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© Dr. CroW - 2020 - Argentina
This game is the result of being a programmer, fan of Lovecraft and browser-based incremental games.
Let me know if you liked this game. Your feedback is very important.


DY & ELL WORLD
Today was quite tough. But well tough shit. you just need to deal with it. hope you get well and can make the best out of it. goodbye see you tomorrow!
hope you get well and can make the best out of it. goodbye see you tomorrow!
hope you get well and can make the best out of it. goodbye see you tomorrow!
hope you get well and can make the best out of it. goodbye see you tomorrow!
I love you ellieeeeeee I miss you I am always happy to see you on skype. BTW THanks for being my pretty GF withstanding my ugliness haeheheehe. well done for finishing off your assignment inthis morning but next time pls make the planner and dont let yourself leave the thing you must do the last second. I love you good night and love youuuuuuu


This is not the place to characterize what is meant by "metabolic reconstruction", but as we use the term
here we mean roughly a set of
subsystems that are believed to be present in the genome, along with
the relevant variant codes.
You can get a metabolic reconstruction for the annotated genome using a command like
genomeTO_to_reconstructionTO < annotated.genome > reconstructionNow, to see the roles that were found, use
reconstructionTO_to_roles < reconstruction > rolesTo see the subsystems (along with the variant codes that seemed appropriate), use
reconstructionTO_to_subsystems < reconstruction > subsystems


| isobands_grob {isoband} | R Documentation |
This function generates a grid grob that represents isobands.
isobands_grob(bands, gp = gpar(), units = "npc")
bands |
Isobands, as produced by the |
gp |
Grid graphical parameters. Parameters are recycled among the total number of bands drawn. |
units |
A character string specifying the units in which to
interpret the isobands coordinates. Defaults to |
See isolines_grob()
for drawing of isolines.
library(grid) viridis_pal <- colorRampPalette( c("#440154", "#414487", "#2A788E", "#22A884", "#7AD151", "#FDE725"), space = "Lab" ) x <- (1:ncol(volcano))/(ncol(volcano)+1) y <- (nrow(volcano):1)/(nrow(volcano)+1) bands <- isobands(x, y, volcano, 5*(18:38), 5*(19:39)) b <- isobands_grob( bands, gp = gpar(col = "black", fill = viridis_pal(21), alpha = 0.5) ) grid.newpage() grid.draw(b)


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My Projects
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|
F´ Flight Software - C/C++ Documentation
NASA-v1.5.0
A framework for building embedded system applications to NASA flight quality standards.
|
The type of a path name. More...
#include <Fw/FilePacket/FilePacket.hpp>
Public Types | |
| enum | { MAX_LENGTH = 255 } |
| The maximum length of a path name. More... | |
Public Member Functions | |
| void | initialize (const char *const value) |
| Initialize a PathName. More... | |
| U32 | bufferSize (void) const |
| Compute the buffer size needed to hold this PathName. More... | |
| SerializeStatus | toSerialBuffer (SerialBuffer &serialBuffer) const |
| Write this PathName to a SerialBuffer. More... | |
Public Attributes | |
| U8 | length |
| The length. More... | |
| const char * | value |
| Pointer to the path value. More... | |
| PRIVATE | __pad0__: SerializeStatus fromSerialBuffer(SerialBuffer& serialBuffer) |
Friends | |
| union | FilePacket |
The type of a path name.
Definition at line 45 of file FilePacket.hpp.
| anonymous enum |
The maximum length of a path name.
| Enumerator | |
|---|---|
| MAX_LENGTH |
Definition at line 52 of file FilePacket.hpp.
| U32 Fw::FilePacket::PathName::bufferSize | ( | void | ) | const |
Compute the buffer size needed to hold this PathName.
Definition at line 28 of file PathName.cpp.
| void Fw::FilePacket::PathName::initialize | ( | const char *const | value | ) |
| SerializeStatus Fw::FilePacket::PathName::toSerialBuffer | ( | SerialBuffer & | serialBuffer | ) | const |
Write this PathName to a SerialBuffer.
Definition at line 59 of file PathName.cpp.
|
friend |
Definition at line 47 of file FilePacket.hpp.
| PRIVATE Fw::FilePacket::PathName::__pad0__ |
Definition at line 72 of file FilePacket.hpp.
| U8 Fw::FilePacket::PathName::length |
The length.
Definition at line 57 of file FilePacket.hpp.
| const char* Fw::FilePacket::PathName::value |
Pointer to the path value.
Definition at line 60 of file FilePacket.hpp.


