6.S198 Assignment 3
Jenny Xue<EMAIL_ADDRESS>1.4) Visualizing Convolutional Neural Networks
-
Create some inputs that look vaguely like digits, but that confuse the network, i.e., where two or
more of the labels register. Write up interesting observations about what you see combined with
illustrative screenshots.
-
In this example above, I drew a very sloppy "4" and the network originally recognized it as either an 8 or a 0.
Adding a dot above the loop increased the chances of the network recognizing it as a 4, but the first guess
is still 9. Adding a second dot above the loop further increased the chances of the network recognizing it as a 4,
making it the first guess.
-
In this example above, I drew a very smiling face and the network originally recognized it as either an 3 or a 0.
When I added a line and changed the smiling face to a laughing face the network recognized it as a 3 or a 8.
2) Style Transfer Examples
3.5) Fast Style Transfer
-
What happens when you pass an image through the same filter several times? Do you observe any interesting characteristics or padding artifacts?
-
I passed the image of Stata Center through the Style, Udnie, Francis Picabia three times. Each pass removed more details from the original Stata image
and added more style from the style, making the image more "abstract."
-
Apply a filter to an image and then apply another filter to that already-filtered image. Is the result similar to what you would get
when you apply the second filter to the original image?
-
The image on the left is the Stata building passed through the style The Scream, Edvard Munch. The image on the right is the Stata building
passed through the Udnie, Francis Picabia -> The Scream, Edvard Munch. In the image on the right we can see that the image perserved some elements
from the first filter of the Udnie, as seen in the difference in the clouds.
-
Try different combinations of filters and number of times you filter an image. Note on your website if you
have any interesting observations or insights.
-
For the trio of photos on the left, I passed the image of Stata through the Udnie, Fracis Picabia ->
The Scream, Edvard Munch -> The Wave Katsushika Hokusai. For the trio of photos on the right, I passed the images
through the same style filters but in the reversed order. In the left trio, we can see that the top image had the most
Stata details preserved but on the right trio, we can see that the bottom image had the most Stata details preserved.
This is because of the order that the image was passed through the style filters.
3.6) Building CNNs
-
Try changing the learning rate, batch size, and number of batches. Make sure that these numbers are reasonable to start (i.e. won't take too long to run on your computer).
-
MNIST
-
Batch Size: 100, Num Batches: 100, Learning Rate: 0.15
-
Batch Size: 50, Num Batches: 150, Learning Rate: 0.1
-
Batch Size: 50, Num Batches: 50, Learning Rate: 0.05
-
Fashion_MNIST
-
Batch Size: 100, Num Batches: 100, Learning Rate: 0.15
-
Batch Size: 50, Num Batches: 150, Learning Rate: 0.1
-
Batch Size: 50, Num Batches: 50, Learning Rate: 0.05
-
CIFAR
-
Batch Size: 100, Num Batches: 100, Learning Rate: 0.15
-
Batch Size: 50, Num Batches: 150, Learning Rate: 0.1
-
Batch Size: 50, Num Batches: 50, Learning Rate: 0.05
-
Try changing some of the other parameters like field size, filters.
-
MNIST
-
Filter: 16 & 8, Stride: 1
-
Filter: 28 & 28, Stride: 1
-
-
Fashion_MNIST
-
Filter: 16 & 8, Stride: 1
-
Filter: 16 & 16, Stride: 1
-
CIFAR
-
Filter: 16 & 8, Stride: 1
-
Filter: 16 & 16, Stride: 2
-
Do you have a hypothesis for why CIFAR-10 is so much harder to train on than Fashion MNIST and MNIST (i.e. it’s more difficult to achieve a 90%+ accuracy) while Fashion MNIST has similar
training times to MNIST (even though Fashion MNIST is more complex than MNIST)?
-
One possible reason is that CIFAR-10 has color while Fashion MNIST and MNIST are both black and white. This means that the network has to work with an additional layer of information to
interpret and parse.
-
How does adding more convolutional layers relate to accuracy and training speed? Is there a point at which adding more layers plateaus or even decreases the maximum accuracy you are
able to achieve with that model?
-
Adding more convolutional layers to a certain point helps increases accuracy while decreasing training speed. However, beyond this treshold adding more layers could plateu or even
decrease the accuracy due to overfitting.
-
Challenge: Are you able to find an architecture/combination of techniques that can get you to 60% accuracy on CIFAR-10 within 1 minute of training? 5 minutes? 10 minutes?
-
Unfortunately I was unable to find an architecture/combination of techniques that can get me to 60% accuracy.
-
Add code that captures some performance statistic from a testing run.
-
Add links to your code files on your website.
UI Code
Index Code


