I STILL KNOW WHAT YOU DID LAST SUMMER
Reviewed by Harvey Karten, Ph.D. Columbia Pictures/Mandalay Entertainment Director: Danny Cannon Writer: Trey Callaway Cast: Jennifer Love Hewitt, Freddie Prinz Jr., Brandy, Mehki Phifer
Say what you want about cell phones--how intrusive they are, how bad-mannered their users who seem to prefer to speak on the phone rather than to the people they're with-- the lovable foursome that star in this movie could have sure used one. "I Still Know What You Did Last Summer" has its fair share of scream-scenes like its predecessor, "I Know What You Did Last Summer," and ups the ante with more atmospheric geography and a mystery murderer who is as responsible as the guy with the hook for the pileup of bodies. "I Still Know..." is directed and written by fresh hands but its core performers--Jennifer Love Hewitt and Freddie Prinze, Jr.--are amiable holdovers from the box office smash that took in $125 million earlier this year.
Most of the action takes place on a remote Bahamian island (actually filmed on an earthquake-torn resort two and one-half hours' drive south of Mexico's lovely Puerto Vallarta). This is an ideally secluded location for stabbings, shootings and hangings, particularly with the phones all dead and a hurricane insuring that no outside help will disturb the glorious mayhem. Since its principal character, Julie James (Jennifer Love Hewitt) has purportedly wasted a fisherman who preferred to catch human beings on his large and threatening hook, she is plagued by hallucinations and nightmares and can scarcely know them from reality. After the traditionally scary opening scene, this one taking place in a church confessional to which Julie has retreated to acknowledge her role in a killing, she receives the first good news in a while. Her best friend Karla (Brandy) has just won four tickets to a remote island in the Bahamas for guessing the capital of Brazil on a radio contest. (If you think something is fishy in her answer, "Rio de Janeiro," you might be the only one in the predominantly teen-aged audience to presume so.) When Julie's main squeeze, Ray (Freddie Prinze, Jr.) plays hard to get, she settles for handsome Will Benson (Matthew Settle) as her roommate while Karla invites her favorite beau, Tyrell (Mekhi Phifer).
Director Danny Cannon knows how to give a Hitchcockian air to an island-style Bates Motel, where the four young people run into a hotel with a manager, Mr. Brooks (Jeffrey Combs), whose distaste for teenagers leads him to express some of this movie's few witty lines: "I see four spoiled city kids who would not know a hurricane if it blew up their ass." Brooks, whose hotel is empty because of the approaching hurricane, gives the quartet the two honeymoon suites and advises them that if they need help, he has "a marginally trained staff of five" to serve them.
Like the previous blockbuster, "I Still Know..." follows the usual conventions of the horror genre, playing up the false alarms in the opening scenes while piling stress upon tension the closer it approaches its climax. The usual scenes of savage butchery are there, courtesy of Ben Willis's (Muse Watson) prosthetic arm, and nine bodies pile up at strategic points along the way. The killer could have done away with the object of his disaffection several times but prefers to torture her, at one point by sealing her into a coffin-like sun- tanning box and turning up the juice. But the most endearing torment occurs as Julie performs in the hotel's karaoke bar, the song lyrics on the screen suddenly changing to "I Still Know What You Did Last Summer."
It's a strange thing about these slasher movies. The heroes are usually people about the age of twenty. The formula is followed to the letter, and in fact, in this case, most of the conclusion is predictable as soon as Ray takes off from his job and heads for the tropics. Yet because the youthful performers know how to project abject fear while at the same time projecting their thirst for revenge, we care about them and get caught up in the tautness. This time around, you're going to be surprised by the identity of the second killer in a movie with a good deal of humor supplied by Mekhi Phifer, whose idea of action has nothing to do with the fisherman's agenda and with special joie de vivre by Brandy Norwood as the excitable gal who may not know the capital of Brazil but who is so charming that the radio d.j. gives her the prize anyway. "If anyone asks," she counsels, "Don't tell 'em it rained all the time." Here's a young woman who at the age of 20 already knows how to make the homebound friends feel envious and wish they were there.
Rated R. Running Time: 100 minutes. (C) 1998 Harvey Karten
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rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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Answers Community
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Namespace that contains IO operations which are for reading and writing JSON values. More...
Functions | |
| Result | read (Value &value, const char *str) |
| Reader function that reads the string into value. | |
| Result | read (Value &value, const std::string &str) |
| Reader function that reads the string into value. | |
| Result | fread (Value &value, const std::string &path) |
| Reader function that reads the file into value. | |
| Result | write (const Value &value, std::ostream *stream, Mode mode=Mode::Compact) |
| Writer function that writes value to the given stream. | |
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Namespace that contains IO operations which are for reading and writing JSON values.


ShiftCreator is a work shift scheduling software that automatically generates the weekly work schedules of multiple employees to save time for the manager and be a more streamlined experience.