API Playground
Choose the server you wish to test the corresponding API. All requests are done to a test server by default.
Use localhost Edit url
The API Response will be displayed here.


I am a full-stack web developer who enjoys learning and experimenting with new tools. I like building beautiful applications that provide powerful ways for people to share knowledge, advice and experiences.
Outside of the tech-world I am a volunteer for local non-proft organizations. I enjoy contributing to open source projects, reading, listening to music, and biking in the cities and countrysides.
Experience
Software Developer
I am currently a student in the Software Engineering program at Flatiron School and also a bunch of other small projects.
Capital One
MIS Analyst March 2012 - December 2013
- SRE for Google Compute Engine in London and San Francisco. My job included being part of an oncall rotation and writing software to maintain, monitor and optimize hundreds of thousands of servers globally. I also spent a decent amount of time analyzing processes used by the teams I worked closely with to try and automate people out of a job, myself included.
- While on SRE I also worked on Google Cloud Storage and designed and built Google Cloud Status.
Software Engineer August 2011 to April 2012. I worked on Punchd, Google Offers and Google Local in Mountain View, CA.
Punchd, Mountain View, CA
Software Developer January 2011 to September 2012.
- Rearchitected the site from PHP on Dreamhost to Ruby on Rails on Amazon EC2.
- Instituted production monitoring and alerting.
iFixit.com, San Luis Obispo, CA
Software Developer April 2009 to April 2011.
- Created a site-wide reputation community, which began with iFixit.com/Answers.
- Developed the first JavaScript widget for iFixit’s API.
Adobe Systems Incorporated, San Francisco, CA
Dreamweaver Quality Engineering Intern Summer 2007 and 2008.
- Tested both daily builds and released versions of Dreamweaver against various operating systems - including Mac OSX 10.4, Mac OSX 10.5, Windows Vista, and Windows XP.
- Developed and tested the Web Widgets Feature for Dreamweaver CS4, which won the “Dreamweaver Community Feature of the Year” award in 2008.
County of Sonoma ISD, Santa Rosa, CA
Intern Summer 2005. Built websites, maintained computer labs, and built a small ASP application that was used to view server availability for the entire county.
BSA Camp Oljato, Lakeshore, CA
Nature Director Summer 2006.
Camp Counselor Summer 2002, 2003 and 2004.
Education
Computer Science, B.S. California Polytechnic State University, San Luis Obispo. Fall 2006 - Spring 2011.
Recurser Recurse Center, New York. Spring 2015
Proficiencies
Code: Javascript, Ruby, Python, Go, SQL, PHP, Java, Bash, C, SML/NJ and F#
Software: GCP, AWS, Photoshop, Vim, Linux, Docker, Postgres, MySQL and lots of cloud related things


Load Reports
X axis labels in form of ["Goal Buffer Length", "Buffer Low Water Line", "Bandwidth Variance"]


Hello World! we are software developers!
Dr. Norman Borlaug
this is testing image
Date: Wendsday
Date: Wendsday
Date: Wendsday
Date: Wendsday
Date: Wendsday
Date: Wendsday
Date: Wendsday
this page is collaborating project in microverse startin html and css


