Components
For an introduction what a component is and how it fits into the overall picture, see The World / Scenegraph System.
This documentation focuses on the C++ ezComponent
class. The functionality exposed through other mechanisms, such as TypeScript, may be more limited in scope, but ultimately maps to the C++ implementation.
Components are the fundamental building blocks with which to make the engine do things. Components act as glue between systems like the renderer and the user. They expose the available functionality to the editor and they control when and how each system is used. This document describes how components work.
Owner
A component is always attached to a game object. This 'owner' can be queried with ezComponent::GetOwner()
.
There is a brief moment where a component is not attached to an owner, which is when it is being prepared for destruction. If you run into such a situation use ezComponent::IsActiveAndInitialized()
to filter them out.
Component Manager
Every component has a component manager. You can access it with ezComponent::GetOwningManager()
.
To get the component manager for a specific component type, you need to query the world. See ezWorld::GetOrCreateComponentManager()
and ezWorld::GetOrCreateManagerForComponentType()
.
Creating Components
The most convenient way to create a component of a specific type is to call the static function CreateComponent()
on the component manager for that type.
ezMeshComponent* pMesh;
pWorld->GetOrCreateComponentManager<ezMeshComponentManager>()->CreateComponent(pObject, pMesh);
Deleting Components
To delete a component, just call ezComponent::DeleteComponent()
on it. Note that deleting individual components is relatively rare, it is more common to just delete the entire object. Also be aware that deleted components are immediately deinitialized. They will still exist in a semi-usable state until the end of the frame, but if other code tries to access the component within the same frame, it may see it in an 'unexpected' state. If necessary, that code can check ezComponent::IsActiveAndInitialized()
to prevent working with just deleted components.
You can also delete a component only through its handle, if you have the corresponding component manager.
Component Handles
When you need to reference components across frames, you should always store handles to them, never pointers. See the chapter about object lifetime for details.
To convert a handle to a (temporary) pointer, use ezWorld::TryGetComponent()
.
Querying Components from Game Objects
When you have a game object you can get a list of all attached components with ezGameObject::GetComponents()
. However, typically you want to get a component of a specific type. Use ezGameObject::TryGetComponentOfBaseType()
for that:
ezMeshComponent* pMesh = nullptr;
if (pObject->TryGetComponentOfBaseType(pMesh))
{
pMesh->DeleteComponent();
}
Iterating over all Components
You can iterate over all components of one type by calling ezComponentManager::GetComponents()
. This returns an iterator with which you can efficiently access all components managed by that component manager. Be aware that some components may not be active, so you should skip those.
You can also access all components on a game object using ezGameObject::GetComponents()
.
Component Reflection Block
All component types must use reflection. Only reflected members show up as properties in the editor. An example block looks like this:
EZ_BEGIN_COMPONENT_TYPE(DebugRenderComponent, 2, ezComponentMode::Static)
{
EZ_BEGIN_PROPERTIES
{
EZ_MEMBER_PROPERTY("Size", m_fSize)->AddAttributes(new ezDefaultValueAttribute(1), new ezClampValueAttribute(0, 10)),
EZ_MEMBER_PROPERTY("Color", m_Color)->AddAttributes(new ezDefaultValueAttribute(ezColor::White)),
EZ_ACCESSOR_PROPERTY("Texture", GetTextureFile, SetTextureFile)->AddAttributes(new ezAssetBrowserAttribute("Texture 2D")),
EZ_BITFLAGS_MEMBER_PROPERTY("Render", DebugRenderComponentMask, m_RenderTypes)->AddAttributes(new ezDefaultValueAttribute(DebugRenderComponentMask::Box)),
}
EZ_END_PROPERTIES;
EZ_BEGIN_ATTRIBUTES
{
new ezCategoryAttribute("SampleGamePlugin"), // Component menu group
}
EZ_END_ATTRIBUTES;
EZ_BEGIN_MESSAGEHANDLERS
{
EZ_MESSAGE_HANDLER(ezMsgSetColor, OnSetColor)
}
EZ_END_MESSAGEHANDLERS;
EZ_BEGIN_FUNCTIONS
{
EZ_SCRIPT_FUNCTION_PROPERTY(SetRandomColor)
}
EZ_END_FUNCTIONS;
}
EZ_END_COMPONENT_TYPE
The properties section lists all the members that should be editable. Components can have 'virtual' properties, that don't exist as members, but use accessors (functions). Properties can have attributes to configure how they show up in the editor.
The attributes section can additionally specify type specific properties. For example, here we tell the editor where in the component menu this component should appear.
The message handler section is important to enable messaging.
The functions section is used to expose certain member functions to the reflection system, such that script bindings, such as TypeScript can call these functions.
At the moment there is no documentation that lists all the available options. It is best to get inspiration by looking at the code for existing components.
Component Activation
There are three important states for components:
- Whether they are initialized
- Whether they are active
- Whether they are simulating
You can hook into changes to these states by overriding ezComponent::Initialize()
/ ezComponent::Deinitialize()
, ezComponent::OnActivated()
/ ezComponent::OnDeactivated()
and ezComponent::OnSimulationStarted()
.
The most important function to override is ezComponent::OnSimulationStarted()
. This is almost always the function where you want to set up your component. It is called when the component is fully initialized, active and the world is actively simulating (the game is running). In the editor, it is only called after you start running a scene, not while you are editing. Since most game code should not do anything while the scene is being edited, you typically don't need to set up anything before this time.
Components can be 'active' or 'inactive'. This can be used to switch them on and off at will. The active flag on game objects affects this, but components can also be deactivated individually with ezComponent::SetActiveFlag()
. When a component is not active, its component manager will typically not update it anymore. If you want to properly support switching components on and off at any time, you often need to be careful to restore state properly. ezComponent::OnActivated()
and ezComponent::OnDeactivated()
will be called every time a component's active state changes. Additionally, if the world is being simulated, ezComponent::OnSimulationStarted()
will also be called after each call to ezComponent::OnActivated()
.
It should be extremely rare that you need to override ezComponent::Initialize()
or ezComponent::Deinitialize()
.
For all the details on the activation functions, refer to the API Docs.
Caution:
A common mistake is to override a function like
ezComponent::OnActivated()
but to not call its base class implementation (SUPER::OnActivated()
). It is good practice to always do so.
Forced Activation
If for some reason a component must access another component during its own setup, and requires that other component to be set up first, you can enforce this by calling ezComponent::EnsureSimulationStarted()
on the other component.
An example is a physics joint component. To set up a joint, the component needs to access two rigid body components. Both must be already set up themselves, otherwise the joint component cannot link the two. Therefore, when the joint component is being set up, it calls ezComponent::EnsureSimulationStarted()
on both rigid body components, to make sure it can access valid data.
User Flags
ezComponent::SetUserFlag
and ezComponent::GetUserFlag
can be used to store up to 8 bits of user flags. This should only be used internally, to reduce memory consumption.
Dynamic and Static Components
In the component reflection block you have to specify whether a component is 'dynamic' or 'static':
EZ_BEGIN_COMPONENT_TYPE(DemoComponent, 3 /* version */, ezComponentMode::Dynamic)
This information tells the editor whether this component type attempts to modify the owner's transformation (position, rotation, scale). If any dynamic component is attached to a game object, the entire object will be marked as dynamic and will have its transform updated every frame. If only static components are attached, the game object can be marked as static as well, and costs less performance.
See Static vs. Dynamic Objects.
Serialization and Versioning
When editing a scene or prefab, the editor will serialize components purely based on reflection information. That means only the properties that are marked up through reflection and are therefore visible to the user are serialized. This format is robust to change (and allows for patches), but is not efficient.
For the runtime format, that a shipping game should use, scenes are exported. This is a binary serialization format and every component has full control over what data it writes and how it encodes the data. When you run a scene in ezPlayer the editor will serialize the scene to the binary format, and the player will deserialize it. If a component doesn't properly serialize all its data, the results can range from misconfigured components to crashes during loading.
To implement proper serialization, you need to override ezComponent::SerializeComponent()
and ezComponent::DeserializeComponent()
.
During serialization you simply write data to a stream, as you like:
void DemoComponent::SerializeComponent(ezWorldWriter& stream) const
{
SUPER::SerializeComponent(stream);
auto& s = stream.GetStream();
s << m_fAmplitude;
s << m_Speed;
}
Don't forget to call SUPER::SerializeComponent()
to include the data of the base class.
When you deserialize a component, you need to handle versioning. Every component type has a version number, which is specified in the component reflection block:
EZ_BEGIN_COMPONENT_TYPE(DemoComponent, 3 /* version */, ezComponentMode::Dynamic)
The version number should be increased every time the serialization format of the component type has to change. During deserialization you can query the version number with which this component data was written. You than have to handle converting older formats as appropriate:
void DemoComponent::DeserializeComponent(ezWorldReader& stream)
{
SUPER::DeserializeComponent(stream);
const ezUInt32 uiVersion = stream.GetComponentTypeVersion(GetStaticRTTI());
auto& s = stream.GetStream();
s >> m_fAmplitude;
if (uiVersion <= 2)
{
// up to version 2 the angle was stored as a float in degree
// convert this to ezAngle
float fDegree;
s >> fDegree;
m_Speed = ezAngle::Degree(fDegree);
}
else
{
s >> m_Speed;
}
}
Custom Components
You can extend the engine with custom components:
For examples, have a look at the Sample Game Plugin.