For managers who tediously create work schedules for their employees, ShiftCreator is a scheduling app that saves you time by generating your employee schedules for you; unlike Work Schedule Maker, our product works with everyone to create the perfect schedule.


The Ionic framework is one of the older systems and has a large developer and user community. Generally apps are written in HTML5/CSS/JS and then wrapped in the Cordova wrapper to produce a Hybrid/Native app experience. Developers love it because it does not generally require learning any new languages.
React Native has the largest adoption across the web. It was originally developed at Facebook and is new but has rapidly grown to be used by many cutting edge online companies. Development is done in JavaScript using the React Library so the learning curve is very simple. React Native produces true native apps and has the support of leading developer groups.
Flutter is an exciting new framework developed by Google. Flutter offers some great new features and performance but it requires learning a new language developed by Google called Dart. Flutter is the newest offering on the market but has the backing of one of the largest web companies on the planet. As more and more developers learn Dart, this will be a growing option in the market.


| +: | Forks coding 'yes', Retrospective Fork 'yes' (this is good) |
| -: | Forks coding 'yes', Retrospective Fork 'no' (this is bad) |
| !: | Forks coding 'no', Retrospective Fork 'yes' (this is bad) |
| ?: | Forks coding 'no', Retrospective Fork 'miss' (this is so-so) |
| ^: | Forks coding 'no', Retrospective Fork 'no' (this is good) |
| L: | Fork coded by coders as LEARNING (if underlined, also identified by participant as a FORK) |
| D: | Fork coded by coders as DOING (if underlined, also identified by participant as a FORK) |
| B: | Fork coded by coders as BOTH learning and doing (if underlined, also identified by participant as a FORK) |
| N: | Fork coded by coders as NEITHER learning nor doing (if underlined, also identified by participant as a FORK) |
| L/L: | There were two forks in this segment |


Continuous Deployment
HOL - Continuous Deployment with Release Management in Visual Studio Team Services
In this lab, you have an application called PartsUnlimited, committed to a Git repo
in Visual Studio Team Services (VSTS) and a Continuous Integration build that builds the app and
runs unit tests whenever code is pushed to the master branch. Please refer to the
HOL - Parts Unlimited WebSite Continuous Integration with Visual Studio Team Services
in order to see how the CI build was set up.
Now you want to set up Release Management (a feature of Visual Studio Team Services)
to be able continuously deploy the application to an Azure Web App. Initially the
app will be deployed to a dev
deployment slot. The staging
slot will require and
approver before the app is deployed into it. Once an approver approves the staging
slot,
the app will be deployed to the production site.
Video
Pre-requisites:
- An active Visual Studio Team Services account
- An Visual Studio 2015 Update 3 client
- Project Admin rights to the Visual Studio Team Services account
-
An active Azure account to host the PartsUnlimited Website as a Web App
Note: In order to use deployment slots, you’ll need to configure the Web App to use Standard or Premium App Service Plan mode. You cannot create deployment slots for Basic or Free Azure Web Apps. To learn more about deployment slots, see this article.
-
You have completed the HOL - Parts Unlimited Website Continuous Integration with Visual Studio Team Services
-
An organizational account that is a co-administrator on your Azure account
Note: This is required because deploying ARM Templates to Azure requires an organizational account or a Service Principal. MSA Account and certificate-based connections are not supported. For this HOL, you will use an organizational account.
Tasks Overview:
1. Complete the HOL - Parts Unlimited Website Continuous Integration with Visual Studio Team Services. This will walk through creating a Visual Studio Team Services account, committing the PartsUnlimited source code and setting up the Continuous Integration (CI) build.
2. Modify the CI Build to include ARM Templates The source code already defines the infrastructure required by the application in code (Infrastructure as Code). The code is a json file based on the Azure Resource Manager (ARM) template schema. You will use the template to deploy or update the infrastructure as part of the release.
3. Create a Service Endpoint in Visual Studio Team Services to an Azure Account. In this step you’ll download your Azure publish settings file and create Service Endpoint in Visual Studio Team Services for your Azure account. This will enable you to configure deployment of the PartsUnlimited Website to Azure as an Azure Web Application from Builds or Releases.
4. Create a Release Pipeline for the Parts Unlimited Website.
In this step, you will create a Release definition for the PartsUnlimited Website. You’ll use the CI build output
as the input artefact for the Release and then define how the release moves through environments
with approvals
in between.
5. Trigger a Release. Once the Release Definition is set up, you will trigger a release and see the pipeline in action.
HOL:
Task 1: Complete HOL - Parts Unlimited Website Continuous Integration with Visual Studio Team Services
Make sure you’ve completed HOL - Parts Unlimited Website Continuous Integration with Visual Studio Team Services.
Task 2: Modify the CI Build to include the ARM Templates
In order to deploy to Azure, you’re going to specify the infrastructure that the PartsUnlimited Website requires. For example, the site requires an Azure SQL Database and an Azure Web App. Rather than create these by hand, you are going to use the Azure Resource Manager (ARM) templates that describe this infrastructure in a json file. This is good practice, since you’re describing infrastructure as code.