Code Style and Quality Guide — Common Rules #
Preamble #
Pull Requests & Changes #
Common Coding Guide #
Java Language Guide #
Scala Language Guide #
Components Guide #
Formatting Guide #
1. Copyright #
Each file must include the Apache license information as a header.
/*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
2. Tools #
We recommend to follow the IDE Setup Guide to get IDE tooling configured.
Warnings #
- We strive for zero warnings
- Even though there are many warnings in existing code, new changes should not add any additional compiler warnings
- If it is not possible to address the warning in a sane way (in some cases when working with generics) add an annotation to suppress the warning
- When deprecating methods, check that this does not introduce additional warnings
3. Comments And Code Readability #
Comments #
Golden rule: Comment as much as necessary to support code understanding, but don’t add redundant information.
Think about
- What is the code doing?
- How does the code do this?
- Why is the code like that?
The code alone should explain as much as possible the “what” and the “how”
- Use JavaDocs to describe the roles of classes and the contracts of methods, in cases where the contract is not obvious or intuitive from the method name (the “what”).
- The flow of the code should give a good description of the “how”. Think of variable and method names as part of the code documenting itself.
- It often makes reading the code easier if larger blocks that form a unit are moved into a private method with a descriptive name of what that block is doing
In-code comments help explain the “why”
- For example
// this specific code layout helps the JIT to better do this or that
- Or
// nulling out this field here means future write attempts are fail-fast
- Or
// for arguments with which this method is actually called, this seemingly naive approach works actually better than any optimized/smart version
In-code comments should not state redundant information about the “what” and “how” that is already obvious in the code itself.
JavaDocs should not state meaningless information (just to satisfy the Checkstyle checker).
Don’t:
/**
* The symbol expression.
*/
public class CommonSymbolExpression {}
Do:
/**
* An expression that wraps a single specific symbol.
* A symbol could be a unit, an alias, a variable, etc.
*/
public class CommonSymbolExpression {}
Branches and Nesting #
Avoid deep nesting of scopes, by flipping the if condition and exiting early.
Don’t:
if (a) {
if (b) {
if (c) {
the main path
}
}
}
Do
if (!a) {
return ..
}
if (!b) {
return ...
}
if (!c) {
return ...
}
the main path
4. Design and Structure #
While it is hard to exactly specify what constitutes a good design, there are some properties that can serve as a litmus test for a good design. If these properties are given, the chances are good that the design is going into a good direction. If these properties cannot be achieved, there is a high probability that the design is flawed.
Immutability and Eager Initialization #
- Try to use immutable types where possible, especially for APIs, messages, identifiers, properties, configuration, etc.
- A good general approach is to try and make as many fields of a class
final
as possible. - Classes that are used as keys in maps should be strictly immutable and only have
final
fields (except maybe auxiliary fields, like lazy cached hash codes). - Eagerly initialize classes. There should be no
init()
orsetup()
methods. Once the constructor completes, the object should be usable.
Nullability of the Mutable Parts #
For nullability, the Flink codebase aims to follow these conventions:
- Fields, parameters, and return types are always non-null, unless indicated otherwise
- All fields, parameters and method types that can be null should be annotated with
@javax.annotation.Nullable
. That way, you get warnings from IntelliJ about all sections where you have to reason about potential null values. - For all mutable (non-final) fields that are not annotated, the assumption is that while the field value changes, there always is a value.
- This should be double check whether these can in fact not be null throughout the lifetime of the object.
Note: This means that @Nonnull
annotations are usually not necessary, but can be used in certain cases to override a previous annotation, or to point non-nullability out in a context where one would expect a nullable value.
Optional
is a good solution as a return type for method that may or may not have a result, so nullable return types are good candidates to be replaced with Optional
.
See also usage of Java Optional.
Avoid Code Duplication #
- Whenever you are about to copy/paste some code, or reproduce a similar type of functionality in a different place, think about the ways how to refactor/reuse/abstract the changes to avoid the duplication.
- Common behavior between different specializations should be shared in a common component (or a shared superclass).
- Always use “private static final” constants instead of duplicating strings or other special values at different locations. Constants should be declared in the top member area of a class.
Design for Testability #
Code that is easily testable typically has good separation of concerns and is structured to be reusable outside the original context (by being easily reusable in tests).
A good summary or problems / symptoms and recommended refactoring is in the PDF linked below. Please note that while the examples in the PDF often use a dependency injection framework (Guice), it works in the same way without such a framework.1
http://misko.hevery.com/attachments/Guide-Writing%20Testable%20Code.pdf
Here is a compact summary of the most important aspects.
Inject dependencies
Reusability becomes easier if constructors don’t create their dependencies (the objects assigned to the fields), but accept them as parameters.
- Effectively, constructors should have no
new
keyword. - Exceptions are creating a new empty collection (
new ArrayList<>()
) or similar auxiliary fields (objects that have only primitive dependencies).
To make instantiation easy / readable, add factory methods or additional convenience constructors to construct whole object with dependencies.
In no case should it ever be required to use a reflection or a “Whitebox” util to change the fields of an object in a test, or to use PowerMock to intercept a “new” call and supply a mock.
Avoid “too many collaborators”
If you have to take a big set of other components into account during testing (“too many collaborators”), consider refactoring.
The component/class you want to test probably depends on another broad component (and its implementation), rather than on the minimal interface (abstraction) required for its work.
In that case, segregate the interfaces (factor out the minimal required interface) and supply a test stub in that case.
- For example, if testing a S3RecoverableMultiPartUploader requires actual S3 access then the S3 access should be factored out into an interface and test should replace it by a test stub
- This naturally requires to be able to inject dependencies (see above)
⇒ Please note that these steps often require more effort in implementing tests (factoring out interfaces, creating dedicated test stubs), but make the tests more resilient to changes in other components, i.e., you do not need to touch the tests when making unrelated changes.
Performance Awareness #
We can conceptually distinguish between code that “coordinates” and code that “processes data”. Code that coordinates should always favor simplicity and cleanness. Data processing code is highly performance critical and should optimize for performance.
That means still applying the general idea of the sections above, but possibly forgoing some aspects in some place, in order to achieve higher performance.
Which code paths are Data Processing paths?
- Per-record code paths: Methods and code paths that are called for each record. Found for example in Connectors, Serializers, State Backends, Formats, Tasks, Operators, Metrics, runtime data structures, etc.
- I/O methods: Transferring messages or chunks of data in buffers. Examples are in the RPC system, Network Stack, FileSystems, Encoders / Decoders, etc.
Things that performance critical code may do that we would otherwise avoid
- Using (and reusing) mutable objects to take pressure off the GC (and sometimes help with cache locality), thus forgoing the strive for immutability.
- Using primitive types, arrays of primitive types, or MemorySegment/ByteBuffer and encoding meaning into the primitive types and byte sequences, rather than encapsulating the behavior in dedicated classes and using objects.
- Structuring the code to amortize expensive work (allocations, lookups, virtual method calls, …) across multiple records, for example by doing the work once per buffer/bundle/batch.
- Code layout optimized for the JIT rather than for readability. Examples are inlining fields from other classes (in cases where it is doubtful whether the JIT would do that optimization at runtime), or structuring code to help the JIT compiler with inlining, loop unrolling, vectorization, etc.
5. Concurrency and Threading #
Most code paths should not require any concurrency. The right internal abstractions should obviate the need for concurrency in almost all cases.
- The Flink core and runtime use concurrency to provide these building blocks. Examples are in the RPC system, Network Stack, in the Task’s mailbox model, or some predefined Source / Sink utilities.
- We are not fully there, but any new addition that introduces implements its own concurrency should be under scrutiny, unless it falls into the above category of core system building blocks.
- Contributors should reach out to committers if they feel they need to implement concurrent code to see if there is an existing abstraction/building-block, or if one should be added.
When developing a component think about threading model and synchronization points ahead.
- For example: single threaded, blocking, non-blocking, synchronous, asynchronous, multi threaded, thread pool, message queues, volatile, synchronized block/methods, mutexes, atomics, callbacks, …
- Getting those things right and thinking about them ahead is even more important than designing classes interfaces/responsibilities, since it’s much harder to change later on.
Try to avoid using threads all together if possible in any way.
- If you feel you have a case for spawning a thread, point this out in the pull request as something to be explicitly reviewed.
Be aware that using threads is in fact much harder than it initially looks
- Clean shutdown of threads is very tricky.
- Handling interruptions in a rock solid fashion (avoid both slow shutdown and live locks) requires almost a Java Wizard
- Ensuring clean error propagation out of threads in all cases needs thorough design.
- Complexity of multi-threaded application/component/class grows exponentially, with each additional synchronisation point/block/critical section. Your code initially might be easy enough to understand, but can quickly grow beyond that point.
- Proper testing of multithreaded code is basically impossible, while alternative approaches (like asynchronous code, non-blocking code, actor model with message queues) are quite easy to test.
- Usually multi-threaded code is often even less efficient compared to alternative approaches on modern hardware.
Be aware of the java.util.concurrent.CompletableFuture
- Like with other concurrent code, there should rarely be the need to use a CompletableFuture
- Completing a future would also complete on the calling thread any chained futures that are waiting for the result to be completed, unless a completion executor specified explicitly.
- This can be intentional, if the entire execution should be synchronous / single-threaded, as for example in parts of the Scheduler / ExecutionGraph.
- Flink even makes use of a “main-thread executor” to allow calling chained handlers in the same thread as a single-threaded RPC endpoint runs
- This can be unexpected, if the thread that completes the future is a sensitive thread.
- It may be better to use
CompletableFuture.supplyAsync(value, executor)
in that case, instead offuture.complete(value)
when an executor is available
- It may be better to use
- When blocking on a future awaiting completion, always supply a timeout for a result instead of waiting indefinitely, and handle timeouts explicitly.
- Use
CompletableFuture.allOf()
/anyOf()
,ExecutorCompletionService
, ororg.apache.flink.runtime.concurrent.FutureUtils#waitForAll
if you need to wait for: all the results/any of the results/all the results but handled by (approximate) completion order.
6. Dependencies and Modules #
- Keep the dependency footprint small
- The more dependencies the harder it gets for the community to manage them as a whole.
- Dependency management includes dependency conflicts, maintaining licenses and related notices, and handling security vulnerabilities.
- Discuss whether the dependency should be shaded/relocated to avoid future conflicts.
- Don’t add a dependency for just one method
- Use Java built-in means if possible.
- If the method is Apache-licensed, you can copy the method into a Flink utility class with proper attribution.
- Declaration of dependencies
- Declare dependencies that you explicitly rely on, whether it provides classes you directly import and use or it’s something that provides a service you directly use, like Log4J.
- Transitive dependencies should only supply dependencies that are needed at runtime but that you don’t use yourself.
- [source]
- Location of classes in the Maven modules
- Whenever you create a new class, think about where to put it.
- A class might be used by multiple modules in the future and might belong into a
common
module in this case.
7. Testing #
Tooling #
We are moving our codebase to JUnit 5 and AssertJ as our testing framework and assertions library of choice.
Unless there is a specific reason, make sure you use JUnit 5 and AssertJ when contributing to Flink with new tests and even when modifying existing tests. Don’t use Hamcrest, JUnit assertions and assert
directive.
Make your tests readable and don’t duplicate assertions logic provided by AssertJ or by custom assertions provided by some flink modules.
For example, avoid:
assert list.size() == 10;
for (String item : list) {
assertTrue(item.length() < 10);
}
And instead use:
assertThat(list)
.hasSize(10)
.allMatch(item -> item.length() < 10);
Write targeted tests #
-
Test contracts not implementations: Test that after a sequence of actions, the components are in a certain state, rather than testing that the components followed a sequence of internal state modifications.
- For example, a typical antipattern is to check whether one specific method was called as part of the test
-
A way to enforce this is to try to follow the Arrange, Act, Assert test structure when writing a unit test (https://xp123.com/articles/3a-arrange-act-assert/)
This helps to communicate the intention of the test (what is the scenario under test) rather than the mechanics of the tests. The technical bits go to a static methods at the bottom of the test class.
Example of tests in Flink that follow this pattern are:
Avoid Mockito - Use reusable test implementations #
- Mockito-based tests tend to be costly to maintain in the long run by encouraging duplication of functionality and testing for implementation rather than effect
- Instead, create reusable test implementations and utilities
- That way, when some class changes, we only have to update a few test utils or mocks
Avoid timeouts in JUnit tests #
Generally speaking, we should avoid setting local timeouts in JUnit tests but rather depend on the global timeout in Azure. The global timeout benefits from taking thread dumps just before timing out the build, easing debugging.
At the same time, any timeout value that you manually set is arbitrary. If it’s set too low, you get test instabilities. What too low means depends on numerous factors, such as hardware and current utilization (especially I/O). Moreover, a local timeout is more maintenance-intensive. It’s one more knob where you can tweak a build. If you change the test a bit, you also need to double-check the timeout. Hence, there have been quite a few commits that just increase timeouts.
-
We are keeping such frameworks out of Flink, to make debugging easier and avoid dependency clashes. ↩


CF Moto inaugurates first showroom in Mumbai
by Staff WriterThe Chinese manufacturer has received over 700 bookings since its launch in July, 2019
CFMoto India has inaugurated its first showroom in Mumbai, located in Thane-Mumbai megalopolis area. The Mumbai showroom is a 3S (sales, service, spares) setup and there are plans to open similar setups in Bengaluru, Hyderabad, Cochin, Chennai, Kolkata and Guwahati. The company says these 7 dealerships are designed to offer a one stop solution for its customers.
CF Moto company claims that it has received over 700 bookings since it entered the Indian market in July, 2019. At present, CF Moto has introduced four motorcycles in India- 300NK, 650NK, 650MT and 650GT. Prices begin from Rs 2.29 lakh for the 300NK and go up to Rs 5.49 lakh for the 650GT. All prices are ex-showroom, pan-India. We were among the first to ride the MT and GTin India and you can read more about them here.
Speaking at the opening ceremony, Kenneth Chen, Assistant General Manager – Global Sales CFmoto said, “We are happy to unveil our first individual outlet in Mumbai. The company has seen a tremendous acceptance for our launched models and we look forward to exceeding our customer’s expectations by providing them the best value with our product range. The confidence placed by CFMoto’s aficionados and our dealer partners are truly helping us in building the brand’s confidence which will help us offering an unparalleled customer experience with best in-class sales and service.”
The opening of the new dealership marks a crucial step in expanding CF Moto’s presence in India, especially considering the fact that it is a largely unknown brand in the country and its motorcycles go up against established competition. That said, it has a fairly large presence in global markets. Founded in 1989, CF Moto is based out of Zhejiang Province in China. Currently, the company has a presence in markets such as Australia, Asia and North America. It recently tied-up with Austrian motorcycle manufacturer KTM in October 2017 to build and sell the KTM Duke range of motorcycles.
Also see:
CFMoto 300NK launched in India
CF Moto 650 range launched in India
CF Moto 650MT and 650GT review, test ride