Provides some function to perform posterior estimation for some distribution, with emphasis to extreme value distributions. It contains some extreme datasets, and functions that perform the runs of posterior points of the GPD and GEV distribution. The package calculate some important extreme measures like return level for each t periods of time, and some plots as the predictive distribution, and return level plots.
| Version: | 1.1 |
| Depends: | R (≥ 3.1), evir |
| Published: | 2016-07-14 |
| Author: | Fernando Ferraz do Nascimento [aut, cre], Wyara Vanesa Moura e Silva [aut, ctb] |
| Maintainer: | Fernando Ferraz do Nascimento <fernandofn at ufpi.edu.br> |
| License: | GPL-2 |
| NeedsCompilation: | no |
| CRAN checks: | MCMC4Extremes results |
| Reference manual: | MCMC4Extremes.pdf |
| Package source: | MCMC4Extremes_1.1.tar.gz |
| Windows binaries: | r-devel: MCMC4Extremes_1.1.zip, r-release: MCMC4Extremes_1.1.zip, r-oldrel: MCMC4Extremes_1.1.zip |
| OS X binaries: | r-release: MCMC4Extremes_1.1.tgz, r-oldrel: MCMC4Extremes_1.1.tgz |
| Old sources: | MCMC4Extremes archive |
Please use the canonical form https://CRAN.R-project.org/package=MCMC4Extremes to link to this page.


Welcome to the Remotely Piloted Aircraft System from a Web User Interface, the next level to control your remotely piloted aircraft system over web application.
Too see available aircraft, go to the aircraft list section.
| Name | Status |
|---|
Not implemented yet


Gucci Brings Cultures & Personalities Together With New Rhyton "Worldwide" Sneaker
“Ivory” leather is contrasted by imaginary flags, web-inspired globe graphics and more.
by Eric BrainGucci continues its legacy of chunky Rhyton sneakers with the release of a “Worldwide” edition, reworking its “Ivory” leather upper with imaginary flags and bold branding.
The Alessandro Michele-designed sneaker sports a large graphic on its lateral side panel much like other Rhyton sneakers before it, only this time the graphic focuses on a “community that brings together different cultures and personalities,” as said by the house.
These imaginary flags are printed alongside the “Gucci Worldwide” motif, which sits atop a web-style globe graphic in black. Bold colors found on the graphic contrast the supple “Ivory” leather uppers, tonal laces and gum-hued outsole, the latter of which sports small treads detailed with stars.
Rounding out the Gucci Rhyton “Worldwide” sneaker is the house’s moniker debossed at the heel, foil branding on the tongue, debossed leather insoles and tan stitching on the toe. Take a look at Gucci’s latest offering in the gallery above, and pick up a pair for yourself via retailers such as MATCHESFASHION.COM for $854 USD.
In case you missed it, check out Balenciaga’s Triple-S Clear Sole sneaker with an all-new “Neon Yellow” tinge.
Gucci Rhyton “Worldwide”
Release Date
November 19, 2019 - 12:00 am EST (TBC)
Price
854 USD