The task that will deploy the ARM template will create the resource group if it does not exist. If the resource group does exist, then the template is used to update the existing resources.
Note: The infrastructure described in the ARM templates for this HOL will create resources that are not free. It creates an Azure Web App with 3 deployment slots. Deployment slots are only available on Standard or Premium App Service Plans. They are not available on Free or Basic plans. Once you’ve completed this lab, you probably want to delete the resource group in order to minimize charges to your Azure account.
Step 1. Log into your VSTS account and click on the BUILD hub.
Step 2. Click the HOL Build that you configured in the Continuous Integration HOL, and click “Edit”.
Step 3. Click “+ Add build step…” and add a new “Publish Build Artifacts”. Configure it as follows:
* For Path to Publish
, click the “…” button and browse to the env/Templates folder
* For Artifact Name
, enter “ARMTemplates”
* For Artifact Type
, select “Server”
Step 4. Save the updated build definition and queue a new build by clicking the “Queue new build” button. Accept the defaults and click OK.
Note: The build process may take a while, but there is no need to await its completion before proceeding. Come back and do the last step after task 3.
Step 5. When the build has completed, verify that there are 2 folders: drop and ARMTemplates.
-
The drop folder should contain a single file: PartsUnlimitedWebsite.zip (click “Explore” to view the contents)
-
The ARMTemplates folder should contain a number of environment template and parameters JSON files.
Task 3: Create a Service Link from Visual Studio Team Services to an Azure Account
In order to interact with Azure, you’ll need to create a Service Endpoint in VSTS. This Endpoint includes the authentication information required to deploy to Azure.
Note: Deploying ARM Templates to Azure from Release Management requires an organizational account or a Service Principal. MSA Accounts and certificate-based connections are not supported. For this HOL, you will use an organizational account, but you can create a Service Principal if you wish to.
Step 1. Create an organizational account in Azure
- Create a user in the Azure Active Directory from the old Azure portal (https://manage.windowsazure.com). If you do not have
a custom domain, then use the
onmicrosoft.com
domain (the default domain). The user should be something<EMAIL_ADDRESS>- After adding the account, the following two things need to be done to use the account during a VSTS release:
- Add the Active Directory account to the co-administrators in the subscription. Go to the Settings hub (click on the Gear icon in the left-hand main menu) and then click on administrators and add the account as a co-admin.
- Login to the portal with this Active Directory account (e.g.
<EMAIL_ADDRESS>, and change the password. Initially a temporary password is created and that needs to be changed at the first login.
Step 2. Create an Azure Service Endpoint in Visual Studio Team Services
- Log in to your VSTS account.
-
Open the project administration page by clicking the gear icon in the upper right.
-
Click on the Services tab
-
Click on “New Service Endpoint” and select Azure Resource Manager from the list
-
Fill out the form below to create a Service Pincipal. Click on “Verify connection” button to check that all details were filed in correctly and then click on “OK” button.
-
You should see a new Service Endpoint. You can close the project administration page.
Task 4: Create a Release Definition
Now that you have an Azure Service Endpoint to deploy to, and a package to deploy (from your CI build), you can create a Release Definition. The Release Definition defines how your application moves through various Environments, including Tasks to update infrastructure, deploy your application, run scripts and run tests. You can also configure incoming or outgoing approvals for each Environment.
An Environment is simply a logical grouping of tasks - it may or may not correspond to a set of machines. For this Release Definition, you will create 3 Environments: Dev, Staging and Production.
The infrastructure required for all 3 environments is described in an ARM Template. The ARM Template will be invoked during the deployment in the Dev Environment before deploying the website to Dev. It will not be necessary to run any infrastructure tasks during Staging or Production deployments in this case.
Step 1. Create a Release Definition to Deploy Infrastructure and Deploy to Dev
-
In VSTS, click on Releases. Then click on the “+ New definition” button to create a new definition. This will launch a wizard prompting you to select a deployment template. Click on “Empty” to start with an empty release and click “Next”. For this lab you can simply use the defaults on the next page of the wizard and click “Create”.
-
The template has created a single Environment (called Environment 1).
-
Enter “PartsUnlimited” into the name field at the top to name this Release Definition.
-
Before completing the “Azure Web App Deployment” task, you’ll need to configure the source package. Click on the “Artifacts” link.
-
If build definition did not get linked automatically then click on “Link to an artifact source” link, otherwise check that it has the correct settings.
-
You’ll now link this Release Definition to the CI build. Select the Project and Build from the drop downs and click “Link”.
Note: It is possible to Link other package sources, but you only need the CI build for this Release.
-
Click on the Environments link to go back to the Environments page.
-
Click the name label “Environment 1” and change the name to “Dev”.