Rules: At the Double, Forward to Victory, Inspiring Presence
Categories: DESTRUCTION, Ogor, STONEHORN, BEASTCLAW RAIDERS, MONSTER, HERO, Frostlord, Leader, Behemoth
Command Abilities: Bellowing Voice, Damage Table: Stornhorn: 00-03 Wounds, 04-05 Wounds, 06-08 Wounds, 09-10 Wounds, 11+ Wounds, Unit: Frostlord on Stonehorn, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Frost Spear, Frostlord's Punches and Kicks, Stornhorn's Crushing Hooves, Stornhorn's Horns
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Bellowing Voice | With his booming voice the Frostlord signals the hunt. If a Frostlord uses this ability then until your next hero phase you can re-roll all charge rolls for friendly BEASTCLAW RAIDERS units that are within 14" when they charge. |
| Damage Table: Stornhorn | Move | Horn Attacks | Crushing Hooves | Ref |
|---|---|---|---|---|
| 00-03 Wounds | 12" | 6 | 2+ | |
| 04-05 Wounds | 10" | 5 | 3+ | |
| 06-08 Wounds | 8" | 4 | 3+ | |
| 09-10 Wounds | 6" | 3 | 4+ | |
| 11+ Wounds | 4" | 2 | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Frostlord on Stonehorn | * | 13 | 9 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Earth-shattering Charge | If a Frostlord on a Stonehorn is within 12" of any enemy models at the start of your charge phase, it must attempty to charge, even if it ran in the movement phase. After this model completes its charge move, pick an enemy unit within 1"; that unit suffers D6 mortal wounds. | |
| Stone Skeleton | Halve the Damage characteristic (rounding up) of weapons that target this model. In addition, halve the number of mortal wounds this model suffers from a spell or ability (rounding up). | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Frost Spear | Melee | 2" | 4 | 3+ | 3+ | -1 | 3 | |
| Frostlord's Punches and Kicks | Melee | 1" | 3 | 3+ | 3+ | - | 1 | |
| Stornhorn's Crushing Hooves | Melee | 1" | D6 | 3+ | * | -1 | D3 | |
| Stornhorn's Horns | Melee | 2" | * | 4+ | 3+ | -2 | 3 |
Selections: 1. Nothing Left Standing, 2. Battered Talisman, 2. Gleaming Blade, 4. Lightshard, 5. Tokens of Everwinter, Chaintrap, General
Categories: DESTRUCTION, OGOR, STONEHORN, BEASTCLAW RAIDERS, MONSTER, HERO, Huskard, Leader, Behemoth, Artefact, General
Artefact: Battered Talisman, Gleaming Blade, Lightshard, Tokens of Everwinter, Command Trait: Nothing Left Standing, Damage Table: Stornhorn: 00-02 Wounds, 03-04 Wounds, 05-07 Wounds, 08-09 Wounds, 10+ Wounds, Unit: Huskard on Stonehorn, Unit Abilities: Earth-shattering Charge, Line-breakers, Stone Skeleton, Weapon: Huskard's Punches and Kicks, Stornhorn's Crushing Hooves, Stornhorn's Horns, Weapon: Chaintrap
| Artefact | Artefact Details | Ref |
|---|---|---|
| Battered Talisman | Roll a dice each time you allocate a mortal wound to the bearer. On a 5+, the mortal wound is negated. | General's Handbook 2017 |
| Gleaming Blade | Pick one of the bearer’s melee weapons to be a Gleaming Blade. Allocate wounds inflicted by that weapon before allocating wounds inflicted by any other attacks made by the bearer. If 1 or more wounds are inflicted on an enemy unit by that weapon, heal 1 wound allocated to the bearer. | |
| Lightshard | If the bearer is slain, before removing the model, roll a dice for each enemy unit within 6" of them. On a 3+ that unit suffers 1 mortal wound. | |
| Tokens of Everwinter | Once during the battle, in any hero phase, the bearer can swallow the Tokens of Everywinter. If he does, until the start of the next hero phase you can re-roll all hit rolls, wound rolls and save rolls made for him. |
| Command Trait | Command Trait Details | Ref |
|---|---|---|
| Nothing Left Standing | In your hero phase, pick a terrain feature that is within 6" of your general and at least 5 other friendly DESTRUCTION models. That terrain feature no longer gives cover to models that are in or on it. | General's Handbook 2017 p156 |
| Damage Table: Stornhorn | Move | Horn Attacks | Crushing Hooves | Ref |
|---|---|---|---|---|
| 00-02 Wounds | 12" | 6 | 2+ | |
| 03-04 Wounds | 10" | 5 | 3+ | |
| 05-07 Wounds | 8" | 4 | 3+ | |
| 08-09 Wounds | 6" | 3 | 4+ | |
| 10+ Wounds | 4" | 2 | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Huskard on Stonehorn | * | 12 | 8 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Earth-shattering Charge | If a Huskard on a Stonehorn is within 12" of any enemy models at the start of your charge phase, it must attempty to charge, even if it ran in the movement phase. After this model completes its charge move, pick an enemy unit within 1"; that unit suffers D6 mortal wounds. | |
| Line-breakers | After a Huskard on a Stonehorn attacks in the combat phase, you can pick a MOURNFANG PACK within 10". That unit immediately pile in and attack if it is within 3" of the enemy and has not already attacked this phase. | |
| Stone Skeleton | Halve the Damage characteristic (rounding up) of weapons that target this model. In addition, halve the number of mortal wounds this model suffers from a spell or ability (rounding up). | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Huskard's Punches and Kicks | Melee | 1" | 3 | 3+ | 4+ | - | 1 | |
| Stornhorn's Crushing Hooves | Melee | 1" | D6 | 3+ | * | -1 | D3 | |
| Stornhorn's Horns | Melee | 2" | * | 4+ | 3+ | -2 | 3 | |
| Weapon: Chaintrap | Missile | 12" | 1 | 4+ | 3+ | - | 3 |
Selections: 3. Luminary Rod, 3. The Pelt of Charngar, 4. Bellowing Blade, 5. Guardian's Coronet, Chaintrap, Huskard's Punches and Kicks, Thundertusk's Crushing Blows
Categories: DESTRUCTION, Ogor, THUNDERTUSK, BEASTCLAW RAIDERS, MONSTER, HERO, Huskard, Leader, Behemoth, Artefact
Artefact: Bellowing Blade, Guardian's Coronet, Luminary Rod, The Pelt of Charngar, Blizzard-speaker: Winter's Endurance, Winter's Strength, Damage Table: Thundertusk: 00-02, 03-04, 05-07, 08-09, 10+, Unit: Huskard on Thundertusk, Unit Abilities: Blasts of Frost-wreathed Ice, Blizzard-speaker, Numbing Chill, Weapon: Huskard's Punches and Kicks, Thundertusk's Crushing Blows, Weapon: Chaintrap
| Artefact | Artefact Details | Ref |
|---|---|---|
| Bellowing Blade | When the bearer is picked to fight, you can re-roll one failed wound roll for bearers attacks in that fight for each enemy HERO that was within 12" of the bearer when they were picked to fight. | General's Handbook 2017 |
| Guardian's Coronet | Once per battle, at the start of your hero phase, the bearer can call upon the guardian spirits. If they do so, until your next hero phase, roll a dice each time you allocate a wound to the bearer. On a 4+ the wound is negated. | |
| Luminary Rod | Once per battle, pick a point on the battlefield within 9" of the bearer that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the bearer. Each unit other than the bearer that has models passed across by this line suffers D3 mortal wounds. | |
| The Pelt of Charngar | Roll a dice at the start oif each of your hero phases. On a 1, 2 or 3 the bearer of the Pelt of Chargnar heals 1 wound, but on a 4, 5 or 6 he heals D3. |
| Blizzard-speaker | Ability | Ref |
|---|---|---|
| Winter's Endurance | A second skin of ice forms on the unit as it is rimed with a healing frost. One model in the unit heals D3 wounds. | |
| Winter's Strength | Winter winds howl through the unit, chilling their blood and lending them strength. You can reroll wound rolls of 1 for the unit until the start of your next hero phase. |
| Damage Table: Thundertusk | Move | Frost-Wreathed Ice | Crushing Blows | Ref |
|---|---|---|---|---|
| 00-02 | 8" | 6 mortal wounds | 2+ | |
| 03-04 | 7" | D6 mortal wounds | 3+ | |
| 05-07 | 6" | D3 mortal wounds | 3+ | |
| 08-09 | 5" | D3 mortal wounds | 4+ | |
| 10+ | 4" | 1 mortal wound | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Huskard on Thundertusk | * | 12 | 8 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blasts of Frost-wreathed Ice | In the shooting phase, pick a unit within 18" that is visible to the Thundertusk. Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead roll a dice. On a 1, nothing happens. On a 2+, the target unit suffers the number of mortal wounds shown on the damage table. | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Blizzard-speaker | In your hero phase, a Huskard on a Thundertusk can attempt to harness the strange wintery magic that clings to his mount. To do so select a BEASTCLAW RAIDERS unit within 18" and roll a dice. Add one to the result for each other friendly THUNDERTUSK unit within 19" of the unit you picked. On a 4 or more, select on of the abilities from the list below to apply to the unit you picked. | |
| Numbing Chill | Your opponent must subtract 1 from any hit rolls that target this model in the combat phase. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Huskard's Punches and Kicks | Melee | 1" | 3 | 3+ | 3+ | - | 1 | |
| Thundertusk's Crushing Blows | Melee | 2" | 4 | 3+ | * | -1 | D3 | |
| Weapon: Chaintrap | Missile | 12" | 1 | 4+ | 3+ | - | 3 |
Selections: 3. Luminary Rod, 4. Bellowing Blade, 5. Guardian's Coronet
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, HERO, Icebrow Hunter, Leader, Artefact
Artefact: Bellowing Blade, Guardian's Coronet, Luminary Rod, Unit: Icebrow Hunter, Unit Abilities: Icy Breath, Masters of Ambush, Mighty Throw, Weapon: Great Throwing Spear, Hunter's Crossbow, Hunter’s Culling Club
| Artefact | Artefact Details | Ref |
|---|---|---|
| Bellowing Blade | When the bearer is picked to fight, you can re-roll one failed wound roll for bearers attacks in that fight for each enemy HERO that was within 12" of the bearer when they were picked to fight. | General's Handbook 2017 |
| Guardian's Coronet | Once per battle, at the start of your hero phase, the bearer can call upon the guardian spirits. If they do so, until your next hero phase, roll a dice each time you allocate a wound to the bearer. On a 4+ the wound is negated. | |
| Luminary Rod | Once per battle, pick a point on the battlefield within 9" of the bearer that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the bearer. Each unit other than the bearer that has models passed across by this line suffers D3 mortal wounds. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Icebrow Hunter | 6" | 7 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Icy Breath | Instead of attacking with his missile weapons in your shooting phase, an Icebrow Hunter can unleash his icy breath. If he does so, pick a visible unit within 6" of the Icebrow Hunter and roll a dice; on a 4 or more that unit suffers D3 mortal wounds as its warriors are frozen solid. | |
| Masters of Ambush | Instead of setting up this model on the battlefield, you can place him to one side and say that he is set up in ambush. In any of your hero phases, you can set him up on the battlefield more than 9" from any enemy models. This is his move for the following movement phase. | |
| Mighty Throw | An Icebrow Hunter can make an attack with his Great Throwing Spear even if he made a run move in the same turn. Furthermore, if he does so, the Damage inflicted by the Great Throwing Spear is increased from D3 to D6, and its range from 9" to 18" |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Great Throwing Spear | Missile | 9" | 1 | 4+ | 3+ | -1 | D3 | |
| Hunter's Crossbow | Missile | 12" | 1 | 4+ | 3+ | - | D3 | |
| Hunter’s Culling Club | Melee | 1" | 4 | 4+ | 3+ | - | 2 |
Selections: 2 Mournfang Pack [140pts], Gargant Hacker, Ironlock Pistol (Skalg Only)
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, Mournfang Pack, Battleline
Unit: Mournfang Pack, Unit Abilities: Banner Bearer, Horn Blower, Iron Fists, Mournfang Charge, Weapon: Gargant Hacker, Ironlock Pistol (Skalg Only), Mournfang Tusks
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Mournfang Pack | 9" | 6 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Banner Bearer | Models from this unit may carry Raiding Banners adorned with the skull of a great beast. You can re-roll dice rolls of 6 when taking battleshock test for a unit that includes any Raiding Banners. Furthermore, roll a dice whenever an enemy model flees whilst its unit is within 6" of any Raiding Banner from your army. On a 6, another model immediately flees form that unit. | |
| Horn Blower | Models in this unit may be Horn Blowers.You can roll three dice and pick the two highest results when determining the charge distance for a unit if it includes any Horn Blowers. | |
| Iron Fists | Each time you make a successful save roll of 6 or more for a Mournfang Pack armed with Iron Fists, and the attacking unit is within 1", the attacking unit suffers 1 mortal wound after all of its attacks have been made | |
| Mournfang Charge | Each time a Mournfang Pack model completes a charge move, select an enemy model within !". On a roll of a 4 or more, that model suffers a mortal wound. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Gargant Hacker | Melee | 2" | 2 | 4+ | 3+ | -1 | 3 | |
| Ironlock Pistol (Skalg Only) | Missile | 12" | 1 | 4+ | 3+ | -1 | D3 | |
| Mournfang Tusks | Melee | 1" | 4 | 4+ | 3+ | -1 | 1 |
Selections: Chaintrap
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, MONSTER, Thundertusk Beastriders, Battleline
Damage Table: Thundertusk: 00-02, 03-04, 05-07, 08-09, 10+, Unit: Thundertusk Beastriders, Unit Abilities: Blasts of Frost-wreathed Ice, Numbing Chill, Weapon: Beastriders Punches and Kicks, Chaintrap, Frost Wreathed Ice, Harpoon Launcher
| Damage Table: Thundertusk | Move | Frost-Wreathed Ice | Crushing Blows | Ref |
|---|---|---|---|---|
| 00-02 | 8" | 6 mortal wounds | 2+ | |
| 03-04 | 7" | D6 mortal wounds | 3+ | |
| 05-07 | 6" | D3 mortal wounds | 3+ | |
| 08-09 | 5" | D3 mortal wounds | 4+ | |
| 10+ | 4" | 1 mortal wound | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Thundertusk Beastriders | * | 12 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blasts of Frost-wreathed Ice | In the shooting phase, pick a unit within 18" that is visible to the Thundertusk. Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead roll a dice. On a 1, nothing happens. On a 2+, the target unit suffers the number of mortal wounds shown on the damage table. | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Numbing Chill | Your opponent must subtract 1 from any hit rolls that target this model in the combat phase. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Beastriders Punches and Kicks | Melee | 1" | 6 | 4+ | 4+ | - | 1 | |
| Chaintrap | Missile | 12" | 1 | 4+ | 3+ | - | 3 | |
| Frost Wreathed Ice | Missile | 18" | * | * | * | * | * | |
| Harpoon Launcher | Missile | 20" | 1 | 4+ | 3+ | - | D3 |
Selections: 2 Frost Sabres [40pts]
Categories: DESTRUCTION, BEASTCLAW RAIDERS, Frost Sabers, Other
Unit: Frost Sabres , Unit Abilities: Their Master's Voice, Weapon: Elongated Fangs
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Frost Sabres | 9" | 2 | 5 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Their Master's Voice | If this unit is within 16" of a friendly ICEBROW HUNTER at the start of the charge phase, you can add 3 to any charge rolls made for it in that phase. In addition, whilst the Frost Sabres are within 16" of a friendly ICEBROW HUNTER they have a Bravery of 7 rather than 5. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Elongated Fangs | Melee | 1" | 3 | 4+ | 3+ | -1 | 1 |
Selections: 3 Icefall Yhetees [110pts]
Categories: DESTRUCTION, BEASTCLAW RAIDERS, Icefall Yhetees, Other
Unit: Icefall Yhetees, Unit Abilities: Aura of Frost, Bounding Leaps, Invigorated by the Blizzard, Weapon: Claws and Ice-encrusted Clubs
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Icefall Yhetees | 9" | 4 | 6 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Aura of Frost | Your opponent must subtract 1 from any hit rolls that target an Icefall Yhetee in the combat phase. | |
| Bounding Leaps | Icefall Yhetees can be chosen to pile in and attack in the combat phase if they are within 6" of an enemy and can move up to 6" when they pile in. | |
| Invigorated by the Blizzard | You can run and charge with Icefall Yhetees in the same turn if they are within 16" of any friendly THUNDERTUSKS when they charge. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Claws and Ice-encrusted Clubs | Melee | 1" | 3 | 4+ | 3+ | -1 | 2 |
Selections: 3 Icefall Yhetees [110pts]
Categories: DESTRUCTION, BEASTCLAW RAIDERS, Icefall Yhetees, Other
Unit: Icefall Yhetees, Unit Abilities: Aura of Frost, Bounding Leaps, Invigorated by the Blizzard, Weapon: Claws and Ice-encrusted Clubs
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Icefall Yhetees | 9" | 4 | 6 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Aura of Frost | Your opponent must subtract 1 from any hit rolls that target an Icefall Yhetee in the combat phase. | |
| Bounding Leaps | Icefall Yhetees can be chosen to pile in and attack in the combat phase if they are within 6" of an enemy and can move up to 6" when they pile in. | |
