The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose above the Aryth Ocean. The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was a beginning.
East the wind blew above the cold gray-green ocean swells, toward Tarabon, where ships already unloaded or waiting their turns to enter the harbor of Tanchico tossed at anchor for miles along the low coastline. More ships, great and small, filled the huge harbor, and barges ferrying people and cargo ashore, for there was no mooring empty at any of the city’s docks. The inhabitants of Tanchico had been fearful when the city fell to its new masters, with their peculiar customs and strange creatures and women held on leashes who could channel, and fearful again when this fleet arrived, mind-numbing in its size, and began disgorging not only soldiers but sharp-eyed merchants, and craftsfolk with the tools of their trades, and even families with wagons full of farm implements and unknown plants. There was a new King and a new Panarch to order the laws, though, and if King and Panarch owed fealty to some far distant Empress, if Seanchan nobles occupied many of the palaces and demanded deeper obeisance than any Taraboner lord or lady, life was little changed for most people, except for the better. The Seanchan Blood had small contact with ordinary folk, and odd customs could be lived with. The anarchy that had ripped the country apart was just a memory, now, and hunger with it. The rebels and bandits and Dragonsworn who had plagued the land were dead or captured or driven north onto Almoth Plain, those who had not yielded, and trade moved once more. The hordes of starving refugees that had clogged the city streets were back in their villages, back on their farms. And no more of the newest arrivals remained in Tanchico than the city could support easily. Despite the snows, soldiers and merchants, craftsfolk and farmers fanned out inland in their thousands and tens of thousands, but the icy wind lashed a Tanchico at peace and, after its harsh troubles, for the most part content with its lot.
East the wind blew for leagues, gusting and fading, dividing but never dying, east and veering to the south, across forests and plains wrapped in winter, bare branched and brown-grassed, at last crossing what had once been the border between Tarabon and Amadicia. A border still, but only in name, the customs posts dismantled, the guards gone. East and south, around the southern reaches of the Mountains of Mist, swirling across high-walled Amador. Conquered Amador. The banner atop the massive Fortress of the Light snapped in the wind, the golden hawk it bore truly seeming to fly with lightning bolts clutched in its talons. Few natives left their homes except at need, and those few hurried along the frozen streets, cloaks clutched around them and eyes down. Eyes down not just to mind footing on slick paving stones but to avoid looking at the occasional Seanchan riding by on a beast like a bronze-scaled cat the size of a horse, or steel-veiled Taraboners guarding groups of onetime Children of the Light, now chained and laboring like animals to haul refuse wagons out of the city. A bare month and a half in the Seanchan fold, the people of Amadicia’s capital city felt the bitter wind like a scourge, and those who did not curse their fate meditated on what sins had brought them to this.
East the wind howled over a desolated land where as many villages lay burned and farms ruined as held people. Snow blanketed charred timbers and abandoned barns alike, softening the view even as it added freezing to starvation as a way of dying. Sword and axe and spear had been there already, and remained to kill again. East, until the wind moaned a dirge over unwalled Abila. No banners flew above the town’s watchtowers, for the Prophet of the Lord Dragon was there, and the Prophet needed no banner save his name. In Abila, people shivered harder at the name of the Prophet than they did for the wind. People elsewhere shivered at that name, too.
Striding out of the tall merchant’s house where Masema lived, Perrin let the wind whip his fur-lined cloak as he pulled on his gloves. The midday sun gave no warmth, and the air bit deep. He kept his face smooth, but he was too angry to feel the cold. Keeping his hands from the axe at his belt was an effort. Masema—he would not call the man Prophet, not in his own head he would not!—Masema was very likely a fool, and very certainly insane. A powerful fool, more powerful than most kings, and mad with it.
Masema’s guards filled the street from side to side and stretched around the corners of the next streets, bony fellows in stolen silks, beardless apprentices in torn coats, once-plump merchants in the remains of fine woolens. Their breath was white mist, and some shivered without a cloak, but every man clutched a spear, or a crossbow with the bolt in place. Still, none looked outwardly hostile. They knew he claimed acquaintance with the Prophet, and they gaped as if expecting him to leap into the air and fly. Or at least turn somersaults. He filtered out the smell of woodsmoke from the town’s chimneys. The lot of them stank of old sweat and unwashed bodies, of eagerness and fear. And of a strange fever he had not recognized before, a reflection of the madness in Masema. Hostile or not, they would kill him, or anyone, at Masema’s word. They would butcher nations at Masema’s word. Smelling them, he felt a coldness deeper than any winter wind. He was gladder than ever that he had refused to let Faile come with him.
The men he had left with the mounts were playing at dice alongside the animals, or going though the motions of it, on a space of paving stones scraped mostly clear of snowy slush. He did not trust Masema as far as he could throw his bay, and nor did they. They were paying more mind to the house, and the guards, than to their game. The three Warders sprang to their feet as soon as he appeared, their eyes going to his companions coming out behind him. They knew what their Aes Sedai had felt inside there. Neald was slower, pausing to scoop up the dice and coins. The Asha’man was a popinjay, always stroking his curled mustaches, strutting and smirking at women, but he stood on the balls of his feet now, wary as a cat.
“I thought we’d have to fight our way out of there for a time,” Elyas murmured at Perrin’s shoulder. His golden eyes were calm, though. A lanky old man in a broad-brimmed hat, with graying hair that hung down his back to his waist and a long beard fanning across his chest. A long knife at his belt, not a sword. But he had been a Warder. He still was, in a way.
“That’s the only thing that went right,” Perrin told him, taking Stayer’s reins from Neald. The Asha’man quirked an eyebrow questioningly, but Perrin shook his head, not caring what the question was, and Neald, with a twist to his mouth, handed Elyas the reins of his mouse-colored gelding before climbing onto his own dapple.
Perrin had no time for the Murandian’s sulks. Rand had sent him to bring back Masema, and Masema was coming. As always of late when he thought of Rand, colors swirled in his head, and as always, he ignored them. Masema was too great a problem for Perrin to waste thought fretting over colors. The bloody man thought it blasphemy for anyone but Rand to touch the One Power. Rand, it seemed, was not really mortal; he was the Light made flesh! So there would be no Traveling, no quick leap to Cairhien through a gateway made by one of the Asha’man, no matter how Perrin had tried to bring Masema around. They would have to ride the whole four hundred leagues or more, through the Light alone knew what. And keep it secret who they were, and Masema as well. Those had been Rand’s orders.
“There’s only one way I can see to do it, boy,” Elyas said as if he had spoken aloud. “A slim chance. We might have had better odds knocking the fellow on the head and fighting clear anyway.”
“I know,” Perrin growled. He had thought of it more than once during the hours of argument. With Asha’man and Aes Sedai and Wise Ones all channeling, it might have been possible. But he had seen a battle fought with the One Power, men ripped to blood-soaked shreds in the blink of an eye, the earth itself blooming in fire. Abila would have been a butcher’s yard before they were done. He would never look on the like again, if he had his way.
“What do you think this Prophet will make of it?” Elyas asked.
Perrin had to clear his mind of Dumai’s Wells, and Abila looking like the field at Dumai’s Wells, before he could think of what Elyas was talking about. Oh. How he was going to do the impossible. “I don’t care what he makes of it.” The man would make trouble, that was for certain sure.
Irritably, he rubbed at his beard. He needed to trim it. To have it trimmed, rather. If he picked up the scissors, Faile would take them away and give them to Lamgwin. It still seemed impossible that that hulking shoulderthumper with his scarred face and sunken knuckles should know the skills of a bodyservant. Light! A bodyservant. He was finding his footing with Faile and her strange Saldaean ways, but the better his footing, the more she managed to run things to suit herself. Women always did that anyway, of course, but sometimes he thought he had exchanged one sort of whirlwind for another. Maybe he could try some of this masterful shouting she seemed to like so much. A man ought to be able to put scissors to his own beard if he wanted. He doubted he would, though. Shouting at her was hard enough when she began shouting first. Fool thing to be thinking about now, anyway.
He studied the others making their way to the horses as he would have studied tools he needed for a hard job of work.
Seonid and Masuri paused beside him, the hoods of their cloaks pulled well forward, putting their faces in shadow. A razor-sharp quivering laced the faint scent of their perfumes, fear under control. Masema would have killed them on the spot if he had had his way. The guards still might, if any recognized an Aes Sedai face. Among this many, there had to be some who could. Masuri was the taller by almost a hand, but Perrin still looked down on the tops of their heads. Ignoring Elyas, the sisters exchanged glances sheltered within their cowls; then Masuri spoke quietly.
 The man is . . . rabid.” Well, the Brown was seldom one to mince words. Luckily, none of the guards was close enough to overhear.
“You could choose a better place to say that,” he said. He did not want to hear the arguments again, now or later, but especially not now. And it seemed he did not have to.
Edarra and Carelle loomed behind the Aes Sedai, dark shawls already wrapped around their heads. The bits that hung down across chest and back hardly seemed any protection from the cold, but then, snow bothered the Wise Ones more, just the existence of such a thing. Their sun-dark faces might have been carved for all they revealed, yet the scent of them was a steel spike. Edarra’s blue eyes, usually so composed that they seemed odd set in her youthful features, were as hard as that spike. Of course, her composure masked steel. Sharp steel.
“This is no place for talking,” Carelle told the Aes Sedai mildly, tucking a strand of fiery red hair beneath her shawl. As tall as many men, she was always mild. For a Wise One. Which only meant she did not bite your nose off without giving warning first. “Get to your horses.”
And the shorter women curtsied to her briefly and hurried to their saddles as if they were not Aes Sedai at all. They were not, to the Wise Ones. Perrin thought he would never grow accustomed to that. Even if Masuri and Seonid seemed to have done so.
With a sigh, he swung up onto Stayer as the Wise Ones followed their Aes Sedai apprentices. The stallion frisked a few steps after his rest, but Perrin brought him under control with the pressure of his knees and steady hands on the reins. The Aiel women mounted awkwardly even after all the practice they had had these past weeks, their heavy skirts pushed up to bare wool-stockinged legs above the knee. They agreed with the two sisters about Masema, and so did the other Wise Ones back at his camp. A fine boiling stew for anyone to carry to Cairhien without being scalded.
Grady and Aram were already mounted, and he could not make out their scents among all the others. There was little need. He had always thought Grady looked a farmer despite his black coat and the silver sword on his collar, but not now. Statue-still in his saddle, the stocky Asha’man surveyed the guards with the grim eyes of a man deciding where to make the first cut. And the second, and third, and however many were needed. Aram, bilious green Tinker’s cloak flailing the wind as he handled his reins, the hilt of his sword rising above his shoulder—Aram’s face was a map of excitement that made Perrin’s heart sink. In Masema, Aram had met a man who had given his life and heart and soul to the Dragon Reborn. In Aram’s view, the Dragon Reborn ranked close behind Perrin and Faile.
 You helped him let go of what he believed, and now all he has to believe in is you and that sword. It’s not enough, not for any man. Elyas had known Aram when Aram was still a Tinker, before he picked up the sword.
A stew that might have poison in it, for some.
The guards might gaze at Perrin in wonder, but they did not move to clear a passage until someone shouted from a window of the house. Then they edged aside enough for the riders to leave single file. Reaching the Prophet was not easy, without his permission. Without his permission, leaving him was impossible.
Once away from Masema and his guards, Perrin set as fair a pace as he could through the crowded streets. Abila had been a large, prosperous town not so long ago, with its stone market places, and slate-roofed buildings as tall as four stories. It was still large, but mounds of rubble marked where houses and inns had been torn down. Not an inn remained standing in Abila, or a house where someone had been slow to proclaim the glory of the Lord Dragon Reborn. Masema’s disapproval was never subtle.
The throng held few who looked as if they lived in the town, drab folk in drab clothes for the most part scuttling fearfully along the sides of the street, and no children. No dogs, either; hunger was a likely problem in this place, now. Everywhere groups of armed men straggled through the ankle-deep muck that had been snow last night, twenty here, fifty there, knocking down people too slow to get out of their path, even making the ox-carts wend around them. There were always hundreds in sight. There had to be thousands in the town. Masema’s army was a rabble, but their numbers had made up for other lacks so far. Thank the Light the man had agreed to bring along only a hundred. It had taken an hour’s argument, but he had agreed. In the end, Masema’s desire to reach Rand quickly, even if he would not Travel, had won the point. Few of his followers had horses, and the more that came afoot, the slower they would go. At least he would arrive at Perrin’s camp by nightfall.
Perrin saw no one mounted except his own party, and they drew stares from the armed men, stony stares, fevered stares. Finely dressed folk came to the Prophet often enough, nobles and merchants hoping a submission in person would gain more blessings and fewer penalties, but they usually departed afoot. Their way was unimpeded, however, aside from the necessity of riding around the clumps of Masema’s followers. If they left mounted, it must be by Masema’s will. Even so, Perrin had no need to tell anyone to stay close. There was a feel of waiting in Abila, and no one with half a brain would want to be near when the waiting ended.
It was a relief when Balwer kneed his hammer-nosed gelding out of a side street just short of the low wooden bridge that led out of town, almost as great as the relief he felt when they had crossed the bridge and passed the last guards. The pinch-faced little man, all knobby joints and with his plain brown coat more hanging on him than worn, could look after himself in spite of appearances, but Faile was setting up a proper household for a noblewoman, and she would be more than displeased if Perrin let any harm come to her secretary. Hers, and Perrin’s. Perrin was not sure how he felt about having a secretary, yet the fellow possessed skills beyond writing a fine hand. Which he demonstrated as soon as they were clear of the town, with low, forested hills all around. Most of the branches were stark and bare, and those that retained leaf or needle splashed a vivid green against the white. They had the road to themselves, but snow frozen in ruts kept their riding slow.
“Forgive me, my Lord Perrin,” Balwer murmured, leaning in his saddle to peer past Elyas, “but I happened to overhear something back there you might find of interest.” He coughed discreetly into his glove, then hurriedly recaptured his cloak and pulled it close.
Elyas and Aram hardly needed Perrin’s gesture to fall back with the others. Everyone was accustomed to the dry little man’s desire for privacy. Why he wanted to pretend that no one else knew he ferreted out information at every town or village they passed, Perrin could not begin to guess. He had to know that Perrin discussed what he learned with Faile, and Elyas. In any case, he was very good at ferreting.
Balwer tilted his head to one side to watch Perrin as they rode side by side. “I have two pieces of news, my Lord, one I believe important, and one urgent.” Urgent or not, even the fellow’s voice sounded dry, like dead leaves rustling.
“How urgent?” Perrin made a wager with himself over who the first piece of news would be about.
“Very, perhaps, my Lord. King Ailron has brought the Seanchan to battle near the town of Jeramel, approximately one hundred miles west of here. This was about ten days ago.” Balwer’s mouth pursed momentarily in irritation. He disliked imprecision; he disliked not knowing. “Reliable information is scarce, but without doubt, the Amadician army is dead, captive or scattered. I would be very surprised if more than a hundred remain together anywhere, and those will take to banditry soon enough. Ailron himself was taken, along with his entire court. Amadicia no longer has any nobility, not to amount to anything.”
Mentally, Perrin marked the wager lost. Usually, Balwer began with news of the Whitecloaks. “A pity for Amadicia, I suppose. For the people captured, anyway.” According to Balwer, the Seanchan had a harsh way with those captured under arms opposing them. So Amadicia had no army left, and no nobles to raise or lead another. Nothing to stop the Seanchan spreading as fast as they wished, though they seemed to spread very quickly even when there was opposition. Best if he rode east as soon as Masema reached the camp, and then moved as fast as he could for as long as the men and horses could sustain it.
He said as much, and Balwer nodded, with a thin smile of approval. The man appreciated it when Perrin saw the value of what he reported.
“One other point, my Lord,” he went on. “The Whitecloaks took part in the battle, but apparently Valda managed to get most of them off the field at the end. He has the Dark One’s own luck. No one seems to know where they have gone. Or rather, every tongue gives a different direction. If I may say so, I favor east. Away from the Seanchan.” And toward Abila, of course.
The wager was not a loss, then. Though the man had not begun with it. A draw, maybe. Far ahead, a hawk soared high in the cloudless sky, heading north. It would reach the camp long before he would. Perrin could recall a time when he had had as few concerns as that hawk. Compared to now, at least. It had been a very long time ago.
“I suspect the Whitecloaks are more interested in avoiding the Seanchan than in bothering us, Balwer. Anyway, I can’t move any faster for them than for the Seanchan.  Simply a point of interest.” Balwer seemed to hate the Children of the Light, most especially Valda—a matter of rough treatment somewhere in his past, Perrin suspected—but like everything else about the man, it was a dry, cold hate. Passionless. “The second news is that the Seanchan have fought another battle, this in southern Altara. Against Aes Sedai, possibly, though some mentioned men channeling.” Half turning in his saddle, Balwer looked back at Grady and Neald in their black coats. Grady was in conversation with Elyas, and Neald with Aram, but both Asha’man appeared to be keeping as close an eye on the forests as did the Warders bringing up the rear. The Aes Sedai and the Wise Ones were talking in low voices, too. “Whoever they fought, my Lord, it is clear that the Seanchan lost and were sent reeling back into Ebou Dar.”
“Good news,” Perrin said flatly. Dumai’s Wells flashed into his head again, stronger than before. For a moment, he was back-to-back with Loial again, fighting desperately, sure that every breath would be his last. For the first time that day, he shivered. At least Rand knew about the Seanchan. At least he did not have to worry about that.
He became aware of Balwer eyeing him. Considering him, like a bird considering a strange insect. He had seen him shiver. The little man liked to know everything, but there were some secrets no one would ever know.
Perrin’s eyes returned to the hawk, barely visible now even to him. It made him think of Faile, his fierce falcon of a wife. His beautiful falcon of a wife. He put Seanchan and Whitecloaks and battle and even Masema out of his mind. For the time, at least.
“Let’s pick up the pace a little,” he called back to the others. The hawk might see Faile before he did, but unlike the bird, he would be seeing the love of his heart. And today, he would not shout at her no matter what she did.