-
Click on the “+ Add tasks” button to add a task for this environment. In the “Deploy” group, click the “Add” button next to “Azure Resource Group Deployment” to add the task. Close the “Task catalogue” dialog.
- Click on the “Azure Resource Group Deployment” task. Configure it as follows:
Azure Connection Type
: Azure Resource ManagerAzure RM Subscription
: select the Azure subscription endpoint that you created in Task 2Action
: select “Create or Update Resource Group”Resource Group
: enter$(ResourceGroupName)
into the box, you will create a variable named this shortly.Location
: select an Azure location-
Template
: click the “…” button and browse to the FullEnvironmentSetupMerged.json file in the ARMTemplates folder. -
Template Parameters
: click the “…” button and browse to the FullEnvironmentSetupMerged.param.json file in the ARMTemplates folder. Override Template Parameters
: Enter the following in a single line (shown split here for convenience):-WebsiteName $(WebsiteName) -PartsUnlimitedServerName $(ServerName) -PartsUnlimitedHostingPlanName $(HostingPlan) -CdnStorageAccountName $(StorageAccountName) -CdnStorageContainerName $(ContainerName) -CdnStorageAccountNameForDev $(StorageAccountName)-dev -CdnStorageContainerNameForDev $(ContainerName)-dev -CdnStorageAccountNameForStaging $(StorageAccountName)-stage -CdnStorageContainerNameForStaging $(ContainerName)-stage -PartsUnlimitedServerAdminLoginPassword (ConvertTo-SecureString -String '$(AdminPassword)' -AsPlainText -Force) -PartsUnlimitedServerAdminLoginPasswordForTest (ConvertTo-SecureString -String '$(AdminTestPassword)' -AsPlainText -Force)
You will shortly define the values for each parameter, like
$(ServerName)
, in the Environment variables.Note: If you open the FullEnvironmentSetupMerged.param.json file, you will see empty placeholders for these parameters. You could hard code values in the file instead of specifying them as “overrides”. Either way is valid. If you do specify values in the params file, remember that in order to change values, you would have to edit the file, commit and create a new build in order for the Release to have access the new values.
- Make sure the
Output -> Resource Group
parameter is empty. It is not required for this release.
-
Click on the ellipsis (…) button next to the Environment and select “Configure variables…”
- Create the following variables, adding values too.
- WebsiteName - Name of the website in Azure
- ServerName - Prefix for the name of the database servers. Will have
-dev
or-stage
added for dev/staging - HostingPlan - Name of the hosting plan for the website
- StorageAccountName - Storage account name prefix. Will have
-dev
or-stage
added for dev/staging - ContainerName - Container name prefix. Will have
-dev
or-stage
added for dev/staging - AdminPassword - Admin password for production database server
- AdminTestPassword - Admin password for dev and staging database servers
-
ResourceGroupName - Name of the Resource Group.
Note: Use unique values for your variables by adding something custom at the end like your initials. Example for WebsiteName : pudncorejstr
Note: You can hide passwords and other sensitive fields by clicking the padlock icon to the right of the value text box.
- Save the definition.
Step 2. Test the ARM Template Deployment
Before moving on, it is a good idea to test the template so far.
-
Click on “+ Release” in the toolbar and select “Create Release” to start a new release.
-
Select the latest build from the drop-down, and then select “Dev” as the target environment. Click “Create” to start the release.
-
Click the “Release-x” link to open the release.
-
Click on the Logs link to open and monitor the deployment logs.
-
You should see a successful release after a few minutes.
-
If you log into the Azure Portal, you will see the Resource Group has been created.
Step 3. Add Web Deployment Tasks to Deploy the Web App
Now that the infrastructure deployment is configured, you can add a task to deploy the web app to Dev.
- Click on the Dev environment in the Release Definition. Then click “+ Add tasks”.
-
Select the “Deploy” group in the left and click the add button next to “AzureRM Web App Deployment” to add the task. Close the task selector dialog.
- Click on the “AzureRM Web App Deployment” Task.
- Select the Azure Service Endpoint you created earlier in the AzureRM Subscription drop down.
- For Web App Name, enter the
$(WebsiteName)
to use a variable. You defined this variable earlier when deploying the ARM Template. You will shortly “promote” it to a Release variable so that it can be used in all Environments in the Release. - Check the Deploy to Slot check box
- Enter
$(ResourceGroupName)
into the Resource Group Box. - Enter “dev” for the Slot. This will deploy the site to the “dev” deployment slot. This allows you to deploy the site to an Azure deployment slot without affecting the Production site.
- Tick “Take App Offline”. This stops the website for deployment period and takes it back online afterwards. This is required because sites receive requests all the time causing files to lock down (i.e. making them unmodifiable).
-
Click the ellipsis (…) button, next to the Package box, to set the Web Deploy Package location. Browse to the PartsUnlimitedWebsite.zip file and click OK.
- Clear the “Additional Arguments” parameter. The ARM template you deployed has already configured all the slot-specific app settings and connection strings.