| Invigorated by the Blizzard | You can run and charge with Icefall Yhetees in the same turn if they are within 16" of any friendly THUNDERTUSKS when they charge. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Claws and Ice-encrusted Clubs | Melee | 1" | 3 | 4+ | 3+ | -1 | 2 |
Categories: Battalion
Battalion Abilities: A Hardy Breed, Fierce Rivals, Overrunning Stampede
Categories: DESTRUCTION, Ogor, STONEHORN, BEASTCLAW RAIDERS, MONSTER, HERO, Frostlord
Command Abilities: Bellowing Voice, Damage Table: Stornhorn: 00-03 Wounds, 04-05 Wounds, 06-08 Wounds, 09-10 Wounds, 11+ Wounds, Unit: Frostlord on Stonehorn, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Frost Spear, Frostlord's Punches and Kicks, Stornhorn's Crushing Hooves, Stornhorn's Horns
Selections: 2 Mournfang Pack [140pts]
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, Mournfang Pack
Unit: Mournfang Pack, Unit Abilities: Banner Bearer, Horn Blower, Iron Fists, Mournfang Charge, Weapon: Mournfang Tusks
Selections: 2 Mournfang Pack [140pts]
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, Mournfang Pack
Unit: Mournfang Pack, Unit Abilities: Banner Bearer, Horn Blower, Iron Fists, Mournfang Charge, Weapon: Mournfang Tusks
Selections: 3 Gore-Gruntas [140pts]
Rules: Gore-Grunta Boss, Orruk Gore-Gruntas
Unit: Orruk Gore-Gruntas, Unit Abilities: Gore-Grunta Charge, Weapon: Fanged Maw and Hooves
Selections: 3 Gore-Gruntas [140pts]
Rules: Gore-Grunta Boss, Orruk Gore-Gruntas
Unit: Orruk Gore-Gruntas, Unit Abilities: Gore-Grunta Charge, Weapon: Fanged Maw and Hooves
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| A Hardy Breed | Add 1 to Braggoth’s Wounds characteristic. | |
| Fierce Rivals | You can add 1 to hit rolls made for any BEASTCLAW RAIDERS unit from this battalion whilst it is within 6" of an IRONJAWZ unit from this battalion, and vice versa. | |
| Overrunning Stampede | Once per battle, at the end of any of your combat phases, this battalion can make an Overrunning Stampede. When it does so, each unit in this battalion that charged successfully this turn can immediately pile in and attack again, in an order of your choice. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Bellowing Voice | With his booming voice the Frostlord signals the hunt. If a Frostlord uses this ability then until your next hero phase you can re-roll all charge rolls for friendly BEASTCLAW RAIDERS units that are within 14" when they charge. |
| Damage Table: Stornhorn | Move | Horn Attacks | Crushing Hooves | Ref |
|---|---|---|---|---|
| 00-03 Wounds | 12" | 6 | 2+ | |
| 04-05 Wounds | 10" | 5 | 3+ | |
| 06-08 Wounds | 8" | 4 | 3+ | |
| 09-10 Wounds | 6" | 3 | 4+ | |
| 11+ Wounds | 4" | 2 | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Frostlord on Stonehorn | * | 13 | 9 | 3+ | |
| Mournfang Pack | 9" | 6 | 6 | 4+ | |
| Orruk Gore-Gruntas | 9" | 5 | 7 | 4+ | Destruction Battletomb: Ironjawz p116 |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Banner Bearer | Models from this unit may carry Raiding Banners adorned with the skull of a great beast. You can re-roll dice rolls of 6 when taking battleshock test for a unit that includes any Raiding Banners. Furthermore, roll a dice whenever an enemy model flees whilst its unit is within 6" of any Raiding Banner from your army. On a 6, another model immediately flees form that unit. | |
| Earth-shattering Charge | If a Frostlord on a Stonehorn is within 12" of any enemy models at the start of your charge phase, it must attempty to charge, even if it ran in the movement phase. After this model completes its charge move, pick an enemy unit within 1"; that unit suffers D6 mortal wounds. | |
| Gore-Grunta Charge | Even by the destructive standards of the IRONJAWZ, a Gore-Grunta charge is horrific to behold, enemy units vanishing under a roaring, grunting mass. However, a Grunta needs a bit of a run-up to really get going! When you declare a charge with a unit of Gore-Gruntas, measure the distance to the nearest enemy unit. If the distance is 8" or more and the charge is successful, the gruntas’ Fanged Maw and Hooves have a Damage characteristic of D3 instead of 1 until the end of that turn. | |
| Horn Blower | Models in this unit may be Horn Blowers.You can roll three dice and pick the two highest results when determining the charge distance for a unit if it includes any Horn Blowers. | |
| Iron Fists | Each time you make a successful save roll of 6 or more for a Mournfang Pack armed with Iron Fists, and the attacking unit is within 1", the attacking unit suffers 1 mortal wound after all of its attacks have been made | |
| Mournfang Charge | Each time a Mournfang Pack model completes a charge move, select an enemy model within !". On a roll of a 4 or more, that model suffers a mortal wound. | |
| Stone Skeleton | Halve the Damage characteristic (rounding up) of weapons that target this model. In addition, halve the number of mortal wounds this model suffers from a spell or ability (rounding up). | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Fanged Maw and Hooves | Melee | 1" | 4 | 4+ | 4+ | - | 1* | |
| Frost Spear | Melee | 2" | 4 | 3+ | 3+ | -1 | 3 | |
| Frostlord's Punches and Kicks | Melee | 1" | 3 | 3+ | 3+ | - | 1 | |
| Mournfang Tusks | Melee | 1" | 4 | 4+ | 3+ | -1 | 1 | |
| Stornhorn's Crushing Hooves | Melee | 1" | D6 | 3+ | * | -1 | D3 | |
| Stornhorn's Horns | Melee | 2" | * | 4+ | 3+ | -2 | 3 |
Categories: Battalion
Battalion Abilities: A Hardy Breed
Battalion Abilities: Fighting Hand, Tip of the Hunting Spear
Categories: DESTRUCTION, OGOR, STONEHORN, BEASTCLAW RAIDERS, MONSTER, HERO, Huskard
Damage Table: Stornhorn: 00-02 Wounds, 03-04 Wounds, 05-07 Wounds, 08-09 Wounds, 10+ Wounds, Unit: Huskard on Stonehorn, Unit Abilities: Earth-shattering Charge, Line-breakers, Stone Skeleton, Weapon: Huskard's Punches and Kicks, Stornhorn's Crushing Hooves, Stornhorn's Horns
Selections: 2 Mournfang Pack [140pts]
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, Mournfang Pack
Unit: Mournfang Pack, Unit Abilities: Banner Bearer, Horn Blower, Iron Fists, Mournfang Charge, Weapon: Mournfang Tusks
Selections: 2 Mournfang Pack [140pts]
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, Mournfang Pack
Unit: Mournfang Pack, Unit Abilities: Banner Bearer, Horn Blower, Iron Fists, Mournfang Charge, Weapon: Mournfang Tusks
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, MONSTER, Stonehorn Beastriders
Damage Table: Stornhorn: 00-02 Wounds, 03-04 Wounds, 05-07 Wounds, 08-09 Wounds, 10+ Wounds, Unit: Stonehorn Beastriders, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Beastriders Punches and Kicks, Harpoon Launcher, Stornhorn's Crushing Hooves, Stornhorn's Horns
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, MONSTER, Stonehorn Beastriders
Damage Table: Stornhorn: 00-02 Wounds, 03-04 Wounds, 05-07 Wounds, 08-09 Wounds, 10+ Wounds, Unit: Stonehorn Beastriders, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Beastriders Punches and Kicks, Harpoon Launcher, Stornhorn's Crushing Hooves, Stornhorn's Horns
Categories: DESTRUCTION, OGOR, BEASTCLAW RAIDERS, MONSTER, Stonehorn Beastriders
Damage Table: Stornhorn: 00-02 Wounds, 03-04 Wounds, 05-07 Wounds, 08-09 Wounds, 10+ Wounds, Unit: Stonehorn Beastriders, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Beastriders Punches and Kicks, Harpoon Launcher, Stornhorn's Crushing Hooves, Stornhorn's Horns
Categories: DESTRUCTION, Ogor, STONEHORN, BEASTCLAW RAIDERS, MONSTER, HERO, Frostlord
Command Abilities: Bellowing Voice, Damage Table: Stornhorn: 00-03 Wounds, 04-05 Wounds, 06-08 Wounds, 09-10 Wounds, 11+ Wounds, Unit: Frostlord on Stonehorn, Unit Abilities: Earth-shattering Charge, Stone Skeleton, Weapon: Frost Spear, Frostlord's Punches and Kicks, Stornhorn's Crushing Hooves, Stornhorn's Horns
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| A Hardy Breed | Add 1 to the Wounds characteristic of all Svard STONEHORN models. | |
| Fighting Hand | You can re-roll failed battleshock tests for friendly BEASTCLAW RAIDERS units that are within 12" of the Jorlbad’s Huskard. | |
| Tip of the Hunting Spear | Jorlbad units can run and charge in the same turn. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Bellowing Voice | With his booming voice the Frostlord signals the hunt. If a Frostlord uses this ability then until your next hero phase you can re-roll all charge rolls for friendly BEASTCLAW RAIDERS units that are within 14" when they charge. |
| Damage Table: Stornhorn | Move | Horn Attacks | Crushing Hooves | Ref |
|---|---|---|---|---|
| 00-02 Wounds | 12" | 6 | 2+ | |
| 00-03 Wounds | 12" | 6 | 2+ | |
| 03-04 Wounds | 10" | 5 | 3+ | |
| 04-05 Wounds | 10" | 5 | 3+ | |
| 05-07 Wounds | 8" | 4 | 3+ | |
| 06-08 Wounds | 8" | 4 | 3+ | |
| 08-09 Wounds | 6" | 3 | 4+ | |
| 09-10 Wounds | 6" | 3 | 4+ | |
| 10+ Wounds | 4" | 2 | 4+ | |
| 11+ Wounds | 4" | 2 | 4+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Frostlord on Stonehorn | * | 13 | 9 | 3+ | |
| Huskard on Stonehorn | * | 12 | 8 | 4+ | |
| Mournfang Pack | 9" | 6 | 6 | 4+ | |
| Stonehorn Beastriders | * | 12 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Banner Bearer | Models from this unit may carry Raiding Banners adorned with the skull of a great beast. You can re-roll dice rolls of 6 when taking battleshock test for a unit that includes any Raiding Banners. Furthermore, roll a dice whenever an enemy model flees whilst its unit is within 6" of any Raiding Banner from your army. On a 6, another model immediately flees form that unit. | |
| Earth-shattering Charge | If a Frostlord on a Stonehorn is within 12" of any enemy models at the start of your charge phase, it must attempty to charge, even if it ran in the movement phase. After this model completes its charge move, pick an enemy unit within 1"; that unit suffers D6 mortal wounds. | |
| Horn Blower | Models in this unit may be Horn Blowers.You can roll three dice and pick the two highest results when determining the charge distance for a unit if it includes any Horn Blowers. | |
| Iron Fists | Each time you make a successful save roll of 6 or more for a Mournfang Pack armed with Iron Fists, and the attacking unit is within 1", the attacking unit suffers 1 mortal wound after all of its attacks have been made | |
| Line-breakers | After a Huskard on a Stonehorn attacks in the combat phase, you can pick a MOURNFANG PACK within 10". That unit immediately pile in and attack if it is within 3" of the enemy and has not already attacked this phase. | |
| Mournfang Charge | Each time a Mournfang Pack model completes a charge move, select an enemy model within !". On a roll of a 4 or more, that model suffers a mortal wound. | |
| Stone Skeleton | Halve the Damage characteristic (rounding up) of weapons that target this model. In addition, halve the number of mortal wounds this model suffers from a spell or ability (rounding up). | Battletome: Beastclaw Raiders Official Errata, July 2018 p1 |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Beastriders Punches and Kicks | Melee | 1" | 6 | 4+ | 4+ | - | 1 | |
| Frost Spear | Melee | 2" | 4 | 3+ | 3+ | -1 | 3 | |
| Frostlord's Punches and Kicks | Melee | 1" | 3 | 3+ | 3+ | - | 1 | |
| Harpoon Launcher | Missile | 20" | 1 | 4+ | 3+ | - | D3 | |
| Huskard's Punches and Kicks | Melee | 1" | 3 | 3+ | 4+ | - | 1 | |
| Mournfang Tusks | Melee | 1" | 4 | 4+ | 3+ | -1 | 1 | |
| Stornhorn's Crushing Hooves | Melee | 1" | D6 | 3+ | * | -1 | D3 | |
| Stornhorn's Horns | Melee | 2" | * | 4+ | 3+ | -2 | 3 |
Selections: Beastclaw Raiders
Categories: Allegiance
Battle Trait: Beastclaw Stampede, The Everwinters Blessing, Everwinter Result: 1-2, 3-4, 5, 6
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Beastclaw Stampede | On a turn in which they charge into combat, you can re-roll all wound rolls of 1 made for BEASTCLAW RAIDER models in the combat phase. | |
| The Everwinters Blessing | Roll a dice at the start of each of your hero phases to determine the effects of Everwinter's Blessing on the battle (reference table for result) |
| Everwinter Result | Result | Description | Ref |
|---|---|---|---|
| 1-2 | Fortifying Hoarfrost | You can re-roll save rolls of 1 for all friendly BEASTCLAW RAIDER models until the start of your next hero phase | |
| 3-4 | Freezing Tailwinds | All friendly BEASTCLAW RAIDERS models can immediately move 3" as if it were the movement phase (they cannot run or retreat as part of this move). | |
| 5 | Deadly Frostbite | Roll a dice for each enemy unit within 3" of at least one of your BEASTCLAW RAIDERS models. On a 6 that unit suffers D3 mortal wounds. | |
| 6 | Raging Blizzard | Roll a dice for each enemy unit within 3" of at least one of your BEASTCLAW RAIDERS models. On a 6 that unit suffers D6 mortal wounds. |
Selections: 2000 Points - Battlehost
Categories: Game Options, Battlehost
Selections: Origin: Hysh
Categories: Realm of Origin
Categories: ENDLESS SPELL, EMERALD LIFESWORM, GHYRAN, Malign Sorcery
Spell: Summon Emerald Lifeswarm, Unit Abilities: Bounteous Healing, Empowered by Ghyran, Fly, Predatory
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Summon Emerald Lifeswarm | 6 | If successfully cast, set up an Emerald Lifeswarm model wholly within 15" of the caster. |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Bounteous Healing | After this model is set up or after it has moved, pick 1 unit within 1" of it. You can either heal D3 wounds that have been allocated to that unit or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3. | |
| Empowered by Ghyran | If your battle is taking place in the Realm of Life, roll a D6 to determine the number of wounds healed or wounds worth of slain models returned by the Emerald Lifeswarm’s Bounteous Healing ability. | |
| Fly | This unit can fly. | |
| Predatory | An Emerald Lifeswarm is a predatory endless spell. Emerald Lifeswarms can move up to 10" and can fly. |
Categories: ENDLESS SPELL, SHYISH, SHARDS OF VALAGHARR, Malign Sorcery
Spell: Summon Shards of Valagharr, Unit Abilities: Empowered by Shyish, Ensnaring Soul-drain, Twilight Translocation
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Summon Shards of Valagharr | 5 | If successfully cast, set up the first Shards of Valagharr model wholly within 6" of the caster, and then set up the second Shards of Valagharr model wholly within 12" of the first. |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Empowered by Shyish | If your battle is taking place in the Realm of Death, the first Shards of Valagharr model can be set up wholly within 12" of the caster, instead of 6". | |
| Ensnaring Soul-drain | At the start of the movement phase, draw an imaginary straight line 1mm wide between the closest parts of the bases of the two Shards of Valagharr models from this endless spell. Each unit passed across by this line is ensnared until the end of that turn. Halve the Move characteristic of a unit that is ensnared. In addition, subtract 1 from hit rolls for attacks made by units that are ensnared. | |
| Twilight Translocation | At the start of the battle round, after determining who has the first turn, the players must roll off. The winner can remove one Shards of Valagharr model from this endless spell from the battlefield and set it up again anywhere on the battlefield wholly within 12" of the other Shards of Valagharr model from this endless spell. |
Selections: 10x 1 Command Point [500pts]
Categories: Command Points
Categories: PENUMBRAL, PENUMBRAL ENGINE, SCENERY, STORMVAULT
Unit Abilities: Deteriorating State, Repercussion of the Necroquake
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Deteriorating State | At the start of each battle round after the first, roll a dice. On a 1-4 nothing happens. On a 5 or 6 the function that currently applies to all PENUMBRAL terrain features is replaced with the other function (see ‘Repercussions of the Necroquake’). | |
| Repercussion of the Necroquake | At the start of the first battle round, after determining who has the first
turn, roll a dice and consult the table on the right to determine which
function all PENUMBRA terrain features on the battlefield gain for the
duration of the battle. 1-3: Orrey of Obfuscation: Re-roll save rolls of 1 for attacks that target units wholly within 12" of any Penumbral terrain features. 4-6: Orrey of Illumination: At the start of your hero phase, you receive 1 extra command point if any friendly HEROES are within 12" of any PENUMBRAL terrain features. |
At the Double: You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general.  (Core Rules p3)
Forward to Victory: You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll. (Core Rules p3)
Inspiring Presence: You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase. (Core Rules p3)
Gore-Grunta Boss: The leader of each unit is a Gore-grunta Boss. They make 4 attacks rather than 3. ()
Orruk Gore-Gruntas: A unit of Orruk Gore-Gruntas has 3 or more models. The riders of some units of Gore-Gruntas are armed with Pig-iron Choppas, while others carry Jagged Gore-hackas. Their mounts tear at the enemy with their Fanged Maws and Hooves. ()
Created with BattleScribe