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I enjoy analyzing and problem solving. I am great with math and logic and love learning new things. I got into coding when I was in middle school and have enjoyed doing it ever since. I have a heart for helping others, am a good listener, and value accuracy, honesty, and truth. I love coding because I'm able to make the computer do things for me and others and it gives me the ability to create unique and super useful solutions for people.
For the last 12 years, I have been innovating computer improvements in efficiency, error checking, and ease for every day tasks, in every department for Lazer Designs, where I currently work, and a few other companies on the side. With all the changes and programs I’ve created, I’ve saved Lazer Designs 10s of 1000s of dollars in time, man power and mistakes.
My creativity is not only in programming. I have also made many movies with my friends since elementary school. Over the years I got better at making movies and editing them together. I've even helped edit award winning documentaries, and have made many training videos.
I have a heart for teaching others about the facinating things I've learned. Some of my favorite passtimes are playing with my kids, playing volleyball, and writing about things I've learned. I would love to find a job were I can create helpful and exciting things with code full time.
Technology Proficiencies: Javascript, HTML, CSS, Bootstrap, jQuery, Ajax, APIs, Node.js, express, express-handlebars, VBA, AHK
Linkedin: jason-t-tilley
GitHub: jttilley


Sarkodie has no role to play in my career now – Akwaboah
by Qwame BenedictEarlier Ghpage.com reported on award-winning songwriter Akwaboah leaving Sarkcess Music label and getting signed unto another label known as O.B Empire.
According to what gathered, the deal from his new management was too good to reject.
Well, the musician has shared more light on his supposed exit from the Sarkcess Label.
Akwaboah has in a new interview stated that his contract with Sarkodie had elapsed but he was yet to finalize things with him so he could officially inform the public that he has left the label.
Answering a question about the role Sarkodie currently plays in his music career, he said:
“I wouldn’t say he plays any role now but he once gave me the advice to be me and that has really helped me.” he begun.
When asked if he was still with Sark, he said “no”.
“We have a deal and I wouldn’t want to spearhead it [the announcement of the break-up] myself. I want us to finish everything that we are doing then officially announce it.
I am not with Sarkodie because I am doing stuff for myself on my own now. Our contract was three years so we’ve gotten to the point where we are yet to find out whether to continue or break off,” Akwaboah added.