-
The Task should look like this:
Note: It is a good practice to run smoke tests to validate the website after deployment, or to run load tests. The code-base you are using does not have any such tests defined. You can also run quick cloud-performance tests to validate that the site is up and running. For more information on quick load tests, see this video from around the 6 minute mark.
- Promote the WebSite Environment variables to a Release Variables
- Click on the “Dev” environment, click the ellipsis (…) button select “Configure Variables”.
- Make a note of the
WebsiteName
andResourceGroupName
variables’ values and delete them from this list. Click OK. - Click on “Variables” to open the Release variables. These are “global” variables that any Environment can use.
- Enter “WebsiteName” for the name and enter the value for the Website in Azure. Enter “ResourceGroupName” for the name and enter the value for the Resource group in Azure.
- Click Save to save the Release Definition.
Step 4. Test the Dev Environment
You will shortly clone the Dev Environment into both Staging and Prod environments. However, before you do that it’s a good idea to test that the Dev Environment is correctly configured by creating a new Release.
-
Click on the “+ Release” button and select Create Release.
- You can enter a Release Description if you want to.
- Select the latest build from the HOL Build drop down and click on “Create”.
-
Click the Release link to open the Release.
- Click on the Logs link to open the deployment logs.
-
Once the deployment completes, you can check that the site was in fact deployed successfully by navigating to the site url.
Since you deployed to the dev slot, you will need to navigate to
http://{siteName}-dev.azurewebsites.net
where siteName is the name of your Web App in Azure.By default you will only receive email notifications on failed release. This can be changed in settings for each environment. Click the ellipsis (…) on the Dev Environment card and select “Assign approvers..”. Navigate to “General tab” and set the desired behavior.
Step 5. Clone the Dev environment to Staging and Production
Now that you have verified that the Dev Environment is configured correctly, you can clone it to Staging and Production.
-
Click on the PartsUnlimited link and then the Edit link to open the Release Definition.
Note: It is possible to change the definition for a Release without changing the Release Definition (i.e. the Release is an instance of the Release Definition that you can edit). You want to make sure that you are editing the Release Definition, not a Release.
-
Click the ellipsis (…) on the Dev Environment card and select “Clone environment”.
-
In the Dev Environment, you did not define any approvers. For Staging, however, you should configure approvers. In “Pre-deployment approval” section choose people who will approve deployments to staging environment and click “Create”.
- A new Environment is created. Enter “Staging” for the name.
- Delete the “Azure Resource Group Deployment” task. This is not required in this Environment since the ARM template deployed the infrastructure for all 3 environments.
- Click the ellipsis (…) on the Staging Environment card and select “Configure variables”.
- Delete all the variables. These are used by the “Azure Resource Group Deployment” task which you just deleted, so they are not necessary in this Environment.
-
On the Azure Web App Deployment task, set the Slot to
staging
.Note: If you had environment-specific variables, you would be able to set Staging-specific values. It is not necessary in this case.
-
When we cloned dev to staging we set one person for staging’s pre-approvals. We can adjust it even further by clicking ellipsis (…) on the Staging Environment card and select “Assign approvers…”. For this HOL, you can be both incoming and the outgoing approver.
- In this case, you want to pause the deployment coming in. This ensures that if someone is testing in the Staging environment, they don’t suddenly get a new build unexpectedly.
-
Configure approvers for the Staging environment
Pre-deployment approvers must approve a deployment coming into the environment. The deployment will stop and wait before executing any tasks in the environment until approval is granted.
Post-deployment approvers approve deployments so that the next Environment can begin. They act as sign-off for the current environment.
Approvers can be individuals or groups. - Clone the Staging environment to Production.
- Untick “Deploy to Slot” (i.e. the site will be deployed to the production slot).
- Update the approvers - again, you can be both approvers.
- Save the Release Definition.
Step 6. Configure Continuous Deployment for this Release Definition
- Click on the Triggers link of the Release Definition.
- For “Release trigger” pick “Continuous Deployment” and set trigger to the build definition created before.
Selecting the build as the trigger means that any time the artifact build completes, a new release will automatically start using the latest build.
- Set “Environment triggers” to the following settings:
- Deployment to “Dev” environment should be triggered after release is created.
- Deployment to “Staging” can be triggered on successful deployment to “Dev”.
- Deployment to “Production” can be triggered on successful deployment to “Staging”.
Note: Since the incoming build for this release is a CI build, you probably don’t want to deploy the build all the way to Production. Setting the Release to stop at Dev means that you will need to create a new Release with Production as the target environment if you want to deploy to Production. This is of course configurable according to your own preference.
Task 5: Create a Release
Now that you have configured the Release Pipeline, you are ready to trigger a complete release.
- Click on “+ Release” to create a new Release.
-
Select the latest build, click Create.
Note: You can adjust whether to deploy this release to a particular environment.
