The device is at the moment only available in Home city Taiwan, with no words on an International rollout yet. The asking price is TWD 5,990 ($195).


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This example registers a service called "notify" using the factory API at the module level. It receives as a dependency the $window angular-specific service.
The service will launch an alert window to the user if the service is invoked 3 times. The alert will be thrown using the $window angular-specific service.
Note: Angular-specific $window service documentation can be found at https://docs.angularjs.org/api/ng/service/$window.
Let's try this simple notify service, injected into the controller...
(you have to click 3 times to see an alert)


When a join request arrives at the project administrator machine, the dispatcher's taskbar icon changes color to red (see the picture on the right). This indicates that you have incoming script(s).
Open Code Co-op in the project that received the script (this project's icon will be marked with a wave in the Projects tab). Go to the Inbox tab. This is what you'll see.
Push the button in the toolbar to execute the script and accept the join request. At this point Code Co-op will generate a full sync script and send it to the New Member.


Elaborative Simplification as Implicit Questions Under Discussion
[code and data]
Yating Wu†, William Sheffield†, Kyle Mahowald, and Junyi Jessy Li
arXiv(†Indicates equal contribution)
Discourse Analysis via Questions and Answers: Parsing Dependency Structures of Questions Under Discussion
[code]
Wei-Jen Ko, Yating Wu, Cutter Dalton, Dananjay Srinivas, Greg Durrett and Junyi Jessy Li
Findings of the Association for Computational Linguistics (ACL), 2023 (To appear) (査読あり)
longhorns at DADC 2022: How many linguists does it take to fool a Question Answering model? A systematic approach to adversarial attacks
[bib]
Venelin Kovatchev, Trina Chatterjee, Venkata S Govindarajan, Jifan Chen, Eunsol Choi, Gabriella Chronis, Anubrata Das, Katrin Erk, Matthew Lease, Junyi Jessy Li, Yating Wu and Kyle Mahowald
In Proceedings of the First Workshop on Dynamic Adversarial Data
Collection (DADC) at the Annual Conference of the North American Chapter of
the Association for Computational Linguistics (NAACL), pages 41--52, 2022.(査読あり)


If you have a chance to hire them, do not hesitate!
A nice list of many different people, with different interests and different goals and characters. Our software and algorithms for our robots and wireless sensor networks owe to them just as much as to our full-term employees! Our most recent graduates are displayed first.
Human SLAM: Simultaneous Localisation and Configuration (SLAC) ... (pdf)
Towards lifelong mapping in pointclouds (pdf)
Robotics and building automation in general (applied internship)
BitsLab: A smart product for weight loss through behavior change (pdf)
Innovating Independent Living: Business Models for Internet of Things... (pdf)
Temporal Segmentation using Support Vector Machines... (pdf)
Distributed Control of Refrigerators for the Smart Grid (pdf)
Nonlinear System Identification and Control for Autonomous Robots (pdf)
Painting quadcopters (summership, movie)
ARSOn: A Robotic Search Optimization (pdf)
Joint Action Reasoning for Local Agents (pdf)
Echo State Networks for Hierarchical Cognitive Control (pdf)
Self-assembly of Modular Robots from Finite Number of Modules using Graph Grammars (article)
Cognitive Modeling in Robotics (summership)
Robotics: Environmental Awareness Through Cognitive Sensor Fusion (pdf)
Towards a Sentient Environment Using a Neural Sensor Network (pdf)


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Encapsulates data and information about one data record on disk. More...
Public Member Functions | |
| def | __init__ (self) |
| init(XeThru::DataRecord self) -> DataRecord More... | |
| def | get_data (self) |
| get_data(DataRecord self) -> ucVector More... | |
Public Attributes | |
| this | |
Encapsulates data and information about one data record on disk.
One record is a collection of fields as specified by the Xethru File Formats doc for the given data type.
data
: contains bytes as specified by Xethru File Formats doc if is_user_header is false. Otherwise contains custom user header as supplied by the user (see RecordingOptions::set_user_header).data_type
: Specifies the data type for the record (see DataType).epoch
: Specifies the date/time the record was written to disk as number of milliseconds since 1970.01.01.is_valid
: Specifies whether the fields in this struct is valid.is_user_header
: Specifies whether the data contains custom user header.data
: Bytes
data_type
: uint32_t
epoch
: int64_t
is_valid
: bool
is_user_header
: bool
C++ includes: Data.hpp
| def pymoduleconnector.moduleconnectorwrapper.DataRecord.__init__ | ( | self | ) |
init(XeThru::DataRecord self) -> DataRecord
| def pymoduleconnector.moduleconnectorwrapper.DataRecord.get_data | ( | self | ) |
get_data(DataRecord self) -> ucVector
Const reference accessor to data.