madminer.core module¶
-
class
madminer.core.
MadMiner
(debug=False)[source]¶ Bases:
object
The central class to manage parameter spaces, benchmarks, and the generation of events through MadGraph and Pythia.
An instance of this class is the starting point of most MadMiner applications. It is typically used in four steps:
- Defining the parameter space through MadMiner.add_parameter
- Defining the benchmarks, i.e. the points at which the squared matrix elements will be evaluated in MadGraph, with MadMiner.add_benchmark() or, if operator morphing is used, with MadMiner.set_benchmarks_from_morphing()
- Saving this setup with MadMiner.save() (it can be loaded in a new instance with MadMiner.load())
- Running MadGraph and Pythia with the appropriate settings with MadMiner.run() or MadMiner.run_multiple() (the latter allows the user to combine runs from multiple run cards and sampling points)
Please see the tutorial for a hands-on introduction to its methods.
Parameters: - debug : bool, optional
If True, additional detailed debugging output is printed. Default value: False.
Methods
add_benchmark
(parameter_values[, benchmark_name])Manually adds an individual benchmark, that is, a parameter point that will be evaluated by MadGraph. add_parameter
(lha_block, lha_id[, …])Adds an individual parameter. load
(filename[, disable_morphing])Loads MadMiner setup from a file. run
(mg_directory, proc_card_file, …[, …])High-level function that creates the the MadGraph process, all required cards, and prepares or runs the event generation for one combination of cards. run_multiple
(mg_directory, proc_card_file, …)High-level function that creates the the MadGraph process, all required cards, and prepares or runs the event generation for multiple combinations of run_cards or importance samplings (sample_benchmarks). save
(filename)Saves MadMiner setup into a file. set_benchmarks
([benchmarks])Manually sets all benchmarks, that is, parameter points that will be evaluated by MadGraph. set_benchmarks_from_morphing
([…])Sets benchmarks, i.e. set_parameters
([parameters])Manually sets all parameters, overwriting previously added parameters. -
add_benchmark
(parameter_values, benchmark_name=None)[source]¶ Manually adds an individual benchmark, that is, a parameter point that will be evaluated by MadGraph.
Parameters: - parameter_values : dict
The keys of this dict should be the parameter names and the values the corresponding parameter values.
- benchmark_name : str or None, optional
Name of benchmark. If None, a default name is used. Default value: None.
Returns: - None
Raises: - RuntimeError
If a benchmark with the same name already exists, if parameter_values is not a dict, or if a key of parameter_values does not correspond to a defined parameter.
-
add_parameter
(lha_block, lha_id, parameter_name=None, param_card_transform=None, morphing_max_power=2, parameter_range=(0.0, 1.0))[source]¶ Adds an individual parameter.
Parameters: - lha_block : str
The name of the LHA block as used in the param_card. Case-sensitive.
- lha_id : int
The LHA id as used in the param_card.
- parameter_name : str or None
An internal name for the parameter. If None, a the default ‘benchmark_i’ is used.
- morphing_max_power : int or tuple of int
The maximal power with which this parameter contributes to the squared matrix element of the process of interest. If a tuple is given, gives this maximal power for each of several operator configurations. Typically at tree level, this maximal number is 2 for parameters that affect one vertex (e.g. only production or only decay of a particle), and 4 for parameters that affect two vertices (e.g. production and decay). Default value: 2.
- param_card_transform : None or str
Represents a one-parameter function mapping the parameter (“theta”) to the value that should be written in the parameter cards. This str is parsed by Python’s eval() function, and “theta” is parsed as the parameter value. Default value: None.
- parameter_range : tuple of float
The range of parameter values of primary interest. Only affects the basis optimization. Default value: (0., 1.).
Returns: - None
-
load
(filename, disable_morphing=False)[source]¶ Loads MadMiner setup from a file. All parameters, benchmarks, and morphing settings are overwritten. See save for more details.
Parameters: - filename : str
Path to the MadMiner file.
- disable_morphing : bool, optional
If True, the morphing setup is not loaded from the file. Default value: False.
Returns: - None
-
run
(mg_directory, proc_card_file, param_card_template_file, run_card_file=None, mg_process_directory=None, pythia8_card_file=None, sample_benchmark=None, is_background=False, only_prepare_script=False, ufo_model_directory=None, log_directory=None, temp_directory=None, initial_command=None)[source]¶ High-level function that creates the the MadGraph process, all required cards, and prepares or runs the event generation for one combination of cards.
If only_prepare_scripts=True, the event generation is not run directly, but a bash script is created in <process_folder>/madminer/run.sh that will start the event generation with the correct settings.
High-level function that creates the the MadGraph process, all required cards, and prepares or runs the event generation for multiple combinations of run_cards or importance samplings (sample_benchmarks).
If only_prepare_scripts=True, the event generation is not run directly, but a bash script is created in <process_folder>/madminer/run.sh that will start the event generation with the correct settings.
Parameters: - mg_directory : str
Path to the MadGraph 5 base directory.
- proc_card_file : str
Path to the process card that tells MadGraph how to generate the process.
- param_card_template_file : str
Path to a param card that will be used as template to create the appropriate param cards for these runs.
- run_card_file : str
Paths to the MadGraph run card. If None, the default run_card is used.
- mg_process_directory : str or None, optional
Path to the MG process directory. If None, MadMiner uses ./MG_process. Default value: None.
- pythia8_card_file : str or None, optional
Path to the MadGraph Pythia8 card. If None, the card present in the process folder is used. Default value: None.
- sample_benchmark : list of str or None, optional
Lists the names of benchmarks that should be used to sample events. A different sampling does not change the expected differential cross sections, but will change which regions of phase space have many events (small variance) or few events (high variance). If None, the benchmark added first is used. Default value: None.
- is_background : bool, optional
Should be True for background processes, i.e. process in which the differential cross section does not depend on the parameters (i.e. is the same for all benchmarks). In this case, no reweighting is run, which can substantially speed up the event generation. Default value: False.
- only_prepare_script : bool, optional
If True, the event generation is not started, but instead a run.sh script is created in the process directory. Default value: False.
- only_prepare_script : bool, optional
If True, MadGraph is not executed, but instead a run.sh script is created in the process directory. Default value: False.
- ufo_model_directory : str or None, optional
Path to an UFO model directory that should be used, but is not yet installed in mg_directory/models. The model will be copied to the MadGraph model directory before the process directory is generated. (Default value = None.
- log_directory : str or None, optional
Directory for log files with the MadGraph output. If None, ./logs is used. Default value: None.
- temp_directory : str or None, optional
Path to a temporary directory. If None, a system default is used.  Default value: None.
Returns: - None
-
run_multiple
(mg_directory, proc_card_file, param_card_template_file, run_card_files, mg_process_directory=None, pythia8_card_file=None, sample_benchmarks=None, is_background=False, only_prepare_script=False, ufo_model_directory=None, log_directory=None, temp_directory=None, initial_command=None)[source]¶ High-level function that creates the the MadGraph process, all required cards, and prepares or runs the event generation for multiple combinations of run_cards or importance samplings (sample_benchmarks).
If only_prepare_scripts=True, the event generation is not run directly, but a bash script is created in <process_folder>/madminer/run.sh that will start the event generation with the correct settings.
Parameters: - mg_directory : str
Path to the MadGraph 5 base directory.
- proc_card_file : str
Path to the process card that tells MadGraph how to generate the process.
- param_card_template_file : str
Path to a param card that will be used as template to create the appropriate param cards for these runs.
- run_card_files : list of str
Paths to the MadGraph run card.
- mg_process_directory : str or None, optional
Path to the MG process directory. If None, MadMiner uses ./MG_process. Default value: None.
- pythia8_card_file : str, optional
Path to the MadGraph Pythia8 card. If None, the card present in the process folder is used. Default value: None.
- sample_benchmarks : list of str or None, optional
Lists the names of benchmarks that should be used to sample events. A different sampling does not change the expected differential cross sections, but will change which regions of phase space have many events (small variance) or few events (high variance). If None, a run is started for each of the benchmarks, which should map out all regions of phase space well. Default value: None.
- is_background : bool, optional
Should be True for background processes, i.e. process in which the differential cross section does not depend on the parameters (i.e. is the same for all benchmarks). In this case, no reweighting is run, which can substantially speed up the event generation. Default value: False.
- only_prepare_script : bool, optional
If True, the event generation is not started, but instead a run.sh script is created in the process directory. Default value: False.
- only_prepare_script : bool, optional
If True, MadGraph is not executed, but instead a run.sh script is created in the process directory. Default value: False.
- ufo_model_directory : str or None, optional
Path to an UFO model directory that should be used, but is not yet installed in mg_directory/models. The model will be copied to the MadGraph model directory before the process directory is generated. (Default value = None)
- log_directory : str or None, optional
Directory for log files with the MadGraph output. If None, ./logs is used. Default value: None.
- temp_directory : str or None, optional
Path to a temporary directory. If None, a system default is used.  Default value: None.
Returns: - None
-
save
(filename)[source]¶ Saves MadMiner setup into a file.
The file format follows the HDF5 standard. The saved information includes:
- the parameter definitions,
- the benchmark points, and
- the morphing setup (if defined).
This file is an important input to later stages in the analysis chain, including the processing of generated events, extraction of training samples, and calculation of Fisher information matrices. In these downstream tasks, additional information will be written to the MadMiner file, including the observations and event weights.
Parameters: - filename : str
Path to the MadMiner file.
Returns: - None
-
set_benchmarks
(benchmarks=None)[source]¶ Manually sets all benchmarks, that is, parameter points that will be evaluated by MadGraph. Calling this function overwrites all previously defined benchmarks.
Parameters: - benchmarks : dict or list or None, optional
Specifies all benchmarks. If None, all benchmarks are reset. If dict, the keys are the benchmark names and the values are dicts of the form {parameter_name:value}. If list, the entries are dicts {parameter_name:value} (and the benchmark names are chosen automatically). Default value: None.
Returns: - None
-
set_benchmarks_from_morphing
(max_overall_power=4, n_bases=1, keep_existing_benchmarks=True, n_trials=100, n_test_thetas=100)[source]¶ Sets benchmarks, i.e. parameter points that will be evaluated by MadGraph, for a morphing algorithm, and calculates all information required for morphing. Morphing is a technique that allows MadMax to infer the full probability distribution p(x_i | theta) for each simulated event x_i and any theta, not just the benchmarks.
The morphing basis is optimized with respect to the expected mean squared morphing weights over the parameter region of interest. If keep_existing_benchmarks=True, benchmarks defined previously will be incorporated in the morphing basis and only the remaining basis points will be optimized.
Note that any subsequent call to set_benchmarks or add_benchmark will overwrite the morphing setup. The correct order is therefore to manually define benchmarks first, using set_benchmarks or add_benchmark, and then to create the morphing setup and complete the basis by calling set_benchmarks_from_morphing(keep_existing_benchmarks=True).
Parameters: - max_overall_power : int or tuple of int, optional
The maximal sum of powers of all parameters contributing to the squared matrix element. If a tuple is given, gives the maximal sum of powers for each of several operator configurations (see add_parameter). Typically, if parameters can affect the couplings at n vertices, this number is 2n. Default value: 4.
- n_bases : int, optional
The number of morphing bases generated. If n_bases > 1, multiple bases are combined, and the weights for each basis are reduced by a factor 1 / n_bases. Currently only the default choice of 1 is fully implemented. Do not use any other value for now. Default value: 1.
- keep_existing_benchmarks : bool, optional
If True, the previously defined benchmarks are included in the basis. In that case, the number of free parameters in the optimization routine is reduced. If False, all benchmarks are optimized and all previously defined benchmarks forgotten. Default value: True.
- n_trials : int, optional
Number of random basis configurations tested in the optimization procedure. A larger number will increase the run time of the optimization, but lead to better results. Default value: 100.
- n_test_thetas : int, optional
Number of random parameter points used to evaluate the expected mean squared morphing weights. A larger number will increase the run time of the optimization, but lead to better results. Default value: 100.
Returns: - None
-
set_parameters
(parameters=None)[source]¶ Manually sets all parameters, overwriting previously added parameters.
Parameters: - parameters : dict or list or None, optional
If parameters is None, resets parameters. If parameters is an dict, the keys should be str and give the parameter names, and the values are tuples of the form (LHA_block, LHA_ID, morphing_max_power, param_min, param_max) or of the form (LHA_block, LHA_ID). If parameters is a list, the items should be tuples of the form (LHA_block, LHA_ID). Default value: None.
Returns: - None