-
Once the Dev stage has completed deployment, you will see a notification that an approval is pending (you will also have received an email notification if you ticked “Send an email notification to the approver whom the approval is pending on” option in settings for this environment). Check the dev slot of the PartsUnlimited site in Azure to ensure that the Dev environment is good, and then click Approve.
-
You can also see pending approvals in the overview pane:
-
Optionally enter a comment and click the Approve button.
- This will trigger the release into the Staging environment.
Note: You can reassign the approval if required.
-
Once the Staging deployment has completed, you will need to approve that staging is OK.
-
This will then trigger the pre-approval for Production. Once you’ve approved that, deployment into the Production environment will begin.
-
To see all your releases and where they are in their respective pipelines, click on All Releases and then click the Overview link.
Congratulations!
You’ve completed this HOL!
Note: Deployment of schemas and data is beyond the scope of this HOL. It is recommended that you investigate SQL Server Data Tools (SSDT) for managing database schema deployments.


ContextLogger2 Quick Start
Thu May 12 14:23:39 2011
0.1. Quick Start without Uploads
- Install a suitable installation package onto your phone using your preferred installation method. For example, you might use the device web browser to download a logger demo program from these pages.
- From the application menu, choose "CL2 App" to start the application. It will keep running and logging until you "Exit" it. You may leave it running on the background, but mind your battery if you do, particularly if the demo program is built with GPS support and your phone has GPS hardware.
You can manually retrieve the log file directly from the device when the logger process is not running. The database file is by default named e:\data\cl2\log.db
, but you can change this by creating a configuration file named c:\data\cl2\config.txt
, and for example having it say
database_dir = "c:\\data\\cl2"
database_disk_threshold = 50
to have the log file stored on the c:
drive instead, and to insist that the logger leave at least 50MB free on that drive.
After editing the configuration file, you must restart any running logger for changes to take effect.
0.2. Setting Up Log Uploads
- Set up a web server for receiving log files.
- The uploads are via multipart HTTP post, and the part with the SQLite3 log file is named
logdata
. You can use PHP or whatever to extract and store the logfile. (See Deployment Guide for information on setting up SSL.)
- In the configuration file (
c:\data\cl2\config.txt
), specify the upload URL and a username identifying the device doing the upload. For example:
username = "myusername"
upload_url = "https://myhost.mydomain/upload"
- Optionally, in the configuration file, you may forbid uploads over a mobile network that does not have a specific mobile country code. This is to avoid roaming charges. To only allow uploads in a Finnish network, for example, you would write:
mcc = 244
- To trigger an upload with the demo application, use the "Upload now" menu option. (Timed uploads are also supported, but not configurable via the demo application.)
0.3. Setting Up Remote Control Support
- Set up an XMPP (Jabber) server.
- Create an account for both the controller and the controlled, and set them up as buddies.
- In the configuration file (
c:\data\cl2\config.txt
), specify the XMPP server to connect to, and the Jabber ID and password of the logger. For example:
remokon_host = "myhost.mydomain"
remokon_port = 5222
remokon_password = "mypassword"
jid =<EMAIL_ADDRESS>- To start a remote control session, use the "Enable remote control" menu option in the demo application. (The session is automatically closed after 5 minutes of remote control inactivity.) At the controlling end, use any XMPP-supporting chat client to send commands.
Tero Hasu


Temperatur
-
Temperature should be below 80'C
Free space
-
Free space on target folder, defined below.
Monitoring
-
If the camera is monitoring, it will continuously take pictures and store those with motions. There is a complete log, of last run, available
here
.
Rotation
0
90
180
270
Resolution
1920x1080
1280x720
640x480
Exposure
off
auto
night
nightpreview
backlight
spotlight
sports
snow
beach
verylong
fixedfps
antishake
fireworks
Setting exposure, instead of letting the camera guess, may reduce faulty triggers when monitoring.

Area (WxH+X+Y)
This is optional. This is the area of the picture that you want to monitor. You can click
here
to get help defining the area. If this field is empty, the whole picture will be monitored.
Threshold (%)
Changed pixels to trigger recording.
Threshold Max (%)
Maximum changed pixels to trigger recording.
Ignore colors
Ignore colors when looking for changed pixels. Only compare intensity.
Target folder
Where, on the camera, recordings are stored.
Save pictures
Save recorded pictures.
Pictures before
Number of pictures taken before event that is to be kept.
Pictures after
Number of pictures taken after event that is to be kept. If video is to be captured, this setting is ignored. Camera can not both record video and take pictures at the same time.
Save videos
Save recorded videos.
Movie time (s)
Length of recorded videos.
Keep in target folder
Keep recordings in target folder, without touching them.
Move to webdav
Move recordings to webdav share below.
Webdav URL
Example: http://user:pass@domain.com/webdav/path


Tkalci na webu
Michal Valoušek — @msgre
https://github.com/msgre/littlebits-talk
To put the power of electronics in the hands of everyone
littleBits is born out of the Maker Movement and we have been helping lead the Open Hardware Movement.