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### Setup
This is a toy environment called **Gridworld** that is often used as a toy model in the Reinforcement Learning literature. In this particular case:
- **State space**: GridWorld has 10x10 = 100 distinct states. The start state is the top left cell. The gray cells are walls and cannot be moved to.
- **Actions**: The agent can choose from up to 4 actions to move around. In this example
- **Environment Dynamics**: GridWorld is deterministic, leading to the same new state given each state and action
- **Rewards**: The agent receives +1 reward when it is in the center square (the one that shows R 1.0), and -1 reward in a few states (R -1.0 is shown for these). The state with +1.0 reward is the goal state and resets the agent back to start.
In other words, this is a deterministic, finite Markov Decision Process (MDP) and as always the goal is to find an agent policy (shown here by arrows) that maximizes the future discounted reward. My favorite part is letting Value iteration converge, then change the cell rewards and watch the policy adjust.
**Interface**. The color of the cells (initially all white) shows the current estimate of the Value (discounted reward) of that state, with the current policy. Note that you can select any cell and change its reward with the *Cell reward* slider.
### Dynamic Programming
An interested reader should refer to **Richard Sutton's Free Online Book on Reinforcement Learning**, in this particular case [Chapter 4](http://webdocs.cs.ualberta.ca/~sutton/book/ebook/node40.html). Briefly, an agent interacts with the environment based on its policy \\(\pi(a \mid s)\\). This is a function from states \\(s\\) to an action \\(a\\), or more generally to a distribution over the possible actions. After every action, the agent also receives a reward \\(r\\) from the environment. The interaction between the agent and the environment hence takes the form \\(s\_t, a\_t, r\_t, s\_{t+1}, a\_{t+1}, r\_{t+1}, s\_{t+2}, \ldots \\), indexed by t (time) and our goal is to find the policy \\(\pi^\*\\) that maximizes the amount of reward over time. In the DP approach, it is helpful to define a **Value function** \\(V^\pi(s)\\) that gives the expected reward when starting from the state \\(s\\) and then interacting with the environment according to \\(\pi\\):
$$
V^\pi(s) = E \\{ r\_t + \gamma r\_{t+1} + \gamma^2 r\_{t+2} + \ldots \mid s\_t = s \\}
$$
Note that the expectation is over both 1. the agent's (in general) stochastic policy and 2. the environment dynamics; That is, how the environment evolves when the agent takes an action \\(a\\) in state \\(s\\) and what the obtained reward is in that case. The constant \\(\gamma\\) is a discount factor that gives more weight to earlier rewards than the later ones. We can start writing out the expectation. To get the value of state \\(s\\) we sum over all the actions the agent would take, then over all ways the environment could respond, and so on back and forth. When you do this, you'll find that:
$$
V^\pi(s) = \sum\_{a} \pi(s,a) \sum\_{s'} \mathcal{P}\_{ss'}^{a} \left[ \mathcal{R}\_{ss'}^{a} + \gamma V^\pi(s') \right]
$$
In the above equation \\(\mathcal{P}\_{ss'}^{a} , \mathcal{R}\_{ss'}^{a} \\) are fixed constants specific to the environment, and give the probability of the next state \\(s'\\) given that the agent took action \\(a\\) in state \\(s\\), and the expected reward for that transition, respectively. This equation is called the **Bellman Equation** and interestingly, it describes a recursive relationship that the value function for a given policy should satisfy.
With our goal of finding the optimal policy \\(\pi^\*(s,a)\\) that gets the most Value from all states, our strategy will be to follow the **Policy Iteration** scheme: We start out with some diffuse initial policy and evaluate the Value function of every state under that policy by turning the Bellman equation into an update. The value function effectively diffuses the rewards backwards through the environment dynamics and the agent's expected actions, as given by its current policy. Once we estimate the values of all states we will update the policy to be greedy with respect the Value function. We then re-estimate the Value of each state, and continue iterating until we converge to the optimal policy (the process can be shown to converge). These two steps can be controlled by the buttons in the interface:
- The **Policy Evaluation (one sweep)** button turns the Bellman equation into a synchronous update and performs a single step of Value Function estimation. Intuitively, this update is diffusing the raw Rewards at each state to other nearby states through 1. the the dynamics of the environment and 2. the current policy.
- The **Policy Update** button iterates over all states and updates the policy at each state to take the action that leads to the state with the best Value (integrating over the next state distribution of the environment for each action).
- The **Value Iteration** button starts a timer that presses the two buttons in turns. In particular, note that Value Iteration doesn't wait for the Value function to be fully estimates, but only a single synchronous sweep of Bellman update is carried out. In full policy iteration there would be many sweeps (until convergence) of backups before the policy is updated.
### Sketch of the Code
The goal of **Policy Evaluation** is to update the value of every state by diffusing the rewards backwards through the dynamics of the world and current policy (this is called a *backup*). The code looks like this:
evaluatePolicy: function() {
// perform a synchronous update of the value function
var Vnew = zeros(this.ns); // initialize new value function array for each state
for(var s=0;s < this.ns;s++) {
var v = 0.0;
var poss = this.env.allowedActions(s); // fetch all possible actions
for(var i=0,n=poss.length;i < n;i++) {
var a = poss[i];
var prob = this.P[a*this.ns+s]; // probability of taking action under current policy
var ns = this.env.nextStateDistribution(s,a); // look up the next state
var rs = this.env.reward(s,a,ns); // get reward for s->a->ns transition
v += prob * (rs + this.gamma * this.V[ns]);
}
Vnew[s] = v;
}
this.V = Vnew; // swap
},
Here, we see `this.ns` (number of states), `this.P` which stores the current policy, and `this.env`, which is a pointer to the Environment object. The policy array is one-dimensional in this implementation, but stores the probability of taking any action in any state, so I'm using funny indexing (`this.P[a*this.ns+s]`) to not have to deal with 2D arrays in Javascript. The code implements the synchronous Value backup for each state:
\begin{align}
V^\pi(s) & = E\_\pi \\{ r\_t + \\gamma r\_{t+1} + \\gamma^2 r\_{t+2} + \\ldots \\mid s\_t = s \\} \\\\
& = E\_\pi \\{ r\_t + \\gamma V^\pi(s\_{t+1}) \\mid s\_t = s \\} \\\\
& = \sum\_a \pi(s,a) \sum\_{s'} \mathcal{P}\_{ss'}^a \left[ \mathcal{R}\_{ss'}^a + \\gamma V(s') \right]
\end{align}
However, note that in the code we only took expectation over the policy actions (the first sum above), while the second sum above was not evaluated because this Gridworld is deterministic (i.e. `ns` in the code is just a single integer indicating the next state). Hence, the entire probability mass is on a single next state and no expectation is needed.
Once the Value function was re-estimated, we can perform a **Policy Update**, making the policy greedy with respect to the estimate Value in each state. This is a very simple process, but the code below is a little bloated because we're handling ties between actions carefully and distributing the policy probabilities equally over all winning actions:
updatePolicy: function() {
// update policy to be greedy w.r.t. learned Value function
// iterate over all states...
for(var s=0;s < this.ns;s++) {
var poss = this.env.allowedActions(s);
// compute value of taking each allowed action
var vmax, nmax;
var vs = [];
for(var i=0,n=poss.length;i < n;i++) {
var a = poss[i];
// compute the value of taking action a
var ns = this.env.nextStateDistribution(s,a);
var rs = this.env.reward(s,a,ns);
var v = rs + this.gamma * this.V[ns];
// bookeeping: store it and maintain max
vs.push(v);
if(i === 0 || v > vmax) { vmax = v; nmax = 1; }
else if(v === vmax) { nmax += 1; }
}
// update policy smoothly across all argmaxy actions
for(var i=0,n=poss.length;i < n;i++) {
var a = poss[i];
this.P[a*this.ns+s] = (vs[i] === vmax) ? 1.0/nmax : 0.0;
}
}
},
Here, we are computing the action value function at each state \\(Q(s,a)\\), which measures how much expected reward we would get by taking the action \\(a\\) in the state \\(s\\). The function has the form:
\begin{align}
Q^\pi (s,a) &= E\_\pi \\{ r\_t + \\gamma V^\pi(s\_{t+1}) \\mid s\_t = s, a\_t = a \\} \\\\
&= \sum\_{s'} \mathcal{P}\_{ss'}^a \left[ \mathcal{R}\_{ss'}^a + \\gamma V^\pi(s') \right]
\end{align}
In our Gridworld example, we are looping over all states and evaluating the Q function for each of the (up to) four possible actions. Then we update the policy to take the argmaxy actions at each state. That is,
$$
\pi'(s) = \arg\max_a Q(s,a)
$$
It can be shown (see Richard Sutton's book) that performing these updates over and over again is guaranteed to converge to the optimal policy. In this Gridworld example, this corresponds to arrows that perfectly guide the agent to the terminal state where it gets reward +1.
### REINFORCEjs API use of DP
If you'd like to use the REINFORCEjs Dynamic Programming for your MDP, you have to define an environment object `env` that has a few methods that the DP agent will need:
- `env.getNumStates()` returns an integer of total number of states
- `env.getMaxNumActions()` returns an integer with max number of actions in any state
- `env.allowedActions(s)` takes an integer `s` and returns a list of available actions, which should be integers from zero to `maxNumActions`
- `env.nextStateDistribution(s,a)`, which is a misnomer, since right now the library assumes deterministic MDPs that have a single unique new state for every (state, action) pair. Therefore, the function should return a single integer that identifies the next state of the world
- `env.reward(s,a,ns)`, which returns a float for the reward achieved by the agent for the `s`, `a`, `ns` transition. In the simplest case, the reward is usually based only the state `s`.
See the GridWorld environment in this demo's source code for an example. An example of creating and training the agent will then look something like:
// create environment
env = new Gridworld();
// create the agent, yay! Discount factor 0.9
agent = new RL.DPAgent(env, {'gamma':0.9});
// call this function repeatedly until convergence:
agent.learn();
// once trained, get the agent's behavior with:
var action = agent.act(); // returns the index of the chosen action
### Pros and Cons
In practice you'll rarely see people use Dynamic Programming to solve Reinforcement Learning problems. There are numerous reasons for this, but the two biggest ones are probably that:
- It's not obvious how one can extend this to continuous actions and states
- To calculate these updates one must have access to the environment model \\(P\_{ss'}^a\\), which is in practice almost never available. The best we can usually hope for is to get samples from this distribution by having an agent interacting with the environment and collecting experience, which we can use to approximately evaluate the expectations by sampling. More on this in TD methods!
However, the nice parts are that:
- Everything is mathematically exact, expressible and analyzable.
- If your problem is relatively small (maybe a few thousand states and up to few tens/hundreds actions), DP methods might be the best solution for you because they are the most stable, safest and come with simplest convergence guarantees.