The Rabid CF Developer has done it again ! Pods without Borders for BlogCFC 4.0.2
BlogCFC 4.0.2 is a reasonable Blog Server but it lacks some pazazz in the look-n-feel department.
Today I give you Pods without Borders - no this is not a humanitarian effort to streat Pods across the globe but it is a way to allow Pod Layouts to be rendered without the Borders to allow for some variety in the look-n-feel of your friendly neighborhood Blog Pods..
Notice the attributes.containerClass - this effectively makes the containerClass attribute for this custom tag into a variable parameter that can be used or not used which means the Pod can have a border from the CSS class one uses for the podLayout so that if the containerClass is made blank by passing in an empty string the pod will not have a border or you can just as easily make a new CSS class that sans the border while maintaining the rest of the CSS parameters such as font-size or the like.
| podlayout.cfm | |||||||||||||||||||||||||||||||||||||||||
|
I have updated the BlogCFC in the Downloads Pod to include this latest update for all to download and use. Keep in mind, if you want or need any of the source for those files that I have encrypted simply drop me a donation so I can keep the lights turned-on the my hard-drives humming.
And now for a shameless plug
Geonosis™, an up and coming future product, uses all the tricks and techniques I have learned over the past 10+ yrs of my personal ColdFusion development experience as well as my past 30 years of software development expertise.
Geonosis™ will use the The Rabid CF Developer's AJAX Framework just as soon as I have completed my work on the next generation version of this exciting AJAX Framework .
Stay tuned for more exciting Geonosis™ blog posts as development continues to march right along.