In particular useful from Python to avoid unecessary overhead when read-only access to data is needed.
a const reference to the data.


| Package | com.whirled.contrib.persist |
| Class | public class CookieManager |
| Inheritance | CookieManager flash.events.EventDispatcher |
| Property | Defined by | ||
|---|---|---|---|
| loaded : Boolean [read-only]
| CookieManager |
| Property | Defined by | ||
|---|---|---|---|
| _cookieFactory : CookieFactory | CookieManager | ||
| _debug : Boolean | CookieManager | ||
| _gameCtrl : GameControl | CookieManager | ||
| _lastWrite : int = 0 | CookieManager | ||
| _loaded : Boolean = false | CookieManager | ||
| _playerId : int | CookieManager | ||
| _properties : Map | CookieManager | ||
| _propertyDefaults : Map | CookieManager | ||
| _receivedUpdates : Boolean = false | CookieManager | ||
| _stopped : Boolean = false | CookieManager | ||
| _timer : Timer = null | CookieManager |
| Method | Defined by | ||
|---|---|---|---|
|
CookieManager(gameCtrl:GameControl, properties:Map, cookieFactory:CookieFactory, playerId:int = 0, debugLogging:Boolean = false)
| CookieManager | ||
|
cookiePropertyUpdated(... ignored):void
| CookieManager | ||
|
getProperty(name:String):CookieProperty
| CookieManager | ||
|
resumeWrites():void
Will allow cookie updates to cause a write to the server cookie once again.
| CookieManager | ||
|
stopWrites():void
| CookieManager |
| Method | Defined by | ||
|---|---|---|---|
|
dispatchLoaded():void
| CookieManager | ||
|
gotCookie(cookie:Object, occupantId:int):void
| CookieManager | ||
|
readBytes(bytes:ByteArray):void
| CookieManager | ||
|
writeBytes(bytes:ByteArray):void
| CookieManager | ||
|
writeCookie(... ignored):void
| CookieManager |
| Constant | Defined by | ||
|---|---|---|---|
| log : Log [static]
| CookieManager | ||
| VERSION : int = 2 [static] Version bumps are not required when adding new data types.
| CookieManager | ||
| WRITE_DELAY : int = 2000 [static] Write out the cookie at most every 2 seconds, in order to prevent this manager from
sucking up network resources
| CookieManager |
| _cookieFactory | property |
protected var _cookieFactory:CookieFactory
| _debug | property |
protected var _debug:Boolean
| _gameCtrl | property |
protected var _gameCtrl:GameControl
| _lastWrite | property |
protected var _lastWrite:int = 0
| _loaded | property |
protected var _loaded:Boolean = false
| loaded | property |
loaded:Boolean
[read-only]Implementation
public function get loaded():Boolean
| _playerId | property |
protected var _playerId:int
| _properties | property |
protected var _properties:Map
| _propertyDefaults | property |
protected var _propertyDefaults:Map
| _receivedUpdates | property |
protected var _receivedUpdates:Boolean = false
| _stopped | property |
protected var _stopped:Boolean = false
| _timer | property |
protected var _timer:Timer = null
| CookieManager | () | constructor |
public function CookieManager(gameCtrl:GameControl, properties:Map, cookieFactory:CookieFactory, playerId:int = 0, debugLogging:Boolean = false)
Parameters
gameCtrl:GameControl |
|
properties:Map |
|
cookieFactory:CookieFactory |
|
playerId:int (default = 0 )
|
|
debugLogging:Boolean (default = false )
|
| cookiePropertyUpdated | () | method |
public function cookiePropertyUpdated(... ignored):void
Parameters
... ignored |
| dispatchLoaded | () | method |
protected function dispatchLoaded():void
| getProperty | () | method |
public function getProperty(name:String):CookieProperty
Parameters
name:String |
CookieProperty |
| gotCookie | () | method |
protected function gotCookie(cookie:Object, occupantId:int):void
Parameters
cookie:Object |
|
occupantId:int |
| readBytes | () | method |
protected function readBytes(bytes:ByteArray):void
Parameters
bytes:ByteArray |
| resumeWrites | () | method |
public function resumeWrites():void
Will allow cookie updates to cause a write to the server cookie once again. If any updates happend after stopWrites() was called, a single write will be done now.