#include <hsp_employee_states_manager.h>
◆ HspEmployeeStatesManager()
| HspEmployeeStatesManager::HspEmployeeStatesManager |
( |
| ) |
|
|
default |
◆ reset_returning_flu()
| void HspEmployeeStatesManager::reset_returning_flu |
( |
Agent & |
agent | ) |
|
Reset flags for flu that is back to susceptible from IH.
◆ set_any_to_removed()
| void HspEmployeeStatesManager::set_any_to_removed |
( |
Agent & |
agent | ) |
|
Set all removed related states.
◆ set_dying_symptomatic()
| void HspEmployeeStatesManager::set_dying_symptomatic |
( |
Agent & |
agent | ) |
|
Set all states relevant to agent that will die.
◆ set_exposed_never_symptomatic_to_removed()
| void HspEmployeeStatesManager::set_exposed_never_symptomatic_to_removed |
( |
Agent & |
agent | ) |
|
Set exposed that never developed symptoms to removed.
◆ set_exposed_to_symptomatic()
| void HspEmployeeStatesManager::set_exposed_to_symptomatic |
( |
Agent & |
agent | ) |
|
Set all states for transition from exposed to general symptomatic.
◆ set_exposed_waiting_for_test_in_hospital()
| void HspEmployeeStatesManager::set_exposed_waiting_for_test_in_hospital |
( |
Agent & |
agent | ) |
|
Set testing in hospital for exposed, initial state.
◆ set_home_isolation()
| void HspEmployeeStatesManager::set_home_isolation |
( |
Agent & |
agent | ) |
|
States for isolated at home.
◆ set_hospitalized()
| void HspEmployeeStatesManager::set_hospitalized |
( |
Agent & |
agent | ) |
|
◆ set_icu_dying()
| void HspEmployeeStatesManager::set_icu_dying |
( |
Agent & |
agent | ) |
|
States for hospitalized, ICU - dying.
◆ set_icu_recovering()
| void HspEmployeeStatesManager::set_icu_recovering |
( |
Agent & |
agent | ) |
|
States for hospitalized, ICU - recovering.
◆ set_recovering_symptomatic()
| void HspEmployeeStatesManager::set_recovering_symptomatic |
( |
Agent & |
agent | ) |
|
Set all states relevant to agent that will recover.
◆ set_susceptible_to_exposed()
| void HspEmployeeStatesManager::set_susceptible_to_exposed |
( |
Agent & |
agent | ) |
|
Set all states for transition from susceptible to exposed.
◆ set_susceptible_to_exposed_never_symptomatic()
| void HspEmployeeStatesManager::set_susceptible_to_exposed_never_symptomatic |
( |
Agent & |
agent | ) |
|
Set all states for transition from susceptible to exposed that will never become symptomatic.
◆ set_tested_false_negative()
| void HspEmployeeStatesManager::set_tested_false_negative |
( |
Agent & |
agent | ) |
|
Set all states for transition from tested to false negative.
◆ set_tested_negative()
| void HspEmployeeStatesManager::set_tested_negative |
( |
Agent & |
agent | ) |
|
◆ set_tested_to_awaiting_results()
| void HspEmployeeStatesManager::set_tested_to_awaiting_results |
( |
Agent & |
agent | ) |
|
Set all states for just tested.
◆ set_waiting_for_test_in_hospital()
| void HspEmployeeStatesManager::set_waiting_for_test_in_hospital |
( |
Agent & |
agent | ) |
|
Set testing in hospital, initial state.
The documentation for this class was generated from the following files:


Milk-O-Man
Dashboard
Pages
Team
Orders
Setting
Invoice
Payments
Invoice #SDF9823KD
Download
Pay
Invoice from Dashboard
Invoice #SDF9823KD
Invoice From:
Tulsi Vanol
CEO of CrazyBeing.tech
123 Baker's Street
San Francisco,CA
Phone: +91<PHONE_NUMBER>
Invoice To:
Edward Jons
Abcd at Themers
236 Main St.,#201
LA,CA
Phone: +61 123456
Description
Hours
Total
Iphone 10X with headphone
125
$6,250
Iphone 8X with extended warranty
15
$750
Subtotal
$7,000


index
|
up
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prev
|
next
ConstraintNode Abstract Class
Definition at line
13
of
Concept.hpp
Constructors
ConstraintNode
(
NodeType
nodeType_,
const
Span
& span_)
Member Functions
bool
IsConstraintNode
()
const override
bool
IsHeaderConstraint
()
const virtual
Constructor Details
ConstraintNode Constructor
cmajor::ast::ConstraintNode::ConstraintNode(
NodeType
nodeType_,
const
Span
& span_)
Definition at line
15
of
Concept.cpp
:
15
:
Node
(
nodeType_
,
span_
)
16
{
17
}
Declaration at line
16
of
Concept.hpp
Member Function Details
IsConstraintNode Member Function
bool
cmajor::ast::ConstraintNode::IsConstraintNode()
const override
Definition at line
17
of
Concept.hpp
:
17
{
return
true
;
}
Base class overridden functions:
cmajor::ast::Node::IsConstraintNode
IsHeaderConstraint Member Function
bool
cmajor::ast::ConstraintNode::IsHeaderConstraint()
const virtual
Definition at line
18
of
Concept.hpp
:
18
{
return
false
;
}
Derived class overrides:
cmajor::ast::WhereConstraintNode::IsHeaderConstraint
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up
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next


We are freedom lovers, you may feel us Rebels, yes we are.
A thought about this forum began during the ignition of Kiss Of Love event. They are the motivators. If any Moral Police or one who is currupted happened to see this page, it's sure that, they will burn me raw. But I will say what I should.
We have only one goal, that is a better world. If this can make a move in the society, or one person among us is ready to share their thoughts (rebellious for Moral Police) we'll be more than happy.
If you have a social ID in Facebook or Twitter, you are welcome.
You can't, its my soul's Identity..
Principles concerning the distinction between right and wrong or good and bad behaviour depends on the one who is doing it. If you are a common man/woman and you don't have any backing from Political or Religious arrays, whatever you do in Public is Immoral.
 First of all they need to come out of the shell they are in now, to see how the world changed and changing. Changes happen from time to time, its universal.
If you think You want to fight against the Morality, do something against Rapists, Corrupted Politicians, Killers and GOD Merchants who are following morality from their head to toe.
Strength of Moral Police is directly proportional to the frustration and regret he /she holds. These frustrations can come from any sources like Missing Love from Parents, Siblings, Friends or even Ex-Lovers.  A coward who couldn't feel the real love. Be strong Move On...
Kiss Of Love #kissoflove


PoissonNTF - fluorescence microscopy data combining multiple excitations
PoissonNTF is a ImageJ plugin, similar to
PoissonNMF, that allows to
decompose lambda stacks of fluorescently labeled samples into the contribution of
the individual dyes. In contrast to PoissonNMF, the NTF version allows to combine
spectrally resolved data acquired using different excitation wavelength.
The method is described in
Neher et al., Biophysical Journal.
Back to main page
Documentation and Examples
HTML documentation
Tutorial using an example with three dyes imaged on a Leica SP2
Download
The plug-in: PoissonNTF.jar, Version 0.5.0
Authors
Richard Neher
Fabian Theis
Andre Zeug
Please address comments and question to Richard Neher and notify us of any bugs you find.
Back to main page
Links and related plugins
ImageJ: rsbweb.nih.gov/ij
Linear unmixing plugin by Joachim Walter: Spectral Unmixing Plugins


Notes
(-)
↻
+
[sys info] - hash:
↲ - access_token:
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{% extends "global/Page.html" %} {% load otree static %} {% block title %} New round {% endblock %} {% block content %}
No coalition was formed in the previous round. Continue to the next page to make a new offer.


--- title: JavaScript frameworks excerpt: Times have changed. I used to avoid using JavaSript as I didn't see the point. Why use JavaScript when many users disable it anyway? date: '2008-01-19 18:22:31 +0100' date_gmt: '2008-01-19 16:22:31 +0100' categories: - Webdev tags: - JavaScript framework webdev ---
Times have changed. I used to avoid using JavaSript as I didn't see the point. Why use JavaScript when many users disable it anyway? Searching for code snippets and tutorials on the web took a long time and often those scripts didn't work properly -- and I didn't know how to fix them. But after reading a couple of good books, DOM Scripting (New Riders Press 2005) and Beginning JavaScript with DOM Scripting and AJAX (Apress 2006), and after understanding the concepts of graceful degradation, progressive enhancement and unobtrusive Javascript, I began to see the benefits of using JavaScript. However, I didn't know where to start, or how to build or choose a good framework of functions that can be reused.
Over the past couple of years, a number of JavaScript frameworks have been developed. Here's a list of libraries that I've found:
Now, I don't know yet which one I'll use the most. And I need to better understand how JavaScript works. Robert Nyman's DOMAssistant seems like a good start. Some other good resources include Roger Johansson's article Choosing a JavaScript framework, and Chris Heilmann's (the author of Beginning JavaScript with DOM Scripting and AJAX (Apress 2006)) the seven rules of Unobtrusive JavaScript.
Here's a quote I like:
If you simply add a class to the body of the document using DOM you can easily offer a chance for a designer to define both the static and dynamic version of the document.


--- layout: page title: About header-img: "img/about-bg.png" ---
I'm a Flatiron School student, eager to learn to become a Software Engineer.


Hello there!
This is Nikhil M Warrier here!
This is a blog post
Nived is a cat
<!DOCTYPE html>
<style>
* {
box-sizing: border-box;
}
</style>
This is Nikhil M Warrier here!
This is a blog post
Nived is a cat
<!DOCTYPE html>
<style>
* {
box-sizing: border-box;
}
</style>


Meegopad T02 comes preloaded with bootable OS, download these if you want to reverse or change the OS
Compilation of all BIOS and Drivers for MeeGoPad devices.
Installation Guide w/Video
1. Look up
1. Check if the power plug has power
2. Try to force shutdown by pressing powerbutton for 10 seconds and then let go and hold to start MeeGoPad
3. Check with a 2A adapter and 24/28 gauge cables.
4. If you see a blue screen or the MeeGoPad logo, follow instructions to reinstall OS.
1. When power is plugged in, MeeGoPad will check its hardware and connected devices. It is completely normal, just press the power button to boot again.
1. Triple check your HDMI connection and that everything is secure
2. Test on another monitor
1. Reboot
2. Reinstall Drivers
1. MeeGoPad versions without fans can overheat under load, try lowering the screen resolution.
2. Place MeeGoPad around open air, not behind your TV!
1. MeeGoPads run on Windows and anything compatible with Win 10 and with the hardware on MeeGoPad device can run
2. Check program requirements
1. Under control panel-sounds-playback try to set every option you see as default and check for sound
2. Reboot MeeGoPad
3. Reinstall drivers
1. The fan adjusts with CPU temperature and will be loud when the CPU is under heavy load
2. Move MeeGoPad to an area with open airflow.
1. MeeGoPad is a mini PC, any programs that works on a PC should work on MeeGoPad
2. Try Intel Remote Keyboard
1. Connect to speakers with USB port or the audio jack
2. Go to sounds-playback and set the output as default
1. HDMI is prefered, but you can get a HDMI to VGA adapter


{% extends "base.html" %} {% block title %}404 - Not Found{% endblock %} {% block container %}
咦，页面不见了，要不在上方搜索一下？
404 Not Found: The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again. {% endblock %}


Families - Hamster Days Blog
15-May-2017 | Milku
But they are my human family.
I'm bracing myself for the International Day for Families. While I've lost contact with my birth family, my adopted human family will probably want to play with me. Provided today's celebrations involve a bit of cake or a special treat, I'll go along with it.
After all, my family do provide some amusement. Two of the little humans went along to a Rookie Life Saving class on Friday. But only one took clothes to change into afterwards. Oops! Fortunately she managed to come home without celebrating National Nude Day prematurely... thanks to her Mum.