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Deciding Between a Source-Code or Binary LDM Installation
In general, binary distributions of the LDM package are not supported;
consequently, you must build and install the package from the source distribution.
Other reasons why it is better to use the source-distribution include the following:
- You are sure to get the most recent version of the package (besides being unavailable, any binary version
will never be more recent than the source-code version and can be significantly older);
- You can support product-queues larger than 2 gigabytes;
- The pathname of your perl 5 utility is not /opt/bin/perl;
- You can modify the LDM programs;
- You can write your own LDM-compatible programs;
- You can port the LDM to a non-supported platform;
- You can use a non-standard installation setup;
- You can look at the code (in order to fully understand an error-message, for example);
- You can gripe about the developer being an idiot!
Building the LDM package from source should add only a few minutes to the total
installation time.


EPOLL_WAIT
Section: Linux Programmer's Manual (2)Updated: 2009-01-17
Index Return to Main Contents
NAME
epoll_wait, epoll_pwait - wait for an I/O event on an epoll file descriptorSYNOPSIS
#include <sys/epoll.h> int epoll_wait(int epfd, struct epoll_event *events, int maxevents, int timeout); int epoll_pwait(int epfd, struct epoll_event *events, int maxevents, int timeout, const sigset_t *sigmask);
DESCRIPTION
The epoll_wait() system call waits for events on the epoll instance referred to by the file descriptor epfd. The memory area pointed to by events will contain the events that will be available for the caller. Up to maxevents are returned by epoll_wait(). The maxevents argument must be greater than zero.The call waits for a maximum time of timeout milliseconds. Specifying a timeout of -1 makes epoll_wait() wait indefinitely, while specifying a timeout equal to zero makes epoll_wait() to return immediately even if no events are available (return code equal to zero).
The struct epoll_event is defined as :
typedef union epoll_data { void *ptr; int fd; uint32_t u32; uint64_t u64; } epoll_data_t; struct epoll_event { uint32_t events; /* Epoll events */ epoll_data_t data; /* User data variable */ };
The data of each returned structure will contain the same data the user set with an epoll_ctl(2) (EPOLL_CTL_ADD,EPOLL_CTL_MOD) while the events member will contain the returned event bit field.
epoll_pwait()
The relationship between epoll_wait() and epoll_pwait() is analogous to the relationship between select(2) and pselect(2): like pselect(2), epoll_pwait() allows an application to safely wait until either a file descriptor becomes ready or until a signal is caught.The following epoll_pwait() call:
ready = epoll_pwait(epfd, &events, maxevents, timeout, &sigmask);is equivalent to atomically executing the following calls:
sigset_t origmask; sigprocmask(SIG_SETMASK, &sigmask, &origmask); ready = epoll_wait(epfd, &events, maxevents, timeout); sigprocmask(SIG_SETMASK, &origmask, NULL);
The sigmask argument may be specified as NULL, in which case epoll_pwait() is equivalent to epoll_wait().
RETURN VALUE
When successful, epoll_wait() returns the number of file descriptors ready for the requested I/O, or zero if no file descriptor became ready during the requested timeout milliseconds. When an error occurs, epoll_wait() returns -1 and errno is set appropriately.ERRORS
- EBADF
- epfd is not a valid file descriptor.
- EFAULT
- The memory area pointed to by events is not accessible with write permissions.
- EINTR
- The call was interrupted by a signal handler before any of the requested events occurred or the timeout expired; see signal(7).
- EINVAL
- epfd is not an epoll file descriptor, or maxevents is less than or equal to zero.
VERSIONS
epoll_pwait() was added to Linux in kernel 2.6.19.Glibc support for epoll_pwait() is provided starting with version 2.6.
CONFORMING TO
epoll_wait() is Linux-specific, and was introduced in kernel 2.5.44.SEE ALSO
epoll_create(2), epoll_ctl(2), epoll(7)COLOPHON
This page is part of release 3.22 of the Linux man-pages project. A description of the project, and information about reporting bugs, can be found at http://www.kernel.org/doc/man-pages/.
Index
This document was created by man2html, using the manual pages.
Time: 05:33:03 GMT, December 24, 2015


From a very young age, the sports bug hit me. After all those hectic things we do in life, I think it's very important to stay fit and healthy.  I'm very much competent in cricket, tennis, table tennis, badminton and squash. I closely follow quite a few other sports as well.
Tennis - Roger Federer
Football - Real Madrid
Formula One - Scuderia Ferrari
Cricket - Team India
Badminton - Lee Chong Wei


Every go to Slacker Radio and think that the modal they use is kidna nice? Wanted to mimic this feature? Now you can.
I tried to make this as easy as possible by making it so you only have to add a class, similar to how bootstap added modal-lg
now there is modal-slacker
. This means you still have access to bootstraps orginal modals!
Looks best in fullscreen mode. To view this snippet in fullscreen click on the button in the top right hand corner or if you are in fullscreen click on the same button to return to Bootsnipp!
Donec id elit non mi porta gravida at eget metus. Maecenas faucibus mollis interdum.
Morbi leo risus, porta ac consectetur ac, vestibulum at eros. Cras mattis consectetur purus sit amet fermentum.
Maecenas sed diam eget risus varius blandit sit amet non magna.
Donec id elit non mi porta gravida at eget metus. Maecenas faucibus mollis interdum.
Morbi leo risus, porta ac consectetur ac, vestibulum at eros. Cras mattis consectetur purus sit amet fermentum.
Maecenas sed diam eget risus varius blandit sit amet non magna.