| stopWrites | () | method |
public function stopWrites():void
| writeBytes | () | method |
protected function writeBytes(bytes:ByteArray):void
Parameters
bytes:ByteArray |
| writeCookie | () | method |
protected function writeCookie(... ignored):void
Parameters
... ignored |
| log | constant |
protected static const log:Log
| VERSION | constant |
protected static const VERSION:int = 2
Version bumps are not required when adding new data types. Only if another form of storing data in the cookie is fashioned should a version bump be necessary.
| WRITE_DELAY | constant |
protected static const WRITE_DELAY:int = 2000
Write out the cookie at most every 2 seconds, in order to prevent this manager from sucking up network resources


Our professional staff takes pride in its working relationship with our clients by offering personalized services that listen to their needs, develop their target areas, and incorporate these items into a well-presented web site that works.
Our professional staff takes pride in its working relationship with our clients by offering personalized services that listen to their needs, develop their target areas, and incorporate these items into a well-presented web site that works.
This activity is derived from "Web Development and Design Foundations with HTML5" by Terry Felke-Morris.


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"ROSE" Many varieties of the rose proper are indigenous to Syria. The famed rose of Damascus is white, but there are also red and yellow roses. In Cant. 2:1 and Isaiah 35:1 the Hebrew word habatstseleth (found only in these passages), rendered “rose” (R.V. marg., “autumn crocus”), is supposed by some to mean the oleander, by others the sweet-scented narcissus (a native of Palestine), the tulip, or the daisy; but nothing definite can be affirmed regarding it. The “rose of Sharon” is probably the cistus or rock-rose, several species of which abound in Palestine. “Mount Carmel especially abounds in the cistus, which in April covers some of the barer parts of the mountain with a glow not inferior to that of the Scottish heather.” (See MYRRH [2].)
"ROSE" Many varieties of the rose proper are indigenous to Syria. The famed rose of Damascus is white, but there are also red and yellow roses.
In Cant. 2:1 and Isaiah 35:1 the Hebrew word habatstseleth (found only in these passages), rendered “rose” (R.V. marg., “autumn crocus”), is supposed by some to mean the oleander, by others the sweet-scented narcissus (a native of Palestine), the tulip, or the daisy; but nothing definite can be affirmed regarding it.
The “rose of Sharon” is probably the cistus or rock-rose, several species of which abound in Palestine. “Mount Carmel especially abounds in the cistus, which in April covers some of the barer parts of the mountain with a glow not inferior to that of the Scottish heather.” (See MYRRH [2].)


You may have heard of Asian carp and the threat they pose to the health of the Great Lakes. These fish are examples of aquatic invasive species (AIS), plants and animals brought here from other parts of the world, often accidentally, that multiply rapidly and push out native species. AIS cause ecological and economic harm and create problems for recreation.
Asian carp are known for their appetites. They can grow to about 50 pounds by consuming large amounts of microscopic creatures that form the base of the food chain. These voracious eaters have nearly wiped out food supplies in the Mississippi and Illinois rivers and have the potential to devastate native fish in the Great Lakes.
Two species of Asian carp—bighead and silver carp—are closing in on Lake Michigan. To stop them in their tracks, the U.S. Army Corps of Engineers has installed an electric barrier in the Chicago Sanitary and Ship Canal. Despite this, Asian carp DNA and a live bighead carp have been found beyond the barrier. Concerned that electric barriers are, at best, only a temporary solution, there is interest in separating the Great Lakes and Mississippi River, returning the system to what it was before flow of the Chicago River was reversed in 1900.
Unlike many bottom-feeding carp species, Asian carp are filter feeders. As a result, their meat tastes mild, making them a popular food fish in much of the world. Some see the large numbers of these fish in the Mississippi and Illinois rivers as an opportunity to sell them in international markets, as well as in local grocery stores and fish markets.


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TnT is a Tower Defense/Racing game.
Zombies are coming for your lovely trailer and you have to defend it to survive.