[...]
Our designs are publicly available so that anyone can see, use and adapt them to their needs.


| EDUCATION
UNIVERSITY OF WESTERN AUSTRALIA 2014-2019
Expected enrolment: 2017-19 Feb 2016 - GEM Trailblazer Winter Program Chinese Language and Culture ALL SAINTS' COLLEGE 2001-2014 - High School Diploma |
| WORK EXPERIENCE
DELOITTE AUSTRALIA Jan 2017- Feb 2017
|


Index
This is a *very* rough demo of slider navigation using htmx. There are a number of things that still need work.
- Back Button does not work / does not slide.
- HTML cannot have any whitespace, or else the slider breaks horribly.
- Currently, every link needs special slider code attached.
- History API breaks sometimes, though this might not be noticeable with a real app server running behind this.


Upload API
This class allows to queue multiple files to upload files, files can be uploaded using different backends. By default the following are provided:
Custom handlers can be used and will be loaded Just-In-Time as an the queue reaches that file to be uploaded.
Filters can be used to filter out files during the upload process, and can also be used to filter out files of specific types, for example only allow upload of images, file renaming and so on.
This class allows to queue multiple files to upload files, files can be uploaded using different backends. By default the following are provided:
Custom handlers can be used and will be loaded Just-In-Time as an the queue reaches that file to be uploaded.
Filters can be used to filter out files during the upload process, and can also be used to filter out files of specific types, for example only allow upload of images, file renaming and so on.


Unity incorporates a new asset type known as Procedural Materials. These are essentially the same as standard Materials except that the textures they use can be generated at runtime rather than being predefined and stored.
The script code that generates a texture procedurally will typically take up much less space in storage and transmission than a bitmap image and so Procedural Materials can help reduce download times. Additionally, the generation script can be equipped with parameters that can be changed in order to vary the visual properties of the material at runtime. These properties can be anything from color variations to the size of bricks in a wall. Not only does this mean that many variations can be generated from a single Procedural Material but also that the material can be animated on a frame-by-frame basis. Many interesting visual effects are possible - imagine a character gradually turning to stone or acid damaging a surface as it touches.
Unity’s Procedural Material system is based around an industry standard product called Substance, developed by Allegorithmic.
Procedural Materials are currently fully supported for Standalone (Windows, Mac, Linux), Android and iOS, PlayStation 4 and Xbox One build targets. Procedural material generation is CPU-based, and works on all hardware configurations on these platforms.
For all other platforms (consoles, WSA, WebGL, Tizen), Unity will pre-render (“bake”) them into ordinary Materials during the build. Although this negates the runtime benefits of procedural generation, it is still useful to be able to create variations on a basic material in the editor.
A Procedural Material is supplied as a Substance Archive file (SBSAR) which you can import like any other asset (drag and drop directly onto the Assets folder or use Assets->Import New Asset…). A Substance Archive asset contains one or more Procedural Materials and contains all the scripts and images required by these. Uncompiled SBS files are not supported.
Although they are implemented differently, Unity handles a Procedural Material just like any other Material. To assign a Procedural Material to a mesh, for example, you just drag and drop it onto the mesh exactly as you would with any other Material.
Each Procedural Material is a custom script which generates a particular type of material. These scripts are similar to Unity scripts in that they can have variables exposed for assignment in the inspector. For example, a “Brick Wall” Procedural Material could expose properties that let you set the number of courses of bricks, the colors of the bricks and the color of the mortar. This potentially offers infinite material variations from a single asset. These properties can also be set from a script at runtime in much the same way as the public variables of a MonoBehaviour script.
Procedural Materials can also incorporate complex texture animation. For example, you could animate the hands of the clock or cockroaches running across a floor.
Procedural Materials can work with any combination of procedurally generated textures and stored bitmaps. Additionally, included bitmap images can be filtered and modified before use. Unlike a standard Material, a Procedural Material can use vector images in the form of SVG files which allows for resolution-independent textures.
The design tools available for creating Procedural Materials from scratch use visual, node-based editing similar to the kind found in artistic tools. This makes creation accessible to artists who may have little or no coding experience. As an example, here is a screenshot from Allegorithmic’s Substance Designer which shows a “brick wall” Procedural Material under construction:
Since Unity’s Procedural Materials are based on the industry standard Substance product, Procedural Material assets are readily available from internet sources, including Unity’s own Asset Store. Allegorithmic’s Substance Designer can be used to create Procedural Materials, but there are other applications (3D modelling apps, for example) that incorporate the Substance technology and work just as well with Unity.
Procedural Materials inherently tend to use less storage than bitmap images. However, the trade-off is that they are based around scripts and running those scripts to generate materials requires some CPU and GPU resources. The more complex your Procedural Materials are, the greater their runtime overhead.