On Stage
Goes to 11
Drum Sets
Guitars
Menu
Info
Back
by
Done
What's This?
This is (a demo of)
Click here for more info
Built by
Harvest


Frankly there is not that much more to know about me. Thank you for reading all the way through! Can you see if you can find the secret! Button? HINT: It's not that hard
SECRET BUTTON! This Button Does Something Cool


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| Return SubTotal | {{total_DetailedView.ReturnSubTotal}} |
| Return Discount | {{total_DetailedView.ReturnDiscount}} |
| Return Amount | {{total_DetailedView.ReturnAmount}} |
| Net Sales | {{total_DetailedView.NetSales}} |
| Less Credit Amount | {{total_DetailedView.CreditAmount}} |
| Add Deposit Received | {{total_DetailedView.DepositReceived}} |
| Less Deposit Refund | {{total_DetailedView.DepositRefund}} |
| Add Collection From Receivables | {{total_DetailedView.CreditReceived}} |
| Less Cash Discount | {{total_DetailedView.CashDiscount}} |
| {{ otherPaymentsLabelSettingsValue.LabelName }} | {{total_DetailedView.OtherPayments}} |
| Total Collection | {{total_DetailedView.TotalCash}} |
| S.N. | User | Cash Sales | Return Cash Sales | Deposit Received | Deposit Refund | Collection From Receivables | Settlement Discount | {{ otherPaymentsLabelSettingsValue.LabelName }} | Cash Collection |
| {{i+1}} | {{row.FullName }} | {{row.CashSales_Amount | ParseAmount}} | {{row.CashSales_ReturnAmount | ParseAmount}} | {{row.Deposit_Received | ParseAmount}} | {{row.Deposit_Refund | ParseAmount}} | {{row.CollectionFromReceivables | ParseAmount}} | {{row.Sett_CashDiscount | ParseAmount}} | {{row.OtherPaymentsGiven | ParseAmount}} | {{row.NetCollection | ParseAmount}} |
| Grand Total | {{total_SummaryView.CashSales_Amount| ParseAmount}} | {{total_SummaryView.CashSales_ReturnAmount | ParseAmount}} | {{total_SummaryView.Deposit_Received | ParseAmount}} | {{total_SummaryView.Deposit_Refund | ParseAmount}} | {{total_SummaryView.CollectionFromReceivables | ParseAmount}} | {{total_SummaryView.Sett_CashDiscount | ParseAmount}} | {{total_SummaryView.OtherPaymentsGiven | ParseAmount}} | {{total_SummaryView.NetCollection | ParseAmount}} |


WITNESS LIST Appropriations-S/C on General Government Committee May 26, 2006-10:00A Interim Charge #1 On: Bass, James (Texas Department of Transportation) Behrens, Michael (Texas Department of Transportation) Cook, Robert (Texas Parks and Wildlife Department) Duncan, Jim (Texas Building and Procurement Commission) Graves, Stan (Texas Historical Commission) Hernandez, Ricardo (Texas Commission on the Arts) Johnson, Edward (Texas Building and Procurement Commission) McCarty, Gene (Texas Parks and Wildlife Department) Nail, William (Shack) (Employees Retirement System of Texas) Oaks, Lawerence (Texas Historical Commission) Pyka, Kathy (Texas Lottery Commission) Sadberry, Anthony (Texas Lottery Commission) Saenz, Amadeo (Texas Department of Transportation) Sanderson, Phil (Texas Lottery Commission) Simmons, Steven (Texas Department of Transportation)


Playing a winning full house
Rounders A Film Review By Michael Redman Copyright 1998 By Michael Redman
*** (Out of ****)
"We cannot run away from who we are. Our destiny chooses us," explains Professor Petrovsky to law student Mike McDermott.
If I were a betting man, I'd put my money on half the people reading that statement thinking "Great, bring it on!" And the other half saying "Oh God, no! Anything but this!"
The notion that fundamentally we are who we are and nothing we can do will change that is both comforting and frightening. How dismaying it is that we might be fated for a role in life and yet how inviting it would be just settle into who we are and quit fighting it.
McDermott (Matt Damon) is a poker player. No matter how much he wants to be something else, he is a genius at the game. When he loses his $30,000 life savings in one hand to KGB Teddy (John Malkovich), he begins to doubt his chosen profession.
A few months later, we catch up with Mike who has hung up his deck of cards and is driving a delivery truck to put himself through law school. He's doing well although his live-in girlfriend Jo (Gretchen Mol) is constantly suspicious that he'll return to his addiction. Mike is living the straight and narrow until his childhood buddy Worm (Edward Norton) gets out of prison and guilts him into returning to The Game.
Although Worm was a stand-up guy while they were growing up and didn't rat out Mike when they got into big trouble, he's a something of a sleezoid. Where Mike is a master at the psychological game, Worm is a "mechanic", manipulating the cards and dealing off the bottom. In short order, he's racked up a $7,000 debt in Mike's name, gotten him into danger from violent gangster Grama (Michael Rispoli) and beat up by dozens of state cops.
Focusing on immediate problems, Mike screws up his potential law career showing up for moot court completely unprepared. Jo is disgusted that he's gone back to gambling and moves out. Unless he comes up with a huge wad of cash in a couple of days, Grama and KGB Teddy are going to kill him.
Things are not looking good.
The inside look at high-stakes poker is fascinating. From the posh Las Vegas World Series Of Poker to the paint pealing walls of New York game rooms hidden behind locked metal doors, we get a glimpse of a world that most of the audience have never seen. Director John Dahl ("The Last Seduction") has wisely chosen not to dumb-down the scenes for those of us who are only acquainted with the penny-ante version of the pasteboards. Often voice-over narration only tells us what we already know, but in this case Damon's explanations work well as a map to a foreign world.
Mike maintains that poker is a game of skill rather than luck. He plays the man, not the cards. An expert at picking up the little physical "tells" that reveal what a player has and knowing when to hold 'em and when to fold 'em, he fleeces the flock faster than most people could deal a hand of five-card stud.
But the gambler has an ego problem. After a big game when he has all the money he needs to re-pay Worm's debts and then some, he can't resist one more round for everything. Gambler's Anonymous is going to have a problem with this film.
The movie is jammed with first-rate actors and the film's defects are salvaged by their performances. Damon is as easy to like as he was in "Good Will Hunting", partially because he plays essentially the same character having to choose between school and the seamier side of life. Norton's quirky and nervous Worm is a Sean Penn role and he plays it as well as Penn ever could. Malkovich is hilarious as the Russian mob-connected poker player with one of the thickest accents around. Martin Landau has a small but pivotal role as Mike's professor and is a pleasure to watch.
Under-used is John Turturro as Joey Knish. Knish is the opposite of Mike. He plays poker to pay his alimony and child support rather than for the thrill of victory. Turturro is wonderful and I kept wishing for more screen time.
This is definitely a film about men. The women seem tossed in as an after thought and are as well fleshed-out as Barbie dolls. Mol's Jo is little more than a nag from the beginning. Famke Janssen as Petra, operator of a poker room, has potential but a very minor role.
When the camera leaves the poker table, the film has some problems. Everyone is telling everyone else how to live their lives. Jo demands that Mike not gamble. Mike insists that Worm do things his way. Knish advises Mike on the true path. Petrovsky informs Mike on the way things work. Grama lays out the rules.
As believable as the interaction between the characters is, their relationships are lacking. Mike and Jo are never shown doing anything but bickering. Their relationship exists only to provide the obligatory love interest. He seems as unaffected by their break-up as he is by his academic problems. Mike and Worm are pals, but their friendship is never really resolved.
Although the movie is flawed, I'll lay you ten-to-one that the atmospheric subculture of high-stakes gambling will be as enticing to you as it is to me.
(Michael Redman has written this column for over 23 years and he just found two more dollars to play poker with but he still can't remember if a flush beats a straight. Email the answer to<EMAIL_ADDRESS>[This appeared in the 9/17/98 "Bloomington Independent", Bloomington, Indiana. Michael Redman can be contacted at<EMAIL_ADDRESS>--<EMAIL_ADDRESS>This week's film review at http://www.indepen.com/ Film reviews archive at http://us.imdb.com/M/reviews_by?Michael%20Redman
The review above was posted to the
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| category-extras-0.53.6: Various modules and constructs inspired by category theory | Contents | Index |
|
| Control.Functor.KanExtension | | Portability | non-portable (rank-2 polymorphism) | | Stability | experimental | | Maintainer | Edward Kmett<EMAIL_ADDRESS>|
|
|
|
|
|
| Description |
Left and right Kan extensions, expressed as higher order functors
See http://comonad.com/reader/2008/kan-extensions/
and http://comonad.com/reader/2008/kan-extensions-ii/
for motivation.


|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
public interface WriteRequestQueue
Stores WriteRequest
s which are queued to an IoSession
.
| Method Summary | |
|---|---|
void |
clear(IoSession session)
Removes all the requests from this session's queue. |
void |
dispose(IoSession session)
Disposes any releases associated with the specified session. |
boolean |
isEmpty(IoSession session)
Tells if the WriteRequest queue is empty or not for a session |
void |
offer(IoSession session,
WriteRequest writeRequest)
Add a new WriteRequest to the session write's queue |
WriteRequest |
poll(IoSession session)
Get the first request available in the queue for a session. |
| Method Detail |
|---|
WriteRequest poll(IoSession session)
session
- The session
void offer(IoSession session, WriteRequest writeRequest)
session
- The sessionwriteRequest
- The writeRequest to addboolean isEmpty(IoSession session)
session
- The session to check
true
if the writeRequest is emptyvoid clear(IoSession session)
session
- The associated sessionvoid dispose(IoSession session)
session
- The associated session
|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Gus Malzahn Pleads With Ref After Targeting Call: “We’ve Got The Iron Bowl Next Week”
by Matt LombardiAuburn crushed Samford on Saturday, but the Tigers didn’t escape the game completely unscathed. Defensive back Jamien Sherwood was ejected for targeting, meaning he’ll miss the first half against Alabama next week.
Sherwood, with his team leading 38-0 in the third quarter, put a vicious hit on Samford quarterback Liam Welch. The referees ruled Welch to be a defenseless player, upholding the call and his ejection.
Auburn head coach Gus Malzahn, in response, could be heard yelling at the referee, who is apparently named Mark. Malzahn pleads with the referee, reminding him that the Tigers have Alabama in the Iron Bowl next week.
“Mark, Mark. We’ve got the Iron Bowl next week.”
Here’s video:
It isn’t the best look for Malzahn, but it’s also a reality that head coaches plead with officials in every game. Malzahn just got caught on camera and it’s making the rounds on the internet.
As for the Iron Bowl, this one is going to be huge. Alabama can’t win the SEC West, but it could still sneak into the College Football Playoff regardless. Auburn will be looking to expose the Crimson Tide now that they have Mac Jones in for an injured Tua Tagovailoa at quarterback. It should be a great one.