Finish laps to earn cash to build towers and use your Road Warrior car to mow down hundreds of Zombies.
The faster you finish a lap the more bonus money you will earn!
Go kill some Zombies!
| Action | Keyboard | XBox 360/One Controller |
|---|---|---|
| Car > Accelerate | W / Up | Right trigger RT |
| Car > Brake | S / Down | Left trigger LT |
| Car > Steer left | A / Left | Left pad to the left |
| Car > Steer right | D / Right | Left pad to the right |
| Fullscreen toggle | F11 / F | RB / LB button |
| Exit (in menu), go back or stop bulding a tower | Escape | Back / B |
| Select tower | 1,2,3,4 | Bottom left pad (1=up, 2=right, 3=down, 4=left) |
| Move tower if selected | Move mouse | Right pad |
| Build tower if selected | Left mouse click | A |
| Toggle sounds | U | Y |
| Toggle music | M | X |
| Toggle pause | P | Start |


--- layout: page permalink: "/theatre/human-story/human-story-001.html" ---
These images were taken from a play entitled 'Flat 73', a play about loneliness and the Samaritans. It has toured nationally during 2016 /2017.


6.2. Technical Security¶
This chapter contains SIMP security concepts that are related to the technical security controls described in NIST 800-53.
6.2.1. Identification and Authentication¶
This section addresses the identification and authentication of users and devices.
6.2.2. User Identification and Authentication¶
Identification and authentication of system and service users can occur at either the Operating System level or globally in the SIMP architecture. While local accounts and groups can be created manually, the SIMP team suggests adding users using the native Puppet user and group types. System users can authenticate their access using Secure Shell (SSH) keys or passwords. For more centralized control, identify and authenticate users by using the Lightweight Directory Access Protocol (LDAP). [IA-2]
The SIMP team recommends using LDAP as the primary source for user management and provides a functional default OpenLDAP configuration for this purpose. LDAP and Pluggable Authentication Modules (PAM) work together closely and, with the default SIMP configuration, the PAM settings are enforced on top of the LDAP settings for two layers of control. Due to this partnership, items such as account lockouts may need to be reset on both the local system and the LDAP server. If the suggested settings in the SIMP-provided default LDAP Directory Interchange Formats (LDIF) are not used, implementations must ensure that security is maintained through manual procedures. Use of group accounts for users is strongly discouraged. System services may need to have accounts, but all of these should be managed by Puppet using the user and group native types. [IA-2 (5)].
6.2.3. Device Identification and Authentication¶
Devices are identified by a Media Access Control (MAC) address prior to receiving an IP address via the Dynamic Host Configuration Protocol (DHCP). In the default SIMP architecture, IP addresses are fixed mappings to their associated MAC address (i.e., not assigned dynamically). There is no authentication for the binding of MAC addresses to IP addresses due to the nature of the DHCP protocol.
Device authentication occurs through the mapping of the MAC to the IP through the internally controlled DHCP and the mapping of the IP to the host name through the internally controlled Domain Name System (DNS) service for each individual Puppet client. After kickstart, each client system generates an internal cryptographic identifier and communicates that information with the Puppet server to be approved by an administrator at a later time. All further communication between the Puppet server and the clients over the Puppet protocol is encrypted subsequently and authenticated with this identifier. Automatic approval can be set up in tightly controlled environments; however, this option is not suggested for open environments. [IA-3, IA-3 (3)]
6.2.4. Identifier Management¶
Managing user identifiers (also known as user names) involves administrative procedures that are unique for each implementation. Disabling unused local accounts is the only control that SIMP can enforce technologically. In this case, if an account has an expired password that has not been changed 35 days after expiration, the account will be disabled. If a user does not have a password (e.g., he or she only authenticates with SSH keys), then there is no inherent technological mechanism for enforcement due to the nature of the software. [IA-4e.]
6.2.5. Authenticator Management¶
Authenticators for users are passwords and/or SSH keys; the management of each is implementation specific. SSH keys do not expire; therefore, implementations must provide a procedure for removing invalid keys. Removing public keys from LDAP is one practical solution.
When using passwords, local and LDAP passwords provided for users should be set to change at first login. This is the default in the SIMP-provided LDIFs. Once a user attempts to change a password, the settings in PAM and LDAP enforce complexity requirements.
For the default password complexity rules see the What is the Password Complexity for SIMP? FAQ.