Game Description
Go Go-Karts is a 3D competitive couch multiplayer arcade kart racing game for the PC platform where players take control of a variety of characters who compete for the coveted winner’s tournament trophy. Players jump, drift, boost, and battle their way through unique tracks in a bright, exciting and colorful amusement park. Four available slots for couch multiplayer are allowed and any spaces not filled up by human players will be filled with AI controllers totaling the number of racers to eight.
Development Methodology
Go Go Karts was developed using an Agile development model with Scrum. The leads and producers planned milestones for the development of the game while the development team implemented features according to milestone requirements.
Development Specification
Role: UI/UX Programmer
Engine: Unreal Engine v4.21.2
Development Time: 3 Months
Team Size: 45
Responsibilities
- Created UI systems for single player and local multiplayer gameplay
- Implemented independant UI Widgets to allow for easy updates through development cycle
- Implemented generic controller input for UI systems in game
- Implemented UI controllers to handle UI flow control in Menu sequences
- Implemented a UI widget based flythrough camera allowing for cinematics using sequences in Unreal
- Worked in Vertical Slice milestone strike team to implement features in short sprints
- Worked in Beta milestone bug fixing team to ensure quality control and resolve experience issues
UI Systems
Split Screen System
The UI split screen systems for Go Go Karts were designed with the intent to allow easy modifications through development and keeping all UI Widgets independant of each other. This was achieved by creating multiple UMG Widgets that could be added as part of the player's screen layout.
Below is an example of an independant UMG widget for the player positioning system.
By creating independant widgets to control specific parts of the user interface, designers could then easily implement split screen views for each case (single player or multi-player). This allowed for a fast development process while allowing changes in each sub-system to reflect on all player screen layouts.
Below is an image of the single player widget that shows the use of custom UI Widgets.
Menu Systems
Each menu screen was broken down into UMG Widgets that served specific purposes. By doing so, the logic for each screen in the game was maintained in the corresponding UMG Widget. This allowed for easy feature addition, modifications to existing systems and easy bug isolation in the UI pipeline.
Below is the blueprint implemented for the player Kart selection screen. Each code block was segmented based on the type of task being performed and maintained the use of functions to break down the blueprint into sub sections.
One of the features required in the game UI was to have a tutorial section that displayed video playback of the various mechanics in game. Developing this system needed to use the Unreal Media player and trigger specific content playback based on controller events.
Below is the blueprint implementation for the tutorial screen implemented in game.
Utility UI Systems
In addition to creating in game UI, I also worked on developing UI Widgets that allowed performance analysis during the development process. One such widget is the FPS Counter which was designed to notify the developer when framerates in the game were unstable or below the 60 FPS threshold. This widget was also developed with the intent to keep all logic independant of other game systems and implemented the use of a 5 second average FPS value while testing the game.
Below is the blueprint implemented for the FPS Counter for reference.
Below is an image of the FPS Counter being used during bug fixing.
Generic Controller Support
One of the challenges of the UI development process was to read controller events. In the version of Unreal Engine used for this project, UMG input events are not called for some states when using generic controllers. To counter this problem, I had to detect the current button that was focused for each frame and determine which visuals were to be displayed to the user.
Below is the blueprint logic for swapping slates based on controller events.
Retrospective
What went well
- Communication within the sub team.
- Modular design implementation for UMG Widgets in game.
- Rapid Iteration and use of Agile development methodology.
- Organized bug fixing pipeline
What went Wrong
- Miscommunication between sub team and leads team in early stages of development.
- Difficulties in creating a good minimap to convey player position and track layout.
- Poor task prioritization resulting in compromises on menu art.
What I learned
- Managing source control and clear folder structures is very important.
- Tackling controller input in early stages of development makes future stages smoother.
- Validating assets in the game ensures good quality is maintained.
- Avoiding "hacky" code in early stages results in smoother development process in the long run.
- Modular UI systems allow for changes to be made easier while development.
- Creating utilities for testing during development help isolate bugs faster.
- Systems must be designed early on with single and multi-player cases in mind.


Senior Lead Software Developer at AIX with 7+ years of experience specializing in backend technology.
In my free time I enjoy hiking, rock climbing, nature and travel. I try to hike as much as possible and have devoted a few trips to exploring trails around the world. During my travels I have picked up an interest in photography and really enjoy increasing my portfolio of desktop backgrounds as I explore. When stuck inside I enjoy cooking interesting new dishes, reading and playing video games.


Piia Nurkka, Sari Kujala and Kirsi Kemppainen
"The relevant literature is reviewed to gather an understanding of the notion of the user’s impractical needs and aspirations, such as social, hedonistic, and emotional values and the meanings users attach to a product in a certain context. In addition, existing methods with similar aims are reviewed."
"With task-related goals, it has been self-evident to emphasise the user’s utility values, such as achievement and efficiency, in design. However, it is increasingly clear that the uses of computing technology are reaching far beyond productive tools to support work to other aspects of human life. Aspects such as providing rewarding social interactions and addressing the concerns of society as a whole are regarded as important "
"it is considered advantageous to bring other aspects such as joy, excitement, pleasure, fun, and beauty into people’s lives"


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Web application development is but one tool in my toolbox, nestled among scientific visualization, analytics, and data stream management. I have been putting content on the web since 1994 and have probably used your project's tools in a production environment. Here are a few examples of web sites I have developed and deployed. If you see anything you like, please have a look at my résumé or consulting information.
Responsive site built on bootstrap, with handlebars templating for custom calendar widget.
Developed and hosted site with graphic design help. Managed communications tools.
Architected, developed, deployed, and maintained this application, which includes an Interactive Voice Response system which integrates with a web application.
Lead developer on this Ruby on Rails site.
Thanks to JKGD for the Flash work.
Worked with a graphic designer to produce and host this site in XHTML/CSS.
I host and produced this site from scratch in pure XHTML/CSS.
I led a team of developers and graphic designers to produce a TurboGears web application for the sale of renewable energy resource information. Heavy use of MochiKit and Genshi. I architected the design and operation of this renewable resource research tool.
Weather analysis product demonstrating geographic mapping tools, and heavy use of javascript.
Weather analysis product built on TurboGears, demonstrating scientific data presentation. Heavy use of MochiKit and Genshi.
Provided weather data for outdoor activities. Served by Tomcat. I developed MySQL databases for weather information, developed controller code, managed AJAX calls, and developed javascript and HTML for the front end.