Code Examples for Sams Teach Yourself Node.js in 24 Hours
This repository is a series of examples to support the Sam’s Teach Yourself Node.js in 24 Hours book.
The book may be purchased from Amazon.
If you find any inconsistencies or code that doesn’t run as expected please open an issue.
The book contains examples written with Express 2.x. Since the book was released Express 3 has been released. The code examples here have been updated to run on Express 3 so please refer to the code examples here rather than the code in the book.
- Part I: Getting Started
- Introducing Node.js
- Node Package Manager
- What Node.js Is For
- Callbacks
- Part II: Basic Websites With Node.js
- HTTP
- Introducing Express
- More on Express
- Persisting data
- Part III: Debugging, Testing and Deploying
- Debugging Node.js Application
- Testing Node.js Applications
- Deploying Node.js applications
- Part IV: Intermediate Sites With Node.js
- Introducting Socket.IO
- A Socket.IO Chat Server
- A Streaming Twitter Client
- JSON APIs
- Part V: Exploring The Node.js API
- The Process Module
- The Child Process Module
- The Events Module
- The Buffer Module
- The Stream Module
- Part VI: Further Node.js Development
- CoffeeScript
- Creating Node.js Modules
- Creating Middleware With Connect
- Using Node.js With Backbone.js


Analyzing Data From Contingency Tables
Showing Contingency Table For Selected Size
Enter Data Below
Graphical Representation
Frequency and Relative Frequency Table
Variable
Frequency
Relative Freq
%
A
4
0.14
14
B
12
0.43
43
C
10
0.36
36
D
2
0.07
7
The Contingency Table
A
B
C
D
Total
Male
2
4
3
1
10
Female
2
8
7
1
18
Total
4
12
10
2
28


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Public Member Functions | |
| SearchPanel (int headerType, Controller controller) | |
| void | updateColor () |
| String | getSearchText () |
| void | clearSearchText () |
| void | setSearchResults (ArrayList< Book > list) |
| void | setPrevViewedList (ArrayList< Book > list) |
| void | clearLists () |
| void | setGenres (String[] genres) |
| String | getSelectedGenre () |
| int | getSelectedOrder () |
Class : SearchPanel.java Author : Larry "Bucky" Kittinger Date : Dec 1, 2012 Desc : Panel for searching for a book
| w3se.View.Subpanels.SearchPanel.SearchPanel | ( | int | headerType, |
| Controller | controller | ||
| ) |
Create the panel.
| void w3se.View.Subpanels.SearchPanel.clearLists | ( | ) |
method to clear the results list
| void w3se.View.Subpanels.SearchPanel.clearSearchText | ( | ) |
method to clear the search bar
| String w3se.View.Subpanels.SearchPanel.getSearchText | ( | ) |
method to return the text in the search field
| String w3se.View.Subpanels.SearchPanel.getSelectedGenre | ( | ) |
method to get the selected genre
| int w3se.View.Subpanels.SearchPanel.getSelectedOrder | ( | ) |
method to get the selected search order
| void w3se.View.Subpanels.SearchPanel.setGenres | ( | String[] | genres | ) |
method to set the genres
| genres |
| void w3se.View.Subpanels.SearchPanel.setPrevViewedList | ( | ArrayList< Book > | list | ) |
| list |
| void w3se.View.Subpanels.SearchPanel.setSearchResults | ( | ArrayList< Book > | list | ) |
method to set the search results list
| list |
| void w3se.View.Subpanels.SearchPanel.updateColor | ( | ) |
method to update the color of the panel


An example of a filled and stacked Line chart using errorbars
. The errorbars can have different min/max values, they can be colored differently, the width of the caps can be configured and the linewidth can be changed.
 Put this where you want the chart to show up:

This is the code that generates the chart - it should be placed AFTER the

tag:


If you live in or near Brighton, September is going to be like Christmas. No, wait, it’s going to be better than Christmas.
From 3rd of September you’d be forgiven for thinking you’ve suddenly found yourself in the middle of South by South… er… East*. Monday kicks off with Reasons to be Creative, a 3 day conference/festival for artists, designers and coders.
It’s followed by Improving Reality on Thursday, a one day conference discussing how new technologies change our understanding of the world.
After Improving Reality we’ve got Brighton SF on Thursday evening, a panel discussion and readings from leading SF authors.
Then on Friday it’s dConstruct: this year’s theme is “Playing With The Future”.
On Saturday the 8th Brighton Mini Maker Faire opens its doors. It’s a one day celebration of all things made: arts, crafts, robotics, engineering, woodwork, electronics, science music and more. Last year’s Faire was so well received it has expanded a bit. This year we will have some speaking sessions from makers who will lift the lid on their creative process.
Speakers include Alice Taylor (also at Improving Reality), Matt Webb, Leila Johnston (speaking at Improving Reality), Code Club, Tom Armitage (also speaking at dConstruct), and students from Cavendish School and Dorothy Stringer. It’s a free event starting at 3pm in the Founders Room of the Brighton Dome, so come in early to make sure you get a seat. Oh, did I mention it was free? Don’t miss it. More details here.
*) I blame @honorharger for this terrible joke.


GeoCODES is an NSF Earthcube program effort to better enable cross-domain discovery of and access to geoscience data and research tools.
Council of Data Facilities (CDF) repositories crawled and indexed:
|
Environmental Data Initiative [28248 records] |
Biological and Chemical Oceanography Data Management Office [5018 records] |
|
|
IEDA (Integrated Earth Data Applications) [7147 records] |
OpenTopography [502 records] |
UNAVCO [5086 records] |
|
IODP Site Survey Databank [5344 records] |
Balto [89 records] |
Linked Earth [17964 records] |
|
IRIS [28 records] |
UCAR [11672 records] |
opencoredata [18171 records] |
|
Magnetics Information Consortium (MagIC) [2876 current records] |
Neotoma [11955 records] |
earthchem [639 records] |
|
xdomes [17 records] |
National Ecological Observatory Network (NEON) [179 records] |
Resource Registry [274 records] |


Prius
xforms-submit-done (FAIL TEST)
xforms-submit-error (PASS TEST)
xforms-submit-error (FAIL TEST)
xforms-submit-done (FAIL TEST)
xforms-submit-error (PASS TEST)
xforms-submit-error (FAIL TEST)
11.2.g Order of validation and resource errors in submit preprocessing
Each submit control below must produce a message "xforms-submit-error (PASS TEST)"
Test validation-error before resource-error
Test resource-error after no-data and validation tests


_generated\FunctionalTesterActions::sendPOST
[!] Method is generated. Documentation taken from corresponding module.
Sends a POST request to given uri. Parameters and files can be provided separately. Example: ```php <?php //simple POST call $I->sendPOST('/message', ['subject' => 'Read this!', 'to' => 'johndoe@example.com']); //simple upload method $I->sendPOST('/message/24', ['inline' => 0], ['attachmentFile' => codecept_data_dir('sample_file.pdf')]); //uploading a file with a custom name and mime-type. This is also useful to simulate upload errors. $I->sendPOST('/message/24', ['inline' => 0], [ 'attachmentFile' => [ 'name' => 'document.pdf', 'type' => 'application/pdf', 'error' => UPLOAD_ERR_OK, 'size' => filesize(codecept_data_dir('sample_file.pdf')), 'tmp_name' => codecept_data_dir('sample_file.pdf') ] ]); ```
Signature
public function sendPOST(
$url,
[JsonSerializable
$params = NULL,
[array
$files = NULL]] )
Parameters
$url
—$params
— object
$files
— array- A list of filenames or "mocks" of $_FILES (each entry being an array with the following
keys: name, type, error, size, tmp_name (pointing to the real file path). Each key works
as the "name" attribute of a file input field.


Alternating Least Squares matrix factorization.
Model representing the result of matrix factorization.
Model representing the result of matrix factorization.
If you create the model directly using constructor, please be aware that fast prediction requires cached user/product features and their associated partitioners.
A more compact class to represent a rating than Tuple3[Int, Int, Double].
A more compact class to represent a rating than Tuple3[Int, Int, Double].
Top-level methods for calling Alternating Least Squares (ALS) matrix factorization.
Top-level methods for calling Alternating Least Squares (ALS) matrix factorization.
Alternating Least Squares matrix factorization.
ALS attempts to estimate the ratings matrix
R
as the product of two lower-rank matrices,X
andY
, i.e.X * Yt = R
. Typically these approximations are called 'factor' matrices. The general approach is iterative. During each iteration, one of the factor matrices is held constant, while the other is solved for using least squares. The newly-solved factor matrix is then held constant while solving for the other factor matrix.This is a blocked implementation of the ALS factorization algorithm that groups the two sets of factors (referred to as "users" and "products") into blocks and reduces communication by only sending one copy of each user vector to each product block on each iteration, and only for the product blocks that need that user's feature vector. This is achieved by precomputing some information about the ratings matrix to determine the "out-links" of each user (which blocks of products it will contribute to) and "in-link" information for each product (which of the feature vectors it receives from each user block it will depend on). This allows us to send only an array of feature vectors between each user block and product block, and have the product block find the users' ratings and update the products based on these messages.
For implicit preference data, the algorithm used is based on "Collaborative Filtering for Implicit Feedback Datasets", available at here, adapted for the blocked approach used here.
Essentially instead of finding the low-rank approximations to the rating matrix
R
, this finds the approximations for a preference matrixP
where the elements ofP
are 1 if r > 0 and 0 if r <= 0. The ratings then act as 'confidence' values related to strength of indicated user preferences rather than explicit ratings given to items.