Password aging and history is enforced through a combination of PAM and LDAP. By default, the previous 24 passwords cannot be reused.
There are a number of default passwords in SIMP that are required for installation. Each implementation requires the user to change the default passwords and protect the new passwords. In addition, there are embedded passwords within the SIMP system that are used due to a lack of software-supported alternatives.
Please see the SIMP User Guide for additional information.
6.2.6. Access Control¶
This section describes the various levels of access control, including account management, access enforcement, information flow enforcement, separation of duties, least privilege, session controls, permitted actions without identification and authentication, security attributes, and remote access.
6.2.7. Account Management¶
Account management procedures should be created and maintained for each implementation of SIMP. The procedures should include the information listed in NIST 800-53 control AC-2. SIMP has the mechanisms in place to enforce most account management policies. The mechanisms for account management have several default settings including:
- Central account management using OpenLDAP. [AC-2 (1)]
- Password expiration.
- Auditing of administrative actions to capture local account creation and
modifications to LDAP accounts is done via the
/var/log/slapd_audit.log
file and/var/log/audit/audit.log
for local accounts. [AC-2 (4)] - Shell sessions timeout after 15 minutes of inactivity. [AC-2 (5)]
- This can be circumvented by running a command that opens an endless pipe
such as
/bin/cat
. However, this command cannot be enforced more heavily due to the high likelihood of breaking system applications. If the optional gnome module is used, the GNOME screen saver will lock the screen after 15 minutes of inactivity.
- This can be circumvented by running a command that opens an endless pipe
such as
- Assignment of users into groups locally or centrally via LDAP. [AC-2 (7)]
- By default, SIMP will have an administrators groups that has the ability
to run
sudosh
. Implementations should further define administrators or user groups and limit them with the Puppetsudo
class.
- By default, SIMP will have an administrators groups that has the ability
to run
6.2.8. Access Enforcement¶
SIMP uses the implementation of Discretionary Access Control (DAC) that is native to Linux. Specific file permissions have been assigned based on published security guidance for Red Hat, CentOS, and UNIX.
Default permissions on files created by users are enforced with user file
access mask settings (using the umask
command) that allow only the owner to
read and write to the file. Implementations may further extend the access
control in UNIX by restricting access to application files or using the file
Access Control List (ACL) commands getfacl
and setacl
. Users of
SIMP should not change file permissions on operating system files as it may
decrease the overall security of the system. If a group needs access to a
particular file or directory, use the setfacl
command to allow the
necessary access without lessening the permissions on the system.
[AC-3]
6.2.9. Information Flow Enforcement¶
IPTables on each SIMP system is controlled by the IPTables Puppet module. When developing a new module, the IPTables rules needed for an application should be included with the module by calling the appropriate methods from the IPTables module. The end result should be a running IPTables rule set that includes the default SIMP rules and any rules needed for applications. The default communications allowed are included in Default Server Ports and Default Client Ports. [AC-4]
<IP_ADDRESS>. Default Server Ports¶
| Application | Direction | Protocol | Transport | Ports | Comment |
|---|---|---|---|---|---|
| Puppet | Localhost | HTTP | TCP | 8140 | The port upon which the Puppet master listens for client connections via Apache |
| Puppet CA | In | HTTPS | TCP | 8141 | This is used to ensure that Apache can verify all certificates from external systems properly prior to allowing access to Puppet. |
| Apache/YUM | In | HTTP | TCP | 443 | This is used for YUM and is encrypted using https. |
| DHCPD | In | DHCP/BOOTP | TCP/UDP | 546,547 | DHCP pooling is disabled by default and should only be used if the implementation requires the use of this protocol. |
| TFTP | In | TFTP | TCP/UDP | 69 | This is used for kickstart. It could also be used to update network devices. TFTP does not support encryption. |
| rsyslog | Out | syslog | TCP/UDP | 6514 | This is encrypted when communicating with a SIMP syslog server (not installed by default). |
| named | In/Out | DNS | TCP/UDP | 53 | Inbound connections happen to the locally managed hosts. Outbound connections happen to other domains per the normal operations of DNS. |
| NTPD | Out | NTP | TCP/UDP | 123 | Only connects to an external time source by default. |
| SSHD | In | SSH | TCP | 22 | SSH is always allowed from any source IP by default. |
| stunnel | In | TLS | TCP | 8730 | Stunnel is a protected connection for rsyncing configuration files to Puppet clients. |