In case of any questions, please contact Simon Giesecke or create a bug report or feature proposal in the RevEngTools JIRA project. Please choose Hudson as the component.
Note: The PDF versions may be empty for large graphs due to a bug in the graph layouter GraphViz. Refer to the SVG version in these cases. The SVG versions contain additional information as node and edge tooltips. Chrome is not optimal, but the best currently known option to view SVGs.
| Overview | Details | Details (w/o transitive deps.) |
Report | |
|---|---|---|---|---|
| Module-level link dependencies | SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | |
| EPM Physical Rule Violations based on module-level link dependencies |
SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | to be done | |
| Module-level include dependencies | SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | |
| Module-level link vs. include dependencies | SVG PDF (l) PDF (p) | SVG PDF (l) PDF (p) | TXT |


Congrats, you successfully created a dockerized website! Now place your html, css, js files in here!


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Used in conjunction with GUI.Disable to enable and disable widgets.
Disabled widgets generally are "grayed out" to visually depict their disabled status.
Disabled widgets do not respond to keystrokes or mouse clicks.
| Buttons, Check Boxes, Radio Buttons, Picture Buttons, |
Picture Radio Buttons, Horizontal Scroll Bars, Horizontal Sliders,
Canvases, Text Fields, Vertical Scroll Bars, Vertical Sliders
This means that you can only call the procedure by calling GUI.Enable, not by calling Enable.


# File vendor/plugins/acts_as_taggable_on_steroids/test/acts_as_taggable_test.rb, line 35 def test_find_tagged_with_match_all_and_include assert_equivalent [posts(:jonathan_sky), posts(:sam_flowers)], Post.find_tagged_with(['Very good', 'Nature'], :match_all => true, :include => :tags) end


mixed min ( array $values )
If the first and only parameter is an array, min() returns the lowest value in that array. If at least two parameters are provided, min() returns the smallest of these values. Note: PHP will evaluate a non-numeric string as 0 if compared to integer, but still return the string if it's seen as the numerically lowest value. If multiple arguments evaluate to 0, min() will return the lowest alphanumerical string value if any strings are given, else a numeric 0 is returned.
min() returns the numerically lowest of the parameter values.


---
layout: single
author_profile: true
---
{% include base_path %}
Bio
Research Interests
- Artificial intelligence
- Computer vision
- Image/video scene graph generation
Education
- 2018.8 - present, The Chinese University of Hong Kong, Shenzhen (CUHK-SZ)
- Ph.D in Computer and Information Engineering (Expected June 2023)
- Joint Ph.D program with JD
- 2011.8 - 2015.6, Xi'an Jiaotong Uninversity (XJTU)
- B.Eng. in Automation (GPA top 5%)
Experiences
- 2022.12 - 2023.2, International Digital Economy Academy (IDEA), Shenzhen
- 2020.8 - 2022.7, Computer Vision and Multimedia Lab at JD Explore Academy, Beijing
- 2015.7 - 2018.7, DJI, Shenzhen
- 2013.8 - 2015.5, Systems Engineering Institue of XJTU, Xi'an
{% for publication in site.data.publications.all %}
{% include publication-single.html %}
{% endfor %}


The classes for applications are worth 9 points. The classes for design are worth 6 points.
We will solve 3 problems, each in several languages:
The problems are:
The marking is done on SPOJ. (You will need an account) You get 1 point for each reasonable attempt at solving a problem. (3 problems x 3 weeks = 9 points) In class, you can work in your favorite development environment, if it is available on the university's computers. Alternatively, you can write your code on ideone.
TODO.


Back to All music21 Web Apps
Upload a zip file containing scores (musicxml format .xml for now) and select the command you would like performed on each score. Clicking Process will return a new zip file with the same file structure as the original zipfile, but with the command performed on each score
Command: Transpose all to key of C (Major or Minor) Add Reduction to score Reduction (only returns reduction) Write in scale degrees