PRODUCTS
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SolidWorks
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© 2016 Open Source


Team: Ashwath Anand, Utsav Parasrampuria
Duration:
My role: Primary - Programming and circuit layout and building. Secondary - Design and construction of mechanism and Vending machine, Physical interface.
Challenge
We set out to create a platform that will serve as a physical touchpoint for students to experiment with as well as a representation of the nature of projects being carried out by students of Interaction Design at SCAD's School of Design.
Process
The class was split into three teams: physical design, human factors and mechatronics.
My primary role was to investigate how the individual electronic components worked, make them work with each other
and the best way to incorporate them with the vending machine and its physical interface.
At this stage, it was crucial to work with the interface and mechanism teams so the electronics
would work well when its eventually in place. So the process of developing the machine was done
in an iterative process. We prototyped repeatedly, tested them, got feedback, made improvements
and fed it back to the design.
For me this was an amazing experience of being part of a big project with multiple teams working towards a common goal.
The next stages involved us bringing together all these components and make sure they worked with each others.
These were some of the challenges we faced during this stage:
Making work arounds for the coin acceptor when it did not give the expected serial commands.
Getting rid of LEDs as they took up too many ports.
Instead of an expensive 3D printed worm gear but we realised we could use a 5$ rubber belt through prototyping.(This was a big achievement in this project.)
While trying to incorporate NeoPixels into the circuit we faced problems so we ended up using 2 arduinos.
This was also the first time I uploaded code on GitHub. This is part of our plan to set it up for students part of future classes who will work on VENDOBOT. This was also the first time I had a professor really get into the field with us to get his feet dirty. He helped us at every point in the project, especially me when I faced challenges in the code.


Image test 3, see if accessible name contains file name, for Image
Group 1: Image with alt
attribute containing the file name
Image 11:
Image 12:
Group 2: Image with aria-label
attribute containing the file name
Image 21:
Group 3: Image with aria-labelledby
attribute containing the file name
Img3.png
Image 31:
Group 4: Image with alt, aria-labelled by, and aria label
methods contain the file name.
img4.png and more text
Image 41:
More text in front img4.png
Image 42:
Image 43:
Image 44:
Group 5: Image with alt
attribute does not contain the file name
Image 51:
Group 6: Image with aria-label
attribute does not contain the file name
Image 61:
Group 7: Image with aria-labelledby
attribute does not contain the file name
not the file name
Image 71:
Group 8:Images named by alt, aria-labelled by, and aria label
hidden attributes tested using the HTML aria-hidden,
HTML 5 hidden, and role="presentation".
Image 81:
img8.png
Image: 82
Image 83:


--- layout: post title: We sit with the universe date: 2005-01-09 00:00:00 categories: aikido personal ---
Something Jay said at zazen on Friday resonated with me and I couldn't work out why: "we sit with the universe".
At the risk of sounding like a tired old hippy (and we all know that the hippies must die), our industry seems pleased as punch with itself that suddenly everyone is getting networked - that we communicate with and influence not just those around us, or those in the next town or country, but everyone everywhere.
And then you look back at these old Buddhist guys... and they've been saying exactly the same thing for thousands of years. The hi-tech industry is playing catchup with monks who died 2 millenia ago - doh.
It's been a weird week for it all btw. Jay and Heather, who run the zazen group, turned up to Aikido on Thursday to have a look at what we do... and then Tom Helsby came along with me to zazen on Friday.
I can only liken the sensation to how I imagine it feels when you and your partners parents first meet: on best behaviour and praying fervently that everyone gets on.


uchicago.src.sim.games
Interfaces
GameAgent
Strategy
Classes
AlwaysCooperate
AlwaysDefect
AntiTitForTat
Game
GameChoice
GameUtilities
PayoffMatrix
PayoffPair
TitForTat


{% extends "layout/lay_1col.html" %} {% block www_hd_title %}{% trans "Account Settings » Password Reset Requested" %}{% endblock www_hd_title %} {% block www_content_box_1 %}
{% trans "Instructions for resetting your password was sent to the e-mail address associated with your account." %}
{% trans "You should be receiving it shortly. Make sure you check your spam folder as well." %}
{% trans "Just follow the instructions!" %}


Oh-My-Bash is an open source, community-driven framework for managing your BASH configuration. It comes bundled with a ton of helpful functions, helpers, plugins, themes, and a few things that make you shout... If you heard about Oh-My-Zsh before, this project is a shameless fork of that one, but in "Bourne Again Shell".
$ bash -c "$(curl -fsSL https://raw.githubusercontent.com/ohmybash/oh-my-bash/master/tools/install.sh)"
$ bash -c "$(wget https://raw.githubusercontent.com/ohmybash/oh-my-bash/master/tools/install.sh -O -)"
Check out our full plugin list →


The Ultima 6 SNES Randomizer allows you to randomize a number of different elements to Ultima 6, giving you a endless amount of unqiue replays of the game.
Overview
- The Item Shuffler allows you to randomly shuffle items around in the world for when you want to enjoy an item hunt and more exploration.
- The Spawn Randomizer allows you to shuffle AI spawns and their properties allowing for new combinations of surprises on AI placement.
- The AI Randomizer allows you to shuffle and randomize enemies properties creating new combat experiences and challenges.
- The Gameplay Adjustments portion allows you to btoh shuffle and randomize player and party member properties as well as adjust aspects of the game to your liking.
Item Shuffle Details
The Item Shuffler will randomly shuffle all of the selected items between one another.
If
"Main Items" and
"Overworld Chests" are selected, then Runes and Moonstones could be placed in any overworld chest or other main item locations!
The Item Shuffler will attempt to prevent any placement of items which would result in them being unreachable.
If there are multiple items in a chest, the shuffler will choose to randomize only one item per chest.
You may choose to add the Moon Orb and/or Spellbook to the item shuffle pool, which will result in you starting with a random item from the item pool in their spot in your inventory.
Main Items
These are what items are considered Main Items.
- All 8 Runes
- All 8 Moonstones
- Vortex Cube
- Balloon Plans
- Broken Gargoyle Lens
Main Item Locations
The main item locations are in the following areas.
- 1x Britain
- 1x Gargoyle City
- 1x Jhelom
- 1x Minoc
- 1x Moonglow
- 1x New Magincia
- 1x Skara Brae
- 8x Shrines
- 1x Stonegate
- 1x Sutek's Castle
- 1x Trinsic
- 1x Yew
Overworld Chest Locations
This list does not include any locations from the Main Item Locations List.
- 8x Britain
- 2x Buccaneer's Den
- 3x Castle Britannia
- 3x Dagger Island
- 2x Deep Forest
- 2x Jhelom
- 3x Minoc
- 2x Moonglow
- 3x Paws
- 4x Serpent's Hold
- 2x Trinsic
Underground Chests
- 4x Britain Sewers / Buccaneer's Cave
- 1x Cyclops Cave
- 1x Destard
- 1x Hythloth
- 1x Moonglow Catacombs
- 5x Pirate Cave
- 1x Wrong / Covetous
Spawn Randomization Details
The Spawn Randomizer allows you to randomize enemy and creature spawns.
If
"Randomly Mix" is
NOT selected, then creatures will only randomize with their own type, so monsters can only appear where other monsters could appear.
If
"Randomly Mix" IS selected then all selected creature types are mixed together. Monsters can now appear where anything else selected could appear!
Spawn Number Details
Each creature spawn point in the game has settings on how many creatures appear from their at once. If default is selected, the original spawn point numbers are used.
You can choose to
"Shuffle" the Spawn Numbers which will take all spawn numbers from every spawner in the game and then shuffle them and reassign them.
It is also possible to completely randomize the spawn numbers by selecting
"Random Spawn Numbers".
Aggression Details
Aggression is assigned to creatures based on the spawn point they spawn at. This is the default setting.
When randomly mixing creatures, you may find character types no longer have the aggression you would expect. The
"Intuitive Aggression" option assigns aggression based on creature type and not from the spawn point.
You can choose to
"Shuffle Aggression", which will shuffle the aggression of all spawns. Sheep or guards in town could now attack you!
For those who want to not worry about being attacked randomly, you can select
"Passive" and all creatures will now ignore you unless you attack first.
AI Options Details
"Shuffle AI Stats" will take the entire set of stats from each AI, and shuffle them between themselves.
"Shuffle Spellcasters" will shuffle which AI can cast spells, maintaining the same ratio of spellcasters to non-spellcasters as the base game.
"Shuffle Equipment Users" will shuffle which AI use armor and weapons, maintaining the same ratio of equipment users to non-equipment users as the base game.
"Shuffle Drop Possessors" will shuffle which AI have non-armor and non-weapon drops. This maintains the same ratio of drop possessors to non-drop possessors as the base game.
"Randomize AI Drops" will randomize the non-armor and non-weapon drops for each AI that is a drop possessor.
"Maintain Believable Spellcasters, Equipment, and Drops" will enforce restrictions from the base game based on AI type on if the AI would be believable casting spells, using armor and weapons, or having certain categories of drops.
You can use
"AI Stat Difficulty" to either decrease or increase the stats of AI to make for an easier or harder experience.
You can use
"AI Spell Difficulty" to either add remove or add spells from the AI spell lists to make for an easier or harder experience.
Options under
"AI Spells" allow you to randomize or shuffle the spell lists for any AI that can cast spells.
Options under
"AI Equipment" allow you to randomize or shuffle armor and weapons for any AI that can use armor and weapons.
Gameplay Adjustment Details
If you select
"Add Missing Enemies from PC Version" then the Silver Serpent and Zu Flower will be added back to the game. These were unfinished in the SNES port. Due to limitiations the recreated versions are not identical to the PC version.
"Add Missing Spells to AI" fixes a bug that prevents the AI from using all assigned spells. With this, AI can now cast all the spells they could on the PC version as well.
"Remove Moon Orb" will remove the Moon Orb completely from the game. If there Moon Orb was selected for randomization, a random item will be selected to replace it.
"Enable Expanded Camping" will allow you to sleep in town, which can greatly reduce frustration around trying to find an ideal camping spot.
"Enable Expanded Button Mapping" puts actions onto additional controller buttons beyond only the original A(open menu) and D-Pad(move) buttons.
- D-Pad - Move
- A - Open Menu
- B - Cancel Action / Close Menu
- Y - Look
- X - Talk
- L - Cast
- R - Attack
- Start - Inventory
Starting Inventory Details
You can choose to start with the default inventory, none, or between different styles of randomization for the inventory.
The
"Tier and Set Based" randomization randomizes your gear and items but ensure that it feels more purposeful and crafted. The randomizer will pick a tier of gear, then randomly a set of armor and seperately a set of weapons, and lastly choose random options from within that set. Each set has a number of options per piece, ensuring there are millions of combinations.
With
"Chaotic" randomization your gear and items are completely random and may be non-sensical.
Starting Gold Details
You start the game with 200g by default, but you can choose to start with less, more, or a random amount.
Time Adjustment Details
In Ultima 6, 1 minute of in game time passes for every step you take. Full daylight hours are between 06:00 and 19:00 and are when most NPCs are awake.
You can choose to lengthen the daylight hours by
2x or 3x which means that 1 minute of in game time during daylight hours will pass only after 2 steps or 3 steps taken. Night hour time passing still occurs at 1 minute per step taken.
If you choose to
"Use PC Version Day and Night Lengths" then both the day and night will be 2x as long.
Karma Adjustment Details
You can choose to make Karma less difficult or more difficult.
When
"Easy Karma Mode" is selected, all penalities are reduced to 1 karma loss, you start at 100 karma instead of 75, and all karma rewards are doubled.
When
"Hard Karma Mode" is selected, all penalities are doubled and you start at 60 instead of 75 karma.
Shrine of Spirituality Warp
There are options to add an island north of Empath Abbey that has a warp to the Shrine of Spirituality.
Adding the island is recommended when playing with removed Moon Orb, as the game intends you to use the Moon Orb to reach the shrine.
When
Add Island Warp is selected, an island with a cave that requires a boat to reach will appear north of Empath Abbey.
When
Add Island Warp (Requires Flying) is selected, an island with a cave that requires a balloon to reach will appear north of Empath Abbey.
When
Add Island Warp (Random Requirements) is selected, an island with a cave that will appear north of Empath Abbey with random requirements on if it needs a balloon or not.
Placed Rafts
In the base game, there are a few pre-placed rafts around the world. These options allow you to add or remove those rafts.
Adding safety rafts is recommended when playing with the Moon Orb randomized or removed as it becomes easier to get stuck.
If
Add Safety Rafts is selected rafts are added to each of the Shrine islands to prevent getting stuck if taking an accidental Moongate.
If
Trap All Placed Rafts is selected all the current rafts in the game will be moved to areas where they can not reach the ocean.
Other Details
"Enable Spoiler Log" grants you access to seeing where all the items were placed. This can be good to reference if you get completely stuck.
"Enable Hints" will replace text in various scrolls and books to give vague hints about the locations of any Main Items.
When
"Hide Seed In Game" is selected, the seed value will no longer be visible in the game.
"Remove Seed & Flags from Filename" will generate a random value for the filename.
Combining
"Hide Seed In Game" and
"Remove Seed & Flags from Filename" allows you to create hidden seeds for the purposes of races, tournaments, or simply surprises for others.