| rsync | Localhost | RSYNC | TCP | 873 | This accepts connections to the localhost and forwards through Stunnel. |
| LDAP | In | LDAP | TCP | 389 | Connections are protected by bi-directional, authenticated encryption. |
| LDAPS | In | LDAPS | TCP | 636 | Used for LDAP over SSL. |
<IP_ADDRESS>. Default Client Ports¶
| Application | Direction | Protocol | Transport | Ports | Comment |
|---|---|---|---|---|---|
| Puppet | Out | HTTPS | TCP | 8140 | Communications to the Puppet server. |
| rsyslog | Out | syslog | TCP/UDP | 6514 | This is encrypted when communicating with a SIMP syslog server. |
| DNS Client | Out | DNS | TCP/UDP | 53 | Normal name resolution. |
| NTPD | Out | NTP | TCP/UDP | 123 | Only connects to an external time source by default. |
| SSHD | In | SSH | TCP | 22 | SSH is allowed from any source IP by default. |
| LDAP | Out | LDAP | TCP | 389 | Connections are protected by bi-directional authenticated encryption. |
6.2.10. Separation of Duties¶
SIMP enforces separation of duties using account groups. Groups are created with each implementation to separate roles or duties properly. The SIMP team recommends that this management be done using the posixGroup object in LDAP for full OS support. [AC-5]
6.2.11. Least Privilege¶
SIMP does not allow root
to directly SSH into a system. Direct
access to the root
user must occur via a console (or at a virtual instance
of the physical console) to log on. Otherwise, users must log on as themselves
and perform privileged commands using sudo
or sudosh
.
[AC-6]
NIST 800-53 least privilege security controls give people access to objects only as needed. SIMP provides only the needed software, services, and ports to allow the system to be functional and scalable. The system then relies on a given implementation to perform proper account management and user role assignments. [AC-6]
6.2.12. Session Controls¶
SIMP provides a number of security features for sessions. These features include:
- Accounts are locked after five invalid log on attempts over a 15 minute period. The account is then locked for 15 minutes. No administrator action is required to unlock an account. [AC-7]
- System banners are presented to a user both before and after logging on. The default banner should be customized for each implementation. [AC-8]
- After a successful log on, the date, time, and source of the last log on is presented to the user. The number of failed log on attempts since the last log on is also provided. [AC-9 and AC-9 (1)]
- A limit of 10 concurrent SSH sessions are allowed per user. This can be further limited if an implementation decides it is set too high. Given the way SSH is used in most operational settings, this default value is reasonable. [AC-10]
- Session lock only applies if the
windowmanager::gnome
module is used. Sessions lock automatically after 15 minutes of inactivity. Users must authenticate their access with valid credentials to reestablish a session. [AC-11]
6.2.13. Permitted Actions Without Identification and Authentication¶
SIMP has a number of applications that do not require both identification and authentication. These services are listed below along with an explanation of why these aspects are not required. Implementations should include any additional services that do require identification and/or authentication. [AC-14]
| Service/Application | Rationale |
|---|---|
| TFTP | TFTP is a simple file transfer application that, in the SIMP environment, does not allow for writing to the files being accessed. This application is primarily used to support the Preboot Execution Environment (PXE) booting of hosts and the updating of network devices. There is no option to authenticate systems at this level by protocol design. TFTP is limited to a user’s local subnet using IPtables and is enforced additionally with TCPWrappers. |
| DHCP | By default, system IP addresses are not pooled, but are rather statically assigned to a client, which is identified by the MAC address. DHCP is limited to the local subnet. |
| Apache/YUM | RPMs are stored in a directory for systems to use for both kickstart and package updating. Sensitive information should never be stored here. Apache/YUM is limited to the local subnet. |
| DNS | The DNS protocol does not require identification nor authentication. DNS is limited to the local subnet. |
Table: Actions Without Identification and Authentication
6.2.14. Security Attributes¶
SELinux is fully enforcing, in targeted mode, in SIMP. SELinux is an implementation of Mandatory Access Control. It can be set to enforcing mode during the SIMP configuration or turned on at a later time. All of the SIMP packaged modules have been designed to work with SELinux set to enforcing. [AC-16]
6.2.15. Remote Access¶
Remote access in SIMP is performed over SSH, specifically using the
OpenSSH software. OpenSSH provides both confidentiality and integrity of remote
access sessions. The SSH IPTables rules allow connections from any
host. SSH relies on other Linux mechanisms to provide identification and
authentication of a user. As discussed in the auditing section, user actions
are audited with the audit daemon (auditd
) and sudosh.