Procedural Materials support a form of caching whereby the material is only updated if its parameters have changed since it was last generated. Further to this, some materials may have many properties that could theoretically be changed and yet only a few will ever need to change at runtime. In such cases, you can inform Unity about the variables that will not change to help it cache as much data as possible from the previous generation of the material. This will often improve performance significantly.
Procedural Materials can refer to hidden, system-wide, variables, such as elapsed time or number of Procedural Material instances (this data can be useful for animations). Changes in the values of these variables can still force a Procedural Material to update even if none of the explicitly defined parameters change.
Procedural Materials can also be used purely as a convenience in the editor (ie, you can generate a standard Material by setting the parameters of a Procedural Material and then “baking” it). This will remove the runtime overhead of material generation but naturally, the baked materials can’t be changed or animated during gameplay.
Since the complexity of a Procedural Material can affect runtime performance, Allegorithmic incorporates profiling features in its Substance Player tool. This tool is available to download for free from Allegorithmic’s website.
Substance Player uses the same optimized rendering engine as the one integrated into Unity, so its rendering measurement is more representative of performance in Unity than that of Substance Designer.


Aluguel rápido, online, seguro e sem fiador
The design system comes with four pre-built pages to help you get started faster. You can change the text and images and you're good to go.
Empresa 1
Lorem is a great free UI package based on Angular that includes the most important components and features.
Empresa 2
Lorem is a great free UI package based on Angular that includes the most important components and features.
Empresa 3
Lorem is a great free UI package based on Angular that includes the most important components and features.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex
Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex , sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et am, quis nostrud exercitation ullamco laboris nisi ut aliquip ex
Sed do eiusmod tempor incididunt ut labore et dolore magna aliqua., Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolis nostrud exercitation ullamco laboris nisi ut aliquip ex
Awesome features
The kit comes with three pre-built pages to help you get started faster. You can change the text and images and you're good to go.
-
Carefully crafted components
-
Amazing page examples
-
Super friendly support team
Design System
The Arctic Ocean freezes every winter and much of the sea-ice then thaws every summer, and that process will continue whatever happens.
Our customers
Don't let your uses guess by attaching tooltips and popoves to any element. Just make sure you enable them first via JavaScript.
The kit comes with three pre-built pages to help you get started faster. You can change the text and images and you're good to go.
The kit comes with three pre-built pages to help you get started faster. You can change the text and images and you're good to go.
A beautiful UI Kit for impactful websitesModern Interface
The Arctic Ocean freezes every winter and much of the sea-ice then thaws every summer, and that process will continue whatever.
Awesome Support
The Arctic Ocean freezes every winter and much of the sea-ice then thaws every summer, and that process will continue whatever.
Learn moreModular Components
The Arctic Ocean freezes every winter and much of the sea-ice then thaws every summer, and that process will continue whatever.
Learn moreWe made website building easier for you.
I will be the leader of a company that ends up being worth billions of dollars, because I got the answers. I understand culture.
Build something
According to the National Oceanic and Atmospheric Administration, Ted, Scambos, NSIDClead scentist, puts the potentially record low maximum sea ice extent tihs year down to low ice.
Building tools
Some quick example text to build on the card title and make up the bulk of the card's content.
Grow your market
Some quick example text to build on the card title and make up the bulk of the card's content.
Launch time
Some quick example text to build on the card title and make up the bulk of the card's content.
Want to work with us?
Your project is very important to us.


---
layout: page
title: "About Me"
description: "Everything me"
---
I am Yidan, or you may know me as Eden.
I'm currently a 2nd year M.S. Statistics student at University of Washington. My undergraduate studies were at Imperial Colllege London, where I spent three wonderful years studying Math and Statistics. My current interests admit Kernel Methods, Bayesian Inference, Spatial Statistics and Representation Learning for Strcutured Data.
I spent Last summer working on Small area estimation with Log-Gaussian Cox Process (Github repo) with Professor Seth Flaxman. Before that, I did a UROP with Professor Anthony Bellotti at Imperial. For more details, please see my CV.
Talk
Gaussian Process on Non-Euclidean Domain
Geometric Data Analysis (GDA) Reading Group (UW)
[
slide]
Coursework
Graph Laplacian: Consistency and Connection with Kernel Learning
STAT 535 Statistical Learning: Modeling, Prediction, and Computing (UW)
[
report]
A Review: Toward Deeper Understanding of Neural Networks, Daniely et al. 2016
STAT 538 Statistical Learning: Kernel Methods (UW)
[
report]
A Review: Constructing Priors that Penalizes the Complexity of Gaussian Random Fields, Fuglstad et al. 2019
STAT 517 Stochastic Modelling of Scientific Data (UW)
[
report]
Preprint
Transfer Learning of Graph Neural Networks with Ego-graph Information Maximization.
Qi Zhu, Yidan Xu, Haonan Wang, Chao Zhang, Jiawei Han, Carl Yang
arXiv preprint arXiv:2009.05204.
[
arxiv]