| Module | Frivol |
| In: |
lib/frivol.rb
|
| NEVER_EXPIRE | = | nil | Defines a constant to indicate that storage should never expire |
Retrieve stored values, or defaults.
If you retrieve a single key just that value is returned. If you retrieve multiple keys an array of values is returned. You might do:
name = retrieve :name => "Marc Heiligers" first_name, last_name = retrieve :first_name => "Marc", :last_name => "Heiligers"
If the default is a symbol, Frivol will attempt to get the default from a method named after that symbol. If the class does not respond_to? a method by that name, the symbol will assumed to be the default.
The base key used for storage in Redis.
This method has been implemented for use with ActiveRecord and uses "#{self.class.name}-#{id}" for the default bucket and "#{self.class.name}-#{id}-#{bucket}" for a named bucket. If you are not using ActiveRecord, or using classes that don‘t respond to id, you should override this method in your class.
NOTE: This method has changed since version 0.1.4, and now has the bucket parameter (default: nil)
Store a hash of keys and values.
The hash need not be the complete hash of all things stored, just those you want to change. For example, you may call store :value1 => 1 and then later call store :value2 => 2 and Frivol will now have stored { :value1 => 1, :value => 2 }. How Frivol stores or retrieves data is intended to be hidden and while it is true that it currently uses a Hash#to_json you should not rely on this.


| nest {tidyr} | R Documentation |
Nesting creates a list-column of data frames; unnesting flattens it back out into regular columns. Nesting is implicitly a summarising operation: you get one row for each group defined by the non-nested columns. This is useful in conjunction with other summaries that work with whole datasets, most notably models.
Learn more in vignette("nest")
.
nest(.data, ..., .names_sep = NULL, .key = deprecated()) unnest( data, cols, ..., keep_empty = FALSE, ptype = NULL, names_sep = NULL, names_repair = "check_unique", .drop = deprecated(), .id = deprecated(), .sep = deprecated(), .preserve = deprecated() )
.data |
A data frame. |
... |
< :
previously you could write If you previously created new variable in |
.key |
:
No longer needed because of the new |
data |
A data frame. |
cols |
< If you |
keep_empty |
By default, you get one row of output for each element
of the list your unchopping/unnesting. This means that if there's a
size-0 element (like |
ptype |
Optionally, supply a data frame prototype for the output |
names_sep, .names_sep |
If If a string, the inner and outer names will be used together. In |
names_repair |
Used to check that output data frame has valid names. Must be one of the following options:
See |
.drop, .preserve |
:
all list-columns are now preserved; If there are any that you
don't want in the output use |
.id |
:
convert |
.sep |
tidyr 1.0.0 introduced a new syntax for nest()
and unnest()
that's
designed to be more similar to other functions. Converting to the new syntax
should be straightforward (guided by the message you'll recieve) but if
you just need to run an old analysis, you can easily revert to the previous
behaviour using nest_legacy()
and unnest_legacy()
as follows:
library(tidyr) nest <- nest_legacy unnest <- unnest_legacy
df %>% nest(data = c(x, y))
specifies the columns to be nested; i.e. the
columns that will appear in the inner data frame. Alternatively, you can
nest()
a grouped data frame created by dplyr::group_by()
. The grouping
variables remain in the outer data frame and the others are nested. The
result preserves the grouping of the input.
Variables supplied to nest()
will override grouping variables so that
df %>% group_by(x, y) %>% nest(data = !z)
will be equivalent to
df %>% nest(data = !z)
.
df <- tibble(x = c(1, 1, 1, 2, 2, 3), y = 1:6, z = 6:1) # Note that we get one row of output for each unique combination of # non-nested variables df %>% nest(data = c(y, z)) # chop does something similar, but retains individual columns df %>% chop(c(y, z)) # use tidyselect syntax and helpers, just like in dplyr::select() df %>% nest(data = any_of(c("y", "z"))) iris %>% nest(data = !Species) nest_vars <- names(iris)[1:4] iris %>% nest(data = any_of(nest_vars)) iris %>% nest(petal = starts_with("Petal"), sepal = starts_with("Sepal")) iris %>% nest(width = contains("Width"), length = contains("Length")) # Nesting a grouped data frame nests all variables apart from the group vars library(dplyr) fish_encounters %>% group_by(fish) %>% nest() # Nesting is often useful for creating per group models mtcars %>% group_by(cyl) %>% nest() %>% mutate(models = lapply(data, function(df) lm(mpg ~ wt, data = df))) # unnest() is primarily designed to work with lists of data frames df <- tibble( x = 1:3, y = list( NULL, tibble(a = 1, b = 2), tibble(a = 1:3, b = 3:1) ) ) df %>% unnest(y) df %>% unnest(y, keep_empty = TRUE) # If you have lists of lists, or lists of atomic vectors, instead # see hoist(), unnest_wider(), and unnest_longer() #' # You can unnest multiple columns simultaneously df <- tibble( a = list(c("a", "b"), "c"), b = list(1:2, 3), c = c(11, 22) ) df %>% unnest(c(a, b)) # Compare with unnesting one column at a time, which generates # the Cartesian product df %>% unnest(a) %>% unnest(b)


influenza {border-style vaccine px;} #ffffff;} Infect Dis; pandemic universal virus :–. []. antigenic current immunity new px; vaccines {font-family antibody doi:./infdis/jiy. doi:./infdis/jiz. font-size jiy. jiz. Infectious double; response seasonal better border-color border-width development protect solid; vaccines, vaccines. {font-style {font-weight Allergy E-- Influenza Institute National billion bold courier; delivery design em; improved pandemic. potential pt;} strains target understanding vaccination vaccinology viral


STRAPLESS
This styleguide is the first iteration of universal design & code standards. This is built as a point of reference for UX designers, frontend developers, frontend designers, graphic designers, and anyone building wireframes.
It’ll be an iterative approach, and is subject to regular updates.
This UI toolkit is a highly-modular design system for rapid web page development. It contains different materials that can be assembled into more complex page layouts.
This guide contains real working examples, code snippets, documentation, and style guidelines.
Start by adding the following files to your page:
<link rel="stylesheet" href="assets/toolkit/styles/toolkit.css">
<script src="assets/toolkit/scripts/toolkit.js"></script>
THE SCND STYLEGUIDE