[AC-17]
6.2.16. Systems and Communications Protection¶
The following sections provide information regarding application partitioning, shared resources, and various levels of protection for systems and communications.
6.2.17. User and Administration Application Separation (Application Partitioning)¶
SIMP can be used in a variety of ways. The most common is a platform for hosting other services or applications. In that case, there are only administrative users present. Users with accounts will be considered as a type of privileged user.
SIMP can also be used as a platform for workstations or general users
performing non-administrative activities. In both cases, general users with
accounts on an individual host are allowed access to the host using the
pam::access
module, so long as they have an account on the target host. No
user may perform or have access to administrative functions unless given
sudo
or sudosh privileges via Puppet.
6.2.19. Denial of Service Protection¶
SIMP has limited ability to prevent or limit the effects of Denial of Service (DoS) attacks. The primary measures in place are to drop improperly formatted packets using IPTables and Kernel configurations such as SYN cookies. [SC-5]
6.2.20. Boundary Protection¶
SIMP does not provide boundary protection. [SC-7]
6.2.21. Transmission Security¶
SIMP traffic is protected with protocols that provide confidentiality and integrity of data while in transit. The tables in Information Flow Enforcement describe the protocols used to encrypt traffic and explain the protocols that cannot be protected at the transmission layer. SSH, and TLS all provide data transmission integrity and confidentiality. The software that controls them on Red Hat and CentOS are OpenSSH and OpenSSL. The SIMP team takes industry guidance into consideration when configuring these services. For example, the list the cryptographic ciphers available is limited to the highest ciphers that SIMP needs. All others are disabled. [SC-8, SC-9, SC-23, SC-7]
6.2.22. Single User Mode¶
SIMP systems have a password requirement for single user mode. In the event
maintenance needs to be performed at a system console, users must be in
possession of the root
password before they can be authenticated.
Bootloader passwords are also set to prevent unauthorized modifications to boot
parameters.
[SC-24]
6.2.23. PKI and Cryptography¶
SIMP has two native certificate authorities. The first is known as Fake CA. A local certificate authority is used to create properly formed server certificates if an implementation does not have other means of obtaining them. Many SIMP services require certificates; therefore, SIMP provides this tool for testing or for situations where other certificates are not available. The second certificate authority, Puppet CA, is built into Puppet. Puppet creates, distributes, and manages certificates that are specifically for Puppet.
The Fake CA certificates should be replaced with your own hardware-generated certificates if at all possible. The Puppet CA may be replaced but please understand all ramifications to the infrastructure before doing so.
More information on the Puppet CA can be found in the Puppet Labs security documentation. [SC-17, SC-13]
Warning
Fake CA certificates should not be used in an operational setting unless no better options are available.
6.2.24. Mobile Code¶
SIMP does not use mobile code; however, there are not any particular tools that will prevent its use. [SC-18]
6.2.25. Protection of Information at Rest¶
SIMP provides the capability to enable Full Disk Encryption (FDE) by default.
However, in the interest of automated reboots, the initial randomly
generated key is baked into the initrd
. Please see the
Disk Encryption section of the Installation Guide for details.
[SC-28]
6.2.26. Audit and Accountability¶
This section discusses the content, storage, and protection of auditable events.
6.2.27. Auditable Events¶
Auditd
and Rsyslog
provide the foundation for SIMP auditing. Auditd
performs the majority of the security-related events; however, other Linux logs
also have security information in them and are captured using rsyslog
.
The default auditable events for SIMP were developed based on several industry best practices including those from the SCAP Security Guide and several government configuration guides. The suggested rules by those guides were fine-tuned so the audit daemon would not fill logs with useless records or reduce performance. These guides should be referenced for a detailed explanation of why rules are applied. Additional justification can be found in the comments of the SIMP audit rules found in the appendix of this guide. [AU-2]
The SIMP development team reviews every release of the major security guides for updated auditable events suggestions. Each of those suggestions is reviewed and applied if deemed applicable. [AU-2 (3)]
Privileged commands are audited as part of the SIMP auditing configuration.