Maxthon is very good browser and many people use this. Will be very good if BBlog will be available on Maxthon. If BBlog works perfectly on IE, Firefox and Chrome, add a support for one more browser won't be a problem. Please hear my prays to you and give me BBlog on Maxthon.
ORFK
Global Moderator
BBLog supporting only Firefox and Chrome.
All the other browsers are not supported, either now or in the future.
Topicstarter
Bot
I understood, thanks.
But can I know why other browser aren't supported? Must be a reason of it.
ORFK
Global Moderator
the time to create for each browser an addon, check all versions if they're working right, different browsers, different bugs, different possibilities. and always knowing whats going on with wich browser, studying the background and functionality, all these are works with request a lot of time.
BBLog is a free project from brian, nobody pay him for this work so everytime when he is working on BBlog it's his private, free time. thats in the general. hope you can understand the problems.
if you want to create a Addon for other browsers, the addon is open source, so you can just download the full script and try to make a version for other browsers.
Topicstarter
Bot
Ok, I understand. I also like my private time :)
if you want to create a Addon for other browsers, the addon is open source, so you can just download the full script and try to make a version for other browsers.
I can't make an addon for other browser because I am not familiar with informatics and programming.


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java.lang.Object com.hp.hpl.jena.sparql.engine.optimizer.util.Config
public class Config
This is a configuration class for specific settings used for the optimizer (e.g. index level, user defined heuristics, Jena graph models)
| Constructor Summary | |
|---|---|
Config()
Standard constructor, set the default configuration settings. |
|
Config(boolean limitMinProbability)
Set a boolean value to consider or ignore the lower cost bound during cost estimation. |
|
Config(int indexLevel)
Set a specific index level Please use the static fields provided by IndexLevel. |
|
Config(int indexLevel,
java.util.Set exProperty)
Set an index level and a specific set of properties which should be excluded during indexing. |
|
Config(java.util.Set exProperty)
Set a specific set of properties to exclude during indexing. |
|
Config(java.lang.String basicPatternHeuristic)
Set a specific basic pattern heuristic. |
|
Config(java.lang.String basicPatternHeuristic,
int indexLevel)
Set a specific basic pattern heuristic and index level. |
| Method Summary | |
|---|---|
java.lang.String |
getBasicPatternHeuristic()
Returns the label of the manually specified basic pattern heuristic. |
java.util.Set |
getExProperty()
Get the set of Java Property objects to exclude during indexing. |
int |
getIndexLevel()
Returns the manually set index level |
double |
getSamplingFactor()
Return the sampling factor. |
boolean |
limitMinProbability()
|
void |
setBasicPatternHeuristic(java.lang.String basicPatternHeuristic)
Set a used specific basic pattern heuristic. |
void |
setExProperty(java.util.Set exProperty)
Set a set of Java Property objects which are excluded during indexing. |
void |
setIndexLevel(int indexLevel)
Set the index level. |
void |
setLimitMinProbability(boolean limitMinProbability)
This allows to specify if during cost estimation the min possible cost should be considered as lower bound for the estimation or not. |
void |
setSamplingFactor(double samplingFactor)
Set the sampling factor which is a value of the intervall [0,1] and represents the percentage of the ontology used for index. |
| Methods inherited from class java.lang.Object |
|---|
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public Config()
public Config(java.lang.String basicPatternHeuristic)
basicPatternHeuristic
- public Config(int indexLevel)
indexLevel
- public Config(boolean limitMinProbability)
limitMinProbability
- public Config(java.lang.String basicPatternHeuristic, int indexLevel)
basicPatternHeuristic
- indexLevel
- public Config(java.util.Set exProperty)
exProperty
- public Config(int indexLevel, java.util.Set exProperty)
indexLevel
- exProperty
- | Method Detail |
|---|
public void setSamplingFactor(double samplingFactor)
samplingFactor
- public double getSamplingFactor()
public void setIndexLevel(int indexLevel)
indexLevel
- public int getIndexLevel()
public void setBasicPatternHeuristic(java.lang.String basicPatternHeuristic)
basicPatternHeuristic
- public java.lang.String getBasicPatternHeuristic()
public void setExProperty(java.util.Set exProperty)
exProperty
- public java.util.Set getExProperty()
public void setLimitMinProbability(boolean limitMinProbability)
limitMinProbability
- public boolean limitMinProbability()
|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


--- layout: default main_class: home ---
I design and code websites. I use this one to write about my interests and show-off my work. Let’s be in touch.


#import "../layout/defaultLayout.ftl.html" as layout><EMAIL_ADDRESS>"Forum" 1>
Created: ${t.created}


My Chemical Romance announce additional reunion shows
LOS ANGELES, Nov 7 — My Chemical Romance revealed the end of their six-year hiatus from music last month, also announcing a first reunion concert at Los Angeles’ Shrine Expo Hall on December 20.
The alternative rock band ceased to exist in 2013 when frontman Gerard Way alerted fans, “My Chemical Romance is done”.
“But it can never die. It is alive in me, in the guys, and it is alive inside all of you. I always knew that, and I think you did too. Because it is not a band-it is an idea,” he wrote in a statement.
Rumors that the Bulletproof Heart rockers were reuniting arose earlier this year when Joe Jonas revealed in an interview that the Jonas Brothers spotted the band rehearsing in New York City.
Although My Chemical Romance first denied any reunion plans, the musicians refreshed their social media accounts with new images over the past few weeks.
As their forthcoming concert in Los Angeles sold out almost immediately, the band has announced four more shows for 2020.
My Chemical Romance will notably perform as part of the Download festival in Melbourne, Australia, from March 20 to 21, and in Japan on March 29.
My Chemical Romance unveiled their last opus, entitled Danger Days: The True Lives of the Fabulous Kiljoys, in November 2010.
They later released the single Fake Your Death in 2014, as part of the compilation May Death Never Stop You.
Since the band’s split, Way has mainly focused on his comic book work with his critically-acclaimed graphic novel, The Umbrella Academy, being adapted as a Netflix series last February. — AFP-Relaxnews


getting started
Ways to get zeva to your projects
CDN
https://cdn.jsdelivr.net/gh/zeva-ui/zeva/dist/css/index.css
https://cdn.jsdelivr.net/gh/zeva-ui/zeva/dist/css/index.min.css
Include this for using icons
Icons provided by fontawesome
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.7.2/css/all.css" integrity="sha384-fnmOCqbTlWIlj8LyTjo7mOUStjsKC4pOpQbqyi7RrhN7udi9RwhKkMHpvLbHG9Sr" crossorigin="anonymous">


Account Settings
Toyz
Job Queues
Submit
Job Queue has not yet been added to Toyz
Eventually this will show all toyz loaded on the server
New workspace


Prepare for Your end-of-Year Advertising Push with Arutz Sheva
With a readership ranging from 18 to 65+, we have an audience for every type of marketing campaign you’re looking to run.
by Communicated ContentPrepare for Your End of Year Marketing Push With Arutz Sheva
As the end of the secular year approaches, many businesses and organizations see a flurry of traffic. Events like black Friday prompt extra shopping and online purchases. The upcoming tax season inspires people to give more.
This is a great time to get your business or cause noticed – and if you’re marketing to a Jewish audience, Arutz Sheva is the perfect destination. With over 1.3 million visits on average every month, which translates into over 8 million page views, there’s lots of potential to get your ad seen by a relevant audience.
Click here to learn more about advertising on Arutz Sheva
We offer a variety of different ad types – from banner ads throughout the site to native content that drives high amounts of engagement. We also offer premium placements in prominent locations throughout the site, perfect or short-term, high visibility campaigns like Black Friday or crowdfunding events.
Most of our readers are based out of North America, but our ads can be targeted to wherever you’d like people to see them, down to individual states. Most of our users come through mobile, and we allow you to target people based off the types of devices they use.
Click here to learn more about advertising on Arutz Sheva
With a readership ranging from 18 to 65+, we have an audience for every type of marketing campaign you’re looking to run, and with 24-hour coverage, people know they can come to Arutz Shava for the latest breaking news – and they’ll see your campaigns in the process.
Contact our advertising department today, we’ll be happy to assist you with every aspect of planning and running your campaign, including special end-of-year packages and discounts.