Grizzled hunter with a powerful crossbow and tripwires
An elusive and bursty assassin who strikes with a flurry of blades
Nimble duelist wielding a powerful pulse cannon
Kensei is an agile swordmaster who excels at fighting durable heroes
A form-swapping spellcaster who deals massive crystal damage with light and shadow abilities
Tony is a dwarven brawler who taunts and pummels enemies
Shocking valkyrie who chains massive damage across enemy teams
Backline support, excelling at zone control and team utility
Churnwalker is a disruptor who throws multiple skillshot hooks, chaining victims to him.
A fast, devastating fire mage with a demon netherform
A powerful paladin with a massive heal
Baptiste dictates battle by striking fear into the heart of his enemies. Reaping the souls of his opponents, he both sustains himself and empowers his attacks and abilities.
Grumpjaw is a durable fighter, able to last in battles while maintaining stacks of his Living Armor through basic attacks. Grumpjaw can easily turn the tides of battle by devouring one of his enemies and briefly removing them from the fight.
Idris shifts through battle, piercing his targets with his spear and chakrams. Whether building weapon, crystal, or a combination of the two, Idris brings extraordinary damage and agility to any fight.
Flicker is a sneaky trickster able to disrupt foes with his debilitating abilities. Utilizing his stealth, Flicker can plunge deep into enemy lines causing mayhem or grant his team stealth to initiate on unsuspecting prey.
Gwen moves swiftly across the map, picking off enemies from a distance. She can shake off negative effects inflicted by her enemies, turning the tables in her favor. Gwen is best played in the lane where she can earn gold and gear up for big fights.
Baron rains destruction on his opponents. No matter how he builds, he brings incredible range and powerful burst damage to any team.
 Samuel is able to deal damage on the move, but he may be caught out of position if played too aggressively. He is well suited in the lane, able to bully his victim while draining health and energy to sustain himself.
Drawing upon her training as a Gythian battlemage, Lyra uses healing and protective magic to turn enemy positions into powerful zones for her allies. Her portals also allow her team to bypass these positions entirely, avoiding defenses and terrain.
Lance depends on both his courage and his wits to protect his allies. With his unique polearm-and-shield combat style, he breaks enemy lines and creates opportunities for his friends.
Alpha hunts and terminates her targets with ruthless precision. No longer bound to the rules of mortality, she engages in battle without fear or caution.
Quick and nimble, Ozo leaps from hero to hero as he bounces around the battlefield. He is at home in the center of a chaotic fight where he can deal large amounts of area-of-effect damage.
Reim is a grumpy old winter mage who freezes everyone who crosses him. Though he moves slowly, he deals heavy damage to opponents while being surprisingly resilient himself.
Kestrel is an elite Stormguard archer who takes down targets from a distance. When building weapon, she deals rapid, sustained damage and uses stealth to find better footing when enemies get too close.
Blackfeather is a striking duelist who pierces the hearts of his opponents. When building weapon items, he becomes a powerful assassin.
Phinn is an unstoppable tank who brings the fight to him. He pairs incredibly well with other heroes who don't back down from battle.
Skye is a swift sniper able to dance at the edge of fights or dive deep into the enemy backline to kill key targets.
Rona is a deadly berserker who is always ready to leap into battle. She holds her own in melee combat, unleashing enormous damage.
This Halcyon Well guardian is a snarling, frightening sight in the jungle. He stalks prey, closes in with teammates, flanks targets and creates challenging, multi-front confrontations.
Joule is a hardened front-line fighter with built-in defensive plating.
Ardan is a damage-soaking protector who dramatically changes the landscape of teamfights. Able to rescue friends from certain death and turn lost battles around
Skaarf blazes his way through the fold, incinerating everything in his path.
Taka weaves through the battlefield, eliminating targets with his switchblades. He lives on the knife's edge, compensating for fragile defenses with agility and stealth.
Krul is a jungle nightmare who dominates in 1v1 duels. Able to absorb massive amounts of damage and recover large portions of health, Krul can bring the pain and survive a beating.
SAW has arguably the highest damage potential in the game ... but at the huge expense of mobility. Excellent at sieging important locations, SAW zones, slows and damages with Suppressing Fire.
Petal plants seeds that slowly heal her and her friends. She can grow these seeds into minions that fight alongside her, and she can blow them up to obliterate vulnerable targets.
Glaive is a devastating powerhouse, instantly dashing into the action and knocking enemies into danger. His damage is devastating, but he is vulnerable to slippery opponents.
Koshka is an in-your-face assassin adept at getting the kill and then getting out. She should focus on assassinating weak targets and locking down the most lethal enemy.
Adagio can heal. He can amplify damage. He can stun and nuke the entire enemy team. This master manipulator of large-scale battles brings shines through area-of-effect damage and team-saving abilities.
Ringo is often played as the primary damage dealer for his team. He can shoot at blinding speeds and finish off fleeing enemies with an epic fireball that follows foes across the battlefield.
Catherine brings the most reliable stun and disruption skills to teamfights and ganks. Hard to kill and great at chasing, she can secure kills and turn around fights that would otherwise be lost.
Celeste lights the way for her team, calling upon her stars for both artillery and long-range reconnaissance. Though fragile, she is well-suited to fighting from the furthest edges of battle.
Vox is a mobile sniper with a high-energy playstyle, able to quickly and frequently dash around the battlefield. Vox deals significant damage either to a single target or to groups of enemies depending on his build.


---
layout: post
title: you love me to death - hooverphonic
date: '2010-03-03T00:07:00.003+02:00'
author: Ema
tags:
- Ema
modified_time: '2010-05-06T03:03:22.536+03:00'
blogger_id: tag:blogger.com,1999:blog-551549162106413340.post-434304729803294889
blogger_orig_url: http://pentrumuzica.blogspot.com/2010/03/you-love-me-to-death-hooverphonic.html
---
un fel de coup de foudre... you love me to death but death may love you more


Juice Wrld’s Security Guards Arrested for Having Guns at Airport: Report
by Trent FitzgeraldTwo security guards with Juice Wrld were reportedly arrested at Chicago's Midway International Airport at the time of late rapper's untimely death after an apparent seizure on Sunday (Dec. 8).
According to a New York Post report published on Sunday, Chicago Police spokesman Anthony Guglielmi said that Juice arrived at the airport with a group of about 10 to 12 people, including his entourage, airplane personnel and the two security guards, Chris Long and Henry Dean. Although Long and Dean had a valid conceal and carry permit, that permit didn't authorize them to bring their firearms into an airport.
Long, who is publicly recognized as Juice Wrld’s personal photographer and videographer, and Dean were arrested and charged with misdemeanor gun violations. Guglielmi added that both men were "very cooperative" during the investigation. Police didn't find any contraband on the other members of the group. Dean was later released without bail, while Long was also released, though he had to post a $1,500 bond.
Juice, born name Jarad Higgins, suffered from a seizure after landing at Chicago's Midway Airport following a private flight from California. According to witnesses, the medical emergency occurred as the Chicago rapper was at the airport. The seizure reportedly caused him to bleed from the mouth. Paramedics rushed Juice to Advocate Christ Medical Center in Oak Lawn, Ill., where he was pronounced dead at 3:15 a.m. He was 21.
An autopsy on the late rapper is scheduled for Monday (Dec. 9) at the Cook County Medical Examiner's Office. Police said there were no signs of foul play.
Juice Wrld's record label, Interscope Geffen A&M Records, released a statement to XXL on the rapper's death.
"Juice made a profound impact on the world in such a short period of time," the statement reads. "He was a gentle soul, whose creativity knew no bounds, an exceptional human being and artist who loved and cared for his fans above everything else. To lose someone so kind and so close to our hearts is devastating. Our thoughts are with Juice’s family and friends, everyone at his label Grade A, and his millions of fans around the world."
XXL has reached out to Juice Wrld's reps as well as the FBI for comment.
See Photos From Juice Wrld's Fall 2019 XXL Magazine Cover Shoot
Styled Michael Comrie with co-stylist Adam Morales
Marni Mohair Cardigan, Rhude T-Shirt
Brain Dead Hoodie
Vintage Punk Jacket, Descontrol; Jewelry Artist's Own
Last Heavy Hoodie
Brain Dead Hoodie and Overalls, No.Liste Sneakers
Last Heavy Hoodie and Pants


- IOSLauncher - Class in de.sengerts.tictactoe
-
- IOSLauncher() - Constructor for class de.sengerts.tictactoe.IOSLauncher
-
- isAiOpponent() - Method in class de.sengerts.tictactoe.ui.TicTacToeGame
-
Gets whether this is a game against an AI player.
- isAIPlayer() - Method in class de.sengerts.tictactoe.model.players.AIPlayer
-
Returns true indicating that this player object is an AI Player.
- isAIPlayer() - Method in class de.sengerts.tictactoe.model.players.HumanPlayer
-
Returns false indicating that this player object is a Human Player.
- isAIPlayer() - Method in class de.sengerts.tictactoe.model.players.Player
-
Indicates whether a player is an AI player or not.
- isColumnCompletelyMarkedByOnePlayer(int) - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if a given column in this territory is completely marked by one player.
- isDraw() - Method in class de.sengerts.tictactoe.logic.GameLogic
-
Gets if the game ended with a draw.
- isEnded() - Method in class de.sengerts.tictactoe.logic.GameLogic
-
Gets if the game ended.
- isEveryTileMarked() - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if all tiles in this territory are marked.
- isHumanPlayersTurn() - Method in class de.sengerts.tictactoe.logic.GameLogic
-
Gets whether its currently the human player's turn.
- isInGame() - Method in class de.sengerts.tictactoe.logic.GameLogic
-
Gets if the game is ingame.
- isLeftDiagCompletelyMarkedByOnePlayer() - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if the left diag in this territory is completely marked by one player.
- isLocationInTerritory(Location) - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if a location is inside the territory.
- isMarked() - Method in class de.sengerts.tictactoe.model.board.Tile
-
Returns whether this tile is marked.
- isPlayingAgainstAI() - Method in class de.sengerts.tictactoe.logic.GameLogic
-
Gets if the player is playing against AI.
- isRightDiagCompletelyMarkedByOnePlayer() - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if the right diag in this territory is completely marked by one player.
- isRowCompletelyMarkedByOnePlayer(int) - Method in class de.sengerts.tictactoe.model.board.Territory
-
Gets if a given row in this territory is completely marked by one player.


Hello, I'm
Steve Hawes
Marine and Data Scientist
Read
about
me here, my
thoughts
here, and my
cv
here.


When exporting messages from your Ameol message database you are given the option of appending messages to an existing file. This will add the new messages to the file without overwriting the existing data.
This can be useful if you are keeping files of messages as a backup or as archives for particular types of messages or subjects.


In CING, the python coding standards set forth here were attempted:
http://www.python.org/dev/peps/pep-0008/
With the following exceptions
-
Annotations for Pydev Extensions such as: are included.
Settings for Pydev Extensions: turn off checking for inconsistent spacing because
it drives JFD crazy.
-
Documentation Strings
No leading space.
-
Package and Module Names
Caps are allowed. Few underscores used.
- Function Names
Again, Caps are used instead of underscores.
- Line width
JFD prefers exceeding 80 characters per line and uses 120.
And the additions:
-
No brackets for simple if block.
Brackets are a bit silly sometimes because JFD realized the following a bit late:
In [11]: 1 or 0 != 0
Out[11]: 1
In [12]: False or 0 == 0
Out[12]: True
Showing that indeed the operator precedence rules favor or over ==. The funny thing though is that this doesn't matter for simple expressions where you're only interested in knowing the result being True or False. As long as you don't care they might be expressed as 1 or 0 instead. For clarity and if I missed a case, usually more brackets are used.
-
Extra #end if comments for -long- sections but not for single line ifs or fors.
Special care:
No "import string" because always using string methods directly for speed.