This is accomplished by monitoring sudo
commands with auditd
.
Session interaction for administrators that use sudosh are also logged.
Each sudosh
session can be reviewed using sudosh-replay
and are also
sent to rsyslog
.
[AU-2 (4)]
6.2.28. Content of Audit Records¶
Audit records capture the following information [AU-3]:
- Date and Time
- UID and GID of the user performing the action
- Command
- Event ID
- Key
- Node Hostname/IP Address
- Login Session ID
- Executable
6.2.29. Audit Storage¶
Audit logs are stored locally on a separate partition in the /var/log
directory. The size of this partition is configurable. Other default audit
storage configurations include:
6.2.30. Audit Reduction and Response¶
SIMP provides a means to capture the proper information for audit records and stores them centrally. Each implementation must decide and document how it reduces, analyzes, and responds to audit events. [AU-5]
Auditd
, like all services in SIMP, is controlled by Puppet. Stopping the
service without disabling Puppet means the service will always be started
automatically during a Puppet run. The files that control the audit
configuration will also revert to their original state if changed manually on a
client node. In the event auditd
fails, the system will continue to
operate. Several security guides have suggested that the system should shut
down if auditd
fails for any reason. To prevent operational issues, SIMP
will not shut down, but will provide an alert via syslog
when this happens.
[AU-5 (1)]
SIMP also comes with an optional module for the Elasticsearch/Logstash/Grafana (ELG) stack. These three open source tools can be combined to parse, index, and visualize logs. There are also SIMP provided dashboards for the Kibana web interface. Implementations can build their own dashboards to meet local security or functional needs for log reduction and management. [AU-6]
See Elasticsearch, Logstash, and Grafana for more information.
6.2.31. Protection of Audit Information¶
The primary means of protecting the audit logs is through the use of file
permissions. Audit records are stored in the /var/log
directory and can
only be accessed by root
. Audit logs are rotated off daily if the
implementation has not developed a way of offloading the logs to another
location where they can be backed up. Lastly, if the
rsyslog::stock::log_server
module is implemented, logs are transmitted to
the log server over a TLS protected link.
6.2.32. Time Synchronization¶
Each SIMP client (including the Puppet Master) has ntpd
enabled by default.
Part of the installation directs the clients to a time server. If no servers
are available, the SIMP clients can use the Puppet Master as the central time
source. Audit logs receive their time stamp from the local server’s system
clock; therefore, the SIMP client must be connected to a central time source
for timestamps in audit logs to be accurate.


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Janat Stars As Afghanistan Upset West Indies To Level T20 Series
by SW EditorKarim Janat came in from the cold to take a starring role Saturday as Afghanistan beat West Indies by 41 runs to level their three-match Twenty20 series.
The 21-year-old was only a substitute in the first clash in Lucknow that West Indies easily won. But he took five wickets as West Indies were restricted to 106-8 in the chase for Afghanistan’s 147-7 in the second game.
Janat’s 26 from 18 balls, including five fours, was also the joint-highest score for Afghanistan along with opener Hazratullah Zazai.
“I was the 12th man for the last game and that was the best way for me to see what the line should be. I had a plan in mind and I kept to it,” said Janat, whose change of pace and skillful choice of length claimed valuable scalps including Evin Lewis and Shimron Hetmyer.
“On this wicket, change of pace is a good weapon to have.”
Afghanistan had looked on course for a bigger total but Kesrick Williams took two wickets in two balls to claim openers Zazai and Rahmanullah Gurbaz after they put on 42.
Some of Afghanistan’s mid-order wickets went cheaply and with dew making bowling difficult, West Indies captain Kieron Pollard must have thought his side’s unbeaten record in the tour so far was safe.
But medium pace bowler Janat was well-supported by the other Afghan bowlers and the West Indies batsmen looked sluggish as they chased a run-rate that quickly got out of control.
“At the halfway stage, we were happy with 147,” said Pollard. “Their batsmen came hard at us, but we came back well, especially Kesrick. We cannot fault the bowlers.
“We didn’t get a good start in the powerplay, and we lost wickets every time we were trying to be aggressive.
“We just have 24 hours to wrong the rights, and hopefully we can come back and do those things right tomorrow.”
The final game is also in Lucknow, where Afghanistan play their home games, on Sunday. West Indies beat Afghanistan 3-0 in the one-day series before the T20s.


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