By Jonathan Kemp
you could open your browser and start coding full blown web applications?
CodeSandbox is an online editor that helps you create web applications, from initial prototype to deployment.
Search by package
One click install for new dependencies
Share code with a single link
Embedding
Hot Module Reloading
Linting with ESLint
TypeScript
UI for configuration files
Create Sandbox - https://codesandbox.io/s/
Import from GitHub
Upload from CLI
npm i -g codesandbox
cd path-of-your-project
codesandbox ./
The development server will serve all files statically from the public folder, depending on the template.
The preview window has integrated DevTools, like a console, test view and a problem viewer.
You can open your sandbox preview with a separate URL, while still keeping Hot Module Reloading.
Typings are automatically downloaded for every dependency, so you always have autocompletions.
TypeScript autocompletions and diagnostics for TS sandboxes.
Code automatically gets prettified on save according to your own Prettier preferences.
All code is linted automatically using latest version of ESLint, with full ES6 support.
You can easily expand abbreviations with Emmet.io in all JS, HTML and CSS files.
Create React apps with no build configuration (create-react-app)
You don’t need to install or configure tools like Webpack or Babel
They are preconfigured and hidden so that you can focus on the code
React, JSX, ES6, and Flow syntax support
Language extras beyond ES6 like the object spread operator
Autoprefixed CSS
A fast interactive unit test runner
A build script to bundle JS, CSS, and images for production
An offline-first service worker and a web app manifest
Hassle-free updates for the above tools with a single dependency
CLI for rapid Vue.js development
Sensible defaults so you can focus on writing your app instead of spending days wrangling with configurations
Flexibility to tweak the config of each tool without the need for ejecting
Webpack
Babel
Vuex/Vue Router
TypeScript
Progressive Web App support
ESLint
PostCSS, CSS Modules and pre-processors including Sass, Less and Stylus
Unit Testing
E2E Testing
vue-loader is a loader for webpack that allows you to author Vue components in a format called Single-File Components (SFCs)
App.vue
webpack and vue-loader gives you a modern, flexible and extremely powerful front-end workflow for authoring Vue.js applications
A command line interface for Angular
Follows the official best practices
Generate components, routes, services and pipes with a simple command
Easily preview your app locally while developing
Run your unit tests or your end-to-end tests with the breeze of a command
Angular
Webpack??
TypeScript???
Files and directories are created based on best-practices from the official Angular Style Guide
Webpack
npm dependencies are installed
TypeScript is configured for you
The Karma unit test runner is configured for you
The Protractor end-to-end test framework is configured for you
Blazing fast bundle times
Out of the box support for JS, CSS, HTML, file assets, and more - no plugins needed
Code is automatically transformed using Babel, PostCSS, and PostHTML when needed
Zero config code splitting
Automatically updates modules in the browser as you make changes during development, no configuration needed
Bundler, similar to webpack, but with faster bundle times
Can take any type of file as an entry point
Development server built in
Automatically rebuild your app as you change files
Supports hot module replacement for fast development
Preact - Svelte - CxJS - Dojo 2
Live collaboration
Private sandboxes
Unlimited sandboxes
Static file hosting capped at 500Mb
Edit sandboxes together in real time, Google Docs style
Use Classroom Mode to control who can make edits
With CodeSandbox you don't have to do anything to start programming
You don't have to set up a development environment
You don't have to install dependencies
create-react-app
npx create-react-app my-app
cd my-app
npm start
vue-cli
npm install -g @vue/cli
vue create my-project
cd my-project
npm start
angular-cli
npm install -g @angular/cli
ng new my-project
cd my-project
ng serve
parcel
npm install -g parcel-bundler
npm init -y
parcel index.html
Integrate ZEIT Now with sandboxes
Deploy a production-ready version of your application using the magic of Now
Build applications on CodeSandbox from start to finish
Now allows you to deploy and publish any kind of web application, website or services to the cloud with ease, speed and reliability.
The best way to get started with Now on your device is Now Desktop, a minimal application that runs in your menubar and comes with the following features:
Installs Now CLI and keeps it up to date automatically (the command line interface for interacting with Now).
Let's you deploy any kind of application or file by simply dragging and dropping it onto its menubar icon or selecting it using a file picker.
now
Now will deploy the app and give you a URL.
now alias https://my-web-app-avvuiuuwto.now.sh my-web-app.com
To map this domain name to the app's unique URL.
If you've made any changes to your app, you will need to deploy the latest version of your app.
now
Magic!
Client: the web application
Server: the Phoenix API server
All importers for CodeSandbox
https://github.com/codesandbox-app/codesandbox-importers
Includes the cli
@jonkemp
CodePen - https://codepen.io/jonkemp/pens/public/
CodeSandbox - https://codesandbox.io/u/jonkemp/sandboxes


{% include head.html %}
{% include navbar.html %}
Coursework
Spring 2019
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2019' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Fall 2018
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Fall 2018' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Spring 2018
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2018' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
| Textbook |
Semester |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.school == 'Regis' %}
|
{{course.semester}} |
{{course.number}} |
|
{% endif %}
{% endfor %}
Fall 2011
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Fall 2011' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Spring 2012
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2012' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Fall 2012
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Fall 2012' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Spring 2013
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2013' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Summer 2013
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Summer 2013' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Fall 2013
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Fall 2013' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Spring 2014
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2014' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Fall 2014
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Fall 2014' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}
Spring 2015
| Textbook |
Course Number |
Course Name |
{% for course in site.courses %}
{% if course.semester == 'Spring 2015' and course.school == 'Mines' %}
|
{{course.number}} |
|
{% endif %}
{% endfor %}


This is a guide to many pandas tutorials, geared mainly for new users.
pandas’ own 10 Minutes to pandas.
More complex recipes are in the Cookbook.
A handy pandas cheat sheet.
The goal of this 2015 cookbook (by Julia Evans) is to give you some concrete examples for getting started with pandas. These are examples with real-world data, and all the bugs and weirdness that entails. For the table of contents, see the pandas-cookbook GitHub repository.
A set of lesson for new pandas users: https://bitbucket.org/hrojas/learn-pandas
This guide is an introduction to the data analysis process using the Python data ecosystem and an interesting open dataset. There are four sections covering selected topics as munging data, aggregating data, visualizing data and time series.
Practice your skills with real data sets and exercises. For more resources, please visit the main repository.
Tutorial series written in 2016 by Tom Augspurger. The source may be found in the GitHub repository TomAugspurger/effective-pandas.
Modern Pandas
Method Chaining
Indexes
Performance
Tidy Data
Visualization
Timeseries
Using Pandas and XlsxWriter to create Excel charts
Pandas From The Ground Up (2015) (2:24) GitHub repo
Introduction Into Pandas (2016) (1:28) GitHub repo
Pandas: .head() to .tail() (2016) (1:26) GitHub repo
Data analysis in Python with pandas (2016-2018) GitHub repo and Jupyter Notebook
Best practices with pandas (2018) GitHub repo and Jupyter Notebook
Wes McKinney’s (pandas BDFL) blog
Statistical analysis made easy in Python with SciPy and pandas DataFrames, by Randal Olson
Statistical Data Analysis in Python, tutorial videos, by Christopher Fonnesbeck from SciPy 2013
Financial analysis in Python, by Thomas Wiecki
Intro to pandas data structures, by Greg Reda
Pandas and Python: Top 10, by Manish Amde
Pandas DataFrames Tutorial, by Karlijn Willems
A concise tutorial with real life examples


Contents
FEgrow - An Open-Source Molecular Builder and Free Energy Preparation Workflow
version 1.2.0
[Feature] Linkers with a library
version 1.1.0
Fix: [RP] ExactMolWt used in the lipinski Ro5 is for mass spec/crystallography for specific isotopes. Moving on to the more appropriate MolWt.
version 1.0.2
adjusting the files for the conda-release
version 1.0.1
Fix+Feature: optimise_in_receptor function now takes platform_name argument allowing to use cuda or cpu for non-ani or ani optimisation.
Fix: embedding openmm-ml into fegrow in order to create a conda package
version 1.0.0
Initial release


TNPSC Group 4 result declared on tnpsc.gov.in: Here's what you must do next
TNPSC Group 4 results: Candidates can access their marks and rank position on Tamil Nadu Public Service Commission's website tnpsc.gov.in
by BS Web TeamTNPSC Group 4 result: Tamil Nadu Public Service Commission (TNPSC) has declared TNPSC Group 4 results, which can be accessed from the official website, tnpsc.gov.in. Over 1.5 million people had registered for the TNPSC Group 4 exam, which was held on September 1. The TNPSC Group 4 cut-off details have also been released. The TNPSC Group 4 exam was held to fill a total of 6,491 vacancies in Village Administrative Officer (VAO), Junior Assistant, Bill Collector, Field Surveyor, Draftsman, Typist and Steno-typist posts.
TNPSC Group 4 result 2019: Steps to download marks
Step 1: Visit the official website, tnpsc.gov.in.
Step 2: Click on the 'TNPSC Group 4 result' link on the homepage
Step 3: Enter your registration number and submit the details
Step 4: Check your TNPSC Group 4 result. You can download the result for future reference
Click HERE to get direct link of TNPSC Group 4 results
TNPSC Group 4 recruitment: What next?
Now that the marks and ranks of TNPSC Group 4 exam have been released, a tentative list of eligible candidates will be announced in the Commission's website for uploading all the certificates in support of their claim for onscreen certificate verification.
After verification, candidates will be called for counselling and they will be allotted the post and Unit/Department in the order of rank and category to which they are eligible as per the vacancy position.
About TNPSC
The Tamil Nadu Public Service Commission (TNPSC) works under the Government of Tamil Nadu and recruits staff for several posts in the various Ministries and Departments of the Government of India and in Subordinate Offices.


Austin Real Estate
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@import helper.{select => optionSelect} @import models.SubmitAnswers @(submitAnswersForm: Form[SubmitAnswers], code: String, questions: Seq[Question])(implicit request: RequestHeader, messagesProvider: MessagesProvider)


I'm an illustrator who likes to spend my free-time drawing, and creating for myself and others! I also like to stream occasionally, so I'm looking forward to playing some games! Some things I like to draw are Pokemon, various anime fan-arts, and my own OC's and imagination inspired pieces. I live with my husband and two cats, so there's a lot of mischief in the house. Below are some pictures of my monsters ♡


Created: 21/06/2015
By: mactechinteractiv
Profile: Codecanyon
Thank you for purchasing the WP News Pro.
If you have any questions that are beyond the scope of this help file, please feel free to email me via the Envato profile page.
There is no setup. Just open the NewsApp2.xcodeproj and you will be on your way. One prerequisite is that you have Xcode 6.3 installed on you mac.
Install WP Thumbnail plugin your Wp site (read me plugin txt). The only thing you need to change the customize MIConfig.h file. Edit WP feed url, colours etc.
| Adjustments |
|---|
Add to your project (iPhone - iPad)[1] Install WP Thumbnail plugin your WP site (read me plugin txt). Copy and paste the WPN2Source folder contents to your project, |
Add to your project (Today Extension)[1] Add your project Today Extension target. Xcode››New››Target››Application Extension››Today Extension ---IMAGE LINK--- [2] Copy and paste the TodaySource folder contents to your project [3] Add MIConfig.h file, for your Bridging-Header.h file [4] Copy and paste to your project in MaiInterfaceStoryboard file (TodayViewController), add initial controller. If you have any questions do not hesitate to contact me. |
Add to your project (Watch Kit App)[1] Add your project Watch Kit App. Xcode››New››Target››Apple Watch››Watch Kit App [2] Copy and paste the WatchSource folder contents to your project. [3] Copy and paste to your project in InterfaceStoryboard files (News and News Detail Controllers), add initial controller. [4] Customize InterfaceController.swift, let url = NSURL(string:"http://csongradpress.hu/NewsAppData/?feed=rss2")! row . ---IMAGE LINK--- If you have any questions do not hesitate to contact me. |


The basic demo showing off all widgets but without a back-end. Using features does not cause back-end endpoint invocations. All business flows are solely in-browser, with all that entails.
In the top-right we see the overhide-status widget — allows (re)login, transaction check, logout, and payments refresh.
Just below we see an explicit "login" button (overhide-appsell widget). This button always allows (re)login and never starts a feature flow.
At the bottom we see three feature buttons (overhide-appsell widgets). These cause initial login and feature flows — solely in the front-end — at different payment tiers.


---
layout: post
title: Day 2!
date: 2018-11-06 23:25:31.000000000 +05:30
type: post
parent_id: '0'
published: true
password: ''
status: publish
tags: [Daily Logs]
meta:
timeline_notification: '1541526934'
_rest_api_published: '1'
_rest_api_client_id: "-1"
_publicize_job_id: '23985663678'
author:
login: priyankasaggu119
email<EMAIL_ADDRESS>display_name: priyankasaggu119
first_name: ''
last_name: ''
permalink: "/2018/11/06/day-2/"
---
November 6, 2018
A very "Happy Choti Diwali" to all. :) 🎆
Today was a little tiring day for my brain :P . I was continuously thinking about stuff for almost half of the time.
Now, listing down below what I have done today.
- Again a focused hour devoted to Dvorak Keyboard touch type practice. Today, headed to Step-4 ie. Home row + B, G, J, Q, W, X, Y, Z. Was able to type a paragraph of 100 words using above in approximately 16 minutes(best time for today). 😇
- Woah, the Best thing of the day :D - I finally was able to write a proposal for the Udacity KPIT Scholarship form. This was something that took my entire day. Writing it down after thinking for hours and hours and then a quick review from a friend, ahh, made me change it many times. It was very frustrating, though the final result was worth the whole hassle.
- I configured an Online FeedReader, subscribed to both the sites of my Mentor and thus completed the mini-project assigned to me. :) Right now, it is done for my laptop only, will try to figure it out on mobile phone also.
- Done with entirely solving two question papers (Maths and Accountancy). Half done with CS also. :)
- Meditation went on in the *MANDIR* inside my home today. Prayed to God for everyone's well-being. _/\_
Pending include: - need to work hard on Emacs and thus my Plan.org. But lagging :( .
Hope will complete it soon.
Till then, take care. o/


--- layout: post title: "Pendulum swings" description: "The software development industry goes back and forth on how to do things, and so do I." date: 2021-02-22 8:04 UTC tags: [Software Design, Article Series] image: "/content/binary/sine-wave.png" image_alt: "A sine wave." --- {% include JB/setup %}
{{ page.description }}
I've been working with something IT-related since 1994, and I've been a professional programmer since 1999. When you observe the software development industry over decades, you may start to notice some trends. One decade, service-oriented architecture (SOA) is cool; the next, consolidation sets in; then it's micro-services; and, as far as I can tell, monoliths are on the way in again, although I'm sure that we'll find something else to call them.
It's as if a pendulum swings from one extreme to the other. Sooner or later, it comes back, only to then continue its swing in the other direction. If you view it over time and assume no loss to friction, a pendulum describes a sine wave.
There's probably several reasons for this motion. The benign interpretation is that it's still a young industry and we're still learning. It's not uncommon to see oscillations in dynamic systems, particularly when feedback isn't immediate.
Software architecture tends to produce slow feedback. Architecture solves more than one problem, including scalability, but a major motivation to think about architecture is to pick a way to organise the source code so that you don't have to rewrite from scratch every 2-3 years. Tautologically, then, it takes years before you know whether or not you succeeded.
While waiting for feedback, you may continue doing what you believe is right: micro-services versus monoliths, unit tests versus acceptance tests, etcetera. Once you discover that a particular way to work has problems, you may overcompensate by going too far in the other direction.
Once you discover the problem with that, you may begin to pull back towards the original position. Because feedback is delayed, the pendulum once more swings too far.
If we manage to learn from our mistakes, one could hope that the oscillations we currently observe will dampen until we reach equilibrium in the future. The industry is still so young, though, that the pendulum makes wide swings. Perhaps it'll takes decades, or even centuries, before the oscillations die down.
The more cynic interpretation is that most software developers have only a few years of professional experience, and aren't taught the experiences of past generations.
In this light, the industry keeps regurgitating the same ideas over and over, never learning from past mistakes."Those who cannot remember the past are condemned to repeat it."
The truth is probably a mix of both explanations.
I've noticed a similar tendency in myself. I work in a particular way until I run into the limitations of that way. Then, after a time of frustration, I change direction.
As an example, I'm an autodidact programmer. In the beginning of my career, I'd just throw together code until I thought it worked, then launch the software with the debugger attached only to discover that it didn't, then go back and tweak some more, and so on.
Then I discovered test-driven development (TDD) and for years, it was the only way I could conceive of working. As my experience with TDD grew, I started to notice that it wasn't the panacea that I believed when it was all new. I wrote about that as early as late 2010. Knowing myself, I'd probably started to notice problems with TDD before that. I have cognitive biases just like the next person. You can lie to yourself for years before the problems become so blatant that you can no longer ignore them.
To be clear, I never lost faith in TDD, but I began to glimpse the contours of its limitations. It's good for many circumstances, and it's still my preferred technique for developing new production code, but I use other techniques for e.g. prototyping.
In 2020 I wrote a code base of middling complexity, and I noticed that I'd started to change my position on some other long-standing practices. As I've tried to explain, it may look like pendulum swings, but I hope that they are, at least, dampened swings. I intend to observe what happens so that I can learn from these new directions.
In the following, I'll be writing about these new approaches that I'm trying on, and so far like:
One year TDD is all the rage; a few years later, it's BDD. One year it's SOA, then it's ports and adapters (which implies consolidated deployment), then it's micro-services. One year, it's XML, then it's JSON, then it's YAML. One decade it's structured programming, then it's object-orientation, then it's functional programming, and so on ad nauseam.
Hopefully, this is just a symptom of growing pains. Hopefully, we'll learn from all these wild swings so that we don't have to rewrite applications when older developers leave.
The only course of action that I can see for myself here is to document how I work so that I, and others, can learn from those experiences.


Everything is A+! Like bra, bra, bra
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Tags: children portraits
Style: Realism
Artist: Morisot Berthe
Title: A Young Girl with Cat
Year: 1886
Genre: genre painting
Categories: altar (3.2%); guillotine (2.7%); stage (2.6%); caldron (2.5%); barrow (2.4%)
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Non standard extensions used FontForge in True/Open Type
Non standard feature tags
Internal
' REQ'
-- tag used for required features
For TeX
I no longer use these. MS has come up with a MATH table which can contain all the TeX information.
ITLC
-- Italic correction
I have proposed this as an extension to OpenType. There was some discussion of it, but I believe the idea died.TCHL
-- TeX CharlistTEXL
-- TeX Extension List
Non standard tables.
- 'PfEd' the FontForge extensions table
- 'TeX ' the TeX metrics table
- 'BDF ' the BDF properties table
'FFTM' the FontForge time stamp table
Non standard file formats
'PfEd' -- the FontForge extensions table
(the name is 'PfEd' for historical reasons)
The table begins with a table header containing a version number and a count of sub-tables
uint32 version currently 0x00010000 uint32 count This is followed by a table of contents, there will be count replications of the following structure (ie. a tag and offset for each sub-table
uint32 tag uint32 offset from start of 'PfEd' table The format of the subtable depends on the sub-table's tag. There are currently 3 tags supported, these are
- 'colr' -- per glyph color sub-table (stores the color that appears in the font view)
- 'cmnt' -- per glyph comment sub-table (stores the comment that appears in the Char Info dialog for the character)
- 'fcmt' -- the font comment sub-table (stores the comment that appears in the Font Info dialog)
- 'flog' -- the font log sub-table (looks just like the 'fcmt' subtable)
- 'cvtc' -- the cvt comments subtable
- 'GPOS' -- Save lookup, lookup subtable and anchor class names of GPOS lookups
- 'GSUB' -- Save lookup and lookup subtable names of GSUB lookups
- 'guid' -- Save guideline locations
- 'layr' -- Save background and spiro layers
'colr' -- the per-glyph color sub-table
The sub-table header begins with a version number, and a count of ranges
uint16 version 0 uint16 count of ranges After this will be <count> instances of the following structure
uint16 starting glyph index uint16 ending glyph index uint32 color expressed as a 24bit rgb value 'cmnt' -- the per-glyph comment sub-table
The sub-table header begins with a version number, and a count of ranges
uint16 version 0/1 uint16 count of ranges After this will be <count> instances of the following structure
uint16 starting glyph index uint16 ending glyph index uint32 offset from the start of this sub-table The offset points to an array of offsets (<end>-<start>+1+1) elements in the array, so one element for each glyph index mentioned in the range structure above, with one left over which allows readers to compute the length of the last string.
uint32 offset from start of table ... And each of these offsets points to a unicode (UCS2 for version 0, UTF-8 for version 1) string. The strings are assumed to be consecutive, so the length of each may be calculated by subtracting its offset from the offset to the next string.
'fcmt' -- the font comment (and FONTLOG) sub-table
The sub-table header begins with a version number, and a count of ranges -------- --------- ------------------------------------ uint16 version 0/1 uint16 length number of characters in the string -------- --------- ------------------------------------
In version 0 this is followed by <length> Unicode (UCS2) characters. In version 1 it is followed by <length> bytes in utf8 encoding.
'cvtc' -- the cvt comments sub-table
The sub-table header begins with a version number, and a count of cvt entries which might have comments -------- --------------- ----------------------------------------------------------------------------------------------------- uint16 version 0
uint16 count number of entries in the cvt comments array
which might be smaller than the number of entries in the cvt array itself if we want to save space
uint16 offset[count] offsets to the start of utf8-encoded, NUL terminated strings. Or 0 if this cvt entry has no comment 'GPOS/GSUB' -- lookup names
The sub-table header begins with a version number, and a count of ranges
uint16 version 0 uint16 count of lookups in this table Then there will be an array of count elements (one for each lookup, ordered as the lookups are in the GPOS or GSUB table)
uint16 offset to lookup name uint16 offset to lookup subtable structure These offsets are based on the start of the subtable. The name offset points to a NUL terminated UTF-8 encoded string. The subtable offset points to the following structure:
uint16 count of lookup subtables in this lookup Then there will be an array of count elements (one for each subtable, ordered as the subtables are in the lookup of the GPOS or GSUB table)
uint16 offset to lookup subtable name uint16 offset to anchor class structure These offsets are also based on the start of the subtable. The name offset points to a NUL terminated UTF-8 encoded string. The anchor offset may be 0 if this subtable doesn't have any anchor classes, otherwise it points to the following structure:
uint16 count of anchor classes in this lookupsubtable Then there will be an array of count elements (one for each anchor class)
uint16 offset to anchor class name 'guid' -- guidelines
The sub-table header begins with a version number, and a count of ranges
uint16 version 1 uint16 vcount number of vertical guidelines uint16 hcount number of horizontal guidelines uint16 mbz At some point this may contain info on diagonal guidelines. For now it is undefined uint16 offset To a full description of the guideline layer I provide the guidelines in two formats. Either may be omitted. The first format simply describes the horizontal and vertical lines used as guidelines. The second format provides a full description of all contours (curved, straight, horizontal or diagonal) which fontforge uses. I provide both since most apps seem to have a simpler guideline layer than ff does.
This table is followed by two arrays, one for vertical guidelines, one for horizontal guides. Both arrays have the same element type (except that the position is for a different coordinate in the horizontal/vertical cases)
int16 position x location of vertical guides, y location of horizontal ones uint16 offset to name, a NUL terminated utf8 string. (offset may be 0 if guideline is unnamed). The offset to the guideline layer points to a variable length structure which is also used in the 'layr' subtable
'glyph-layer' -- Data structure representing all the contours of a layer of a glyph
The sub-table header begins with a version number, and a count of ranges
uint16 count of contours uint16 count of references (not present in version 0 layers) uint16 mbz reserved for a count of images This is followed by an array of structures describing each contour
uint16 offset to start of contour data uint16 offset to a name for the contour, a utf8, NUL terminated string (or 0 if the contour is unnamed) All offsets from the start of the glyph-layer structure.
This is followed by an array of structures describing each reference
fixed16.16 transform[6] A PostScript transformaton matrix where each member is a signed 4 byte integers which should be divided by 32768.0 to allow for non-integral values uint16 gid The Glyph ID of the glyph being referred to Contour data live in a variable length block. It's basic idea is that it is a list of <command>, <data> pairs. Each command is a byte which consists of two parts, a verb which specifies what happens (and how many items of data are needed) and a modifier which specifies how each data item is represented. The verbs are postscript-like drawing operations: moveto, lineto, curveto, (and quadratic curveto), close path, etc. There are also separate verbs for specifying spiro control points -- these are just the standard spiro type bytes ('v', 'o', 'c', '[' and ']'), no modifier is applied to the spiro commands, their data are always 2 coordinates in fixed notation.
The low order two bits of the command (except for the spiro and close commands) specify the data format:
0 signed byte data for values -128 to 127 1 signed short data for values -32768 to 32767 2 A signed 4 byte integer which should be divided by 256.0 for non-integral coordinates (or for big ones) 3 Undefined and erroneous for now Each command will start at the current point and draw to the point specified by its data. The data are relative to the last point specified (except for moveto, which is absolute, there being on previous point).
The verb may be one of the following:
0 MoveTo, takes 2 coordinates (x,y). This must begin each contour and may not appear elsewhere within it 4 LineTo, also takes 2 coordinates 8 HLineTo, draws a horizontal line, so only the new x coordinate need be specified. 12 VLineTo, draws a vertical line, so only the new y coordinate need be specified. 16 QCurveTo, takes one off-curve control point and one on-curve point, 4 coordinates total, to draw a quadratic bezier spline 20 QImplicit, only specifies the control point. The on-curve point will be the average of the control point specified here, and the one specified in the next QCurveTo or Q*Implicit command. 24 QHImplicit, Same as above, except only the x coordinate of the new control point is specified 28 QVImplicit, Same as above except only the y coordinate of the new control point is specified. 32 CurveTo, takes two off-curve control point and one on-curve point, 6 coordinates total, to draw a cubic bezier spline 36 VHCurveTo, The first control point is vertical from the current point, so only its y coordinate is specified. The final point is horizontal from the last control point so only its x coordinate is specified. 4 coordinates total y1, x2,y2, x3. 40 HVCurveTo, Reverse of the above x1, x2,y2, y3 44 Close, No data. Closes (and ends) the current contour. Will draw a line from the start point to the end point if needed. 45 End, No data. Ends the current contour, but leaves it open. These are basically the drawing operators in the type1 charstrings. If my terse descriptions make no sense look there for a more complete description.
examples
suppose we want to draw a box (0,0)->(0,200)->(200,200)->(200,0)->(0,0). Then the glyph-layer would look like:
Header one contour (ushort) 1 Header no images (ushort) 0 First Contour offset to data (ushort) 8 The number of bytes from the start of the glyph-layer to the Contour Data First Contour no name (ushort) 0 Contour Data Move To 0,0 (byte)0, (byte)0, (byte)0 Both coordinates are <127 and can fit in a byte, so the modifier is 0. The command is also 0, and the coordinates are each 0 Contour Data VLine To [0,]200 (byte)(12+1) (short)200 Vertical motion => VLineTo. Only the new y value need be specified. Is relative to the last position, but that was 0 Contour Data HLine To 200[,200] (byte)(8+1) (short)200 Horizontal motion => HLineTo. Only the new x value need be specified. Is relative to the last position, but that was 0 Contour Data VLine To [200,]0 (byte)(12+1) (short)-200 Vertical motion => HLineTo. Only the new y value need be specified. We move from 200 to 0, so the relative change is -200 Contour Data Close (byte)44 We can draw the final line by closing the path 'layr' -- Background layer data
uint16 version 1 uint16 count number of layers in this sub-table This is followed by an array of structures describing each layer
uint16 typeflag Low order byte is the type
2=>quadratic splines, 3=>cubic splines, 1=>spiros, other values not defined
High order byte are the flags
0x100 => foreground layeruint16 offset to the name of this layer, a utf8, NUL terminated string uint32 offset to the data for this layer The layer data is a block of ranges specifying which glyphs (by GID) have data for this layer. (the type field is present so that applications can ignore layers which they do not support).
uint16 count of ranges This is followed by an array of structures one for each range:
uint16 start first GID in the range uint16 last last GID in the range uint32 offset to an array of offsets, one for each GID in the range. The offsets in this array may be 0. These offsets in turn point to a glyph-layer structure All offsets are relative to the start of the 'layr' subtable.
'TeX ' -- the TeX metrics table
The table begins with a table header containing a version number and a count of sub-tables
uint32 version currently 0x00010000 uint32 count This is followed by a table of contents, there will be count replications of the following structure (ie. a tag and offset for each sub-table
uint32 tag uint32 offset from start of 'PfEd' table The format of the subtable depends on the sub-table's tag. There are currently 3 tags supported, these are
'htdp' -- the per-glyph height/depth sub-table
The sub-table header begins with a version number, and a count of glyphs
uint16 version 0 uint16 count of glyphs After this will be <count> instances of the following structure
uint16 height in em-units uint16 depth I store these values in em-units rather than in the fix_word of a tfm file because em-units make more sense in a sfnt and take up less space.
'sbsp' -- the per-glyph sub/super-script sub-table
This sub-table has essentially the same format as the previous one. The sub-table header begins with a version number, and a count of glyphs
uint16 version 0 uint16 count of glyphs After this will be <count> instances of the following structure
uint16 subscript offset in em-units uint16 superscript offset I store these values in em-units rather than in the fix_word of a tfm file because em-units make more sense in a sfnt and take up less space.
'ftpm' -- the font parameter (font dimensions) sub-table
The sub-table header begins with a version number, and a count of parameters
uint16 version 0 uint16 count number of parameters in the font And this is followed by <count> instances of the following structure:
uint32 tag parameter name int32 value I store these values as fix_words and not as em-units because their meaning is not constrained by the spec and the
Slant
parameter (at the least) can not be converted to em-units.I have defined the following 4-letter parameter tags
Tag Meaning traditional font parameter number in tfm file (font dimension number) Slnt Slant 1 Spac Space 2 Stre Stretch 3 Shnk Shrink 4 XHgt XHeight 5 Quad Quad 6 ExSp Extra Space 7 (in text fonts) MtSp Math Space 7 (in math and math extension fonts) Num1 Num1 8 (in math fonts) Num2 Num2 9 Num3 Num2 10 Dnm1 Denom1 11 Dnm2 Denom2 12 Sup1 Sup1 13 Sup2 