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Sky is the limit!
And thus any improvement or modification is invited!!
power on


Creating a basic wireframe for my index page
- purpose – information
- color pallette
- first look at me as a developer
- clean lines - links to cultural/technical blogs
Layout
- header – name
- sidebar – links to DBC blogs
- content – what the hell to put here?
- footer
Wireframe


Response types are a list of values of "response_type
"
request parameter that the client application may specify.
An authorization request with a non-registered "response_type
"
This service rejects non-registered "response_type
" values.
In RFC 6749,
valid values of "response_type
" request parameter are just two,
namely, "code
" and "token
". However, OpenID Connect
has extended them to combinations of "code
", "id_token
"
and "token
", or "none
". As a result, the number of
valid values is 8. See OAuth 2.0 Multiple Response Type Encoding Practices for details.
Denotes that the client application may request an authorization code. If the client application may use the authorization code flow, check this.
Note that even if the value of "response_type
" request parameter
is "code
", if "scope
" request parameter of the
authorization request contains "openid
", an
ID token will be issued at the token endpoint as well as
an access token.
Denotes that the client application may request an access token at the authorization endpoint. If the client application may use the implicit flow, check this.
Denotes that the client application may request an ID token at the authorization endpoint.
Denotes that the client application may request an authorization code and an access token at the same time at the authorization endpoint.
Denotes that the client application may request an authorization code and an ID token at the same time at the authorization endpoint.
Denotes that the client application may request an ID token and an access token at the same time at the authorization endpoint.
Denotes that the client application may request an authorization code, an ID token and an access token at the same time at the authorization endpoint.
Denotes that the client application may send an authorization request which does not expect any object to be returned. This use case is special. See 4. None Response Type of OAuth 2.0 Multiple Response Type Encoding Practices for details.


git-hash-object - Compute object ID and optionally creates a blob from a file
git hash-object [-t <type>] [-w] [--path=<file>|--no-filters] [--stdin] [--] <file>... git hash-object [-t <type>] [-w] --stdin-paths [--no-filters] < <list-of-paths>
Computes the object ID value for an object with specified type with the contents of the named file (which can be outside of the work tree), and optionally writes the resulting object into the object database. Reports its object ID to its standard output. This is used by git cvsimport to update the index without modifying files in the work tree. When <type> is not specified, it defaults to "blob".
-t <type>
Specify the type (default: "blob").
-w
Actually write the object into the object database.
--stdin
Read the object from standard input instead of from a file.
--stdin-paths
Read file names from stdin instead of from the command-line.
--path
Hash object as it were located at the given path. The location of file does not directly influence on the hash value, but path is used to determine what Git filters should be applied to the object before it can be placed to the object database, and, as result of applying filters, the actual blob put into the object database may differ from the given file. This option is mainly useful for hashing temporary files located outside of the working directory or files read from stdin.
--no-filters
Hash the contents as is, ignoring any input filter that would have been chosen by the attributes mechanism, including the end-of-line conversion. If the file is read from standard input then this is always implied, unless the --path option is given.
Part of the git(1) suite


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You only need 2 packages to customize Bulma: node-sass
and bulma
itself.
--- title: With node-sass layout: documentation doc-tab: customize doc-subtab: node-sass breadcrumb: - home - documentation - customize - customize-node-sass --- {% capture dependencies %} npm install node-sass --save-dev npm install bulma --save-dev {% endcapture %} {% capture package %} { "name": "mybulma", "version": "1.0.0", "main": "sass/mystyles.scss", "license": "MIT", "devDependencies": { "bulma": "^0.7.2", "node-sass": "^4.9.2" } } {% endcapture %} {% capture step_2 %}
You only need 2 packages to customize Bulma: node-sass
and bulma
itself.
Your package.json
should look like this at this point.
To build a CSS file from a Sass file, we can use node scripts. In package.json
, add the following:
css-build
takes sass/mystyles.scss
as an input, and outputs css/mystyles.css
, while omitting the source map
css-watch
builds the CSS and watches for changes
start
is simply a shortcut for css-watch
To test it out, go in your terminal and run the following command:
If set up correctly, you will see the following message:
Reload the page and it should be styled like this:
To watch for changes, just launch the following command:


|
Learning with Texts - Fork 2.8.1-fork
Learn foreign languages with texts
|
| Language | RegExp Split Sentences | RegExp Word Characters | Make each character a word | Remove spaces |
|---|---|---|---|---|
| Latin derived alphabet (English, French, German, etc.) | .!?:; | a-zA-ZÀ-ÖØ-öø-ȳ | No | No |
| Languages with a Cyrillic-derived alphabet (Russian, Bulgarian, Ukrainian, etc.) | .!?:; | a-zA-ZÀ-ÖØ-öø-ȳЀ-ӹ | No | No |
| Greek | .!?:; | \x{0370}-\x{03FF}\x{1F00}-\x{1FFF} | No | No |
| Hebrew (Right-To-Left = Yes) | .!?:; | \x{0590}-\x{05FF} | No | No |
| Thai | .!?:; | ก-๛ | No | Yes |
| Chinese | .!?:;。！？：； | 一-龥 | Yes or No | Yes |
| Japanese (Without MeCab) | .!?:;。！？：； | 一-龥ぁ-ヾ | Yes or No | Yes |
| Japanese (With MeCab) | .!?:;。！？：； | mecab | Yes or No | Yes |
| Korean | .!?:;。！？：； | 가-힣ᄀ-ᇂ | No | No or Yes |


Smith back for BBL's Sixers with eye on T20 World Cup
Australia's top batsman Steve Smith says he is returning to the Big Bash League domestic tournament for the Sydney Sixers with an eye on next year's Twenty20 World Cup on home soil.
SYDNEY: Australia's top batsman Steve Smith says he is returning to the Big Bash League domestic tournament for the Sydney Sixers with an eye on next year's Twenty20 World Cup on home soil.
The world's top-ranked test batsman was part of the Sixers team that won the first edition of the tournament in 2011 and last appeared in the BBL 2014.
Smith has played 36 internationals for Australia in the shortest format of the game and is expected to be a key member of the squad looking to win the World Cup for the first time.
"I'll love to be part of the World Cup. I was part of the 50-over World Cup in Australia last time and it was probably one of the best six weeks of my life," Smith said in a video interview on the team's website.
"It was amazing and I'll love to be part of the next one. Obviously the Big Bash is the breeding ground now for T20 cricket in Australia and I'll do my best to help the guys win some games."
The 30-year-old will be available for the Sixers' last few games of the regular season and the finals series if they qualify following Australia's one-day international tour of India in January.
"When the schedule came out and I saw there was a chance to wear the Magenta again I jumped at the opportunity and look forward to joining up with the team after my January national team commitments have ended," he added.
(Reporting by Sudipto Ganguly in Mumbai; editing by Peter Rutherford)


Try out our Premium Member services: Virtual Legal Assistant, Query Alert Service and an ad-free experience. Free for one month and pay only if you like it.
-1- IN THE HIGH COURT OF KARNATAKA AT BANGALORE DATED THIS THE 17TH DAY OF SEPTEMBER 2013 PRESENT THE HON' BLE MR.D.H.WAGHELA, CHIEF JUSTICE AND THE HON' BLE MRS.JUSTICE B.V.NAGARATHNA WP NO.38129/2013 (LB-BMP-PIL) BETWEEN 1. MR RADHAKRISHNAN NAIR S AGED ABOUT 55 YEARS S/O S.K.PILLAI R/A NO.21, REGENCY PARK N. NAGENHALLI, SRK NAGAR PO BANGALORE 560 077. 2. MR. PRAKASH S. PATIL AGED ABOUT 39 YEARS S/O SRI SHANTAMALLAPPA R/A NO.30, REGENCY PARK KOTHANUR POST BANGALORE 560 077. 3. MR. NEBUKURIAN K K AGED ABOUT 48 YEARS S/O SRI KURIAKOSE R/A NO.32, REGENCY PARK LAYOUT N. NAGENAHALLI K.NARAYANAPURA BANGALORE 560 077. 4. MR. A. LOUIS AGED ABOUT 55 YEARS S/O LATE ANTHURAJ R/A NO.12, REGENCY PARK, NAGENAHALLI BANGALORE 560 077. -2- 5. MR. SHYAMARAJ K B AGED ABOUT 36 YEARS S/O SRI K K BOBE GOWDA R/A NO.7, REGENCY PARK, 1ST CROSS, N. NAGENAHALLI, BANGALORE 560 077. 6. MR. M.K. NINAN AGED ABOUT 60 YEARS S/O LATE SRI M.V. KUNJUMAN R/A SITE NO.19, 2ND CROSS REGENCY PARK LAYOUT N. NAGENAHALLI BANGALORE 560 077. ... PETITIONERS (BY SRI UDAYA HOLLA, SR. COUNSEL, FOR M/S. MAHESH & CO. ) AND 1. STATE OF KARNATAKA REPRESENTED BY ITS PRINCIPAL SECRETARY DEPARTMENT OF URBAN DEVELOPMENT VIKASA SOUDHA, BANGALORE-1. 2. BRUHAT BANGALORE MAHANAGARA PALIKE HAVING ITS OFFICE AT N.R. SQUARE BANGALORE 560 002 REPRESENTED BY ITS COMMISSIONER 3. THE ENGINEER IN CHIEF BRUHAT BANGALORE MAHANAGARA PALIKE N.R. SQUARE, BANGALORE 560 002. -3- 4. THE KARNATAKA STATE POLLUTION CONTROL BOARD AT UTILITY BUILDING BANGALORE REPRESENTED BY ITS CHAIRMAN (R.4 IMPLEADED VIDE COURT ORDER DATED 17.09.2013) ... RESPONDENTS (BY SRI R.DEVDAS, AGA FOR R-1) THIS WRIT PETITION IS FILED UNDER ARTICLES 226 AND 227 OF THE CONSTITUTION OF INDIA PRAYING TO PRAYING TO DIRECT RESPONDENT NOS.2 AND 3 TO EITHER REMOVE OR SHIFT THE CREMATORIUM, WHICH IS BEING CONSTRUCTED IN THE BURIAL GROUND OF HEGDENAGAR RESIDENTIAL LOCALITY. THIS WRIT PETITION COMING ON FOR PRELIMINARY HEARING THIS DAY, CHIEF JUSTICE MADE THE FOLLOWING: ORDER
D.H.WAGHELA, C.J. (Oral) :
1. Leave granted to amend the cause title so as to join as respondent No.4 the Karnataka State Pollution Control Board.
2. The petitioners have, by way of the present petition in public interest, raised the issue of health hazard likely to be posed by construction of a Crematorium in the vicinity of their residences in Hegde Nagar, Bangalore. -4-
3. The petitioners have relied upon the advanced research conducted regarding the health hazards posed by Crematorium and on that basis it was submitted by learned Senior Counsel Mr.Uday Holla, that the serious and genuine concerns of the persons living in the vicinity of the proposed Crematorium need to be seriously addressed by adoption of scientific means or changing the location of the Crematorium. It was, however, fairly conceded that the location of the proposed Crematorium in the area nearby the residences of the petitioners was per se not found to be illegal or in violation of any Rules. Under the circumstances, it was proposed on behalf of the petitioners, to make an appropriate representation to the Karnataka State Pollution Control Board, for ensuring prevention of air pollution which is presently in the realm of the apprehensions of the petitioners. Therefore, the petition is not pressed and not entertained at this stage, with permission to the petitioners to make an appropriate representation about the measures, if any, which may require to be taken under the Air (Prevention and Control of Pollution) Act, 1981 to prevent the health hazards apprehended on the basis of relevant scientific research. If and when such a -5- representation is made to the Karnataka State Pollution Control Board, it may be duly examined by the authorities concerned and necessary action may be taken in accordance with law.
4. With these observations, the petition is disposed, without dealing with other contentions which are not pressed.
Sd/-
CHIEF JUSTICE Sd/-
JUDGE mv


{% extends "wheelcms_axle/wheel_base.html" %} {% block stylesheets %} {{block.super}} {% endblock %} {% block base_footer %}
Wheel was developed by Ivo van der Wijk / m3r consultancy B.V.
As soon as we have a working twitter integration.. ;)
If we had a working contact page, this is where you'd find a link ;)
WheelCMS, this site and its contents are © 2013 m3r consultancy B.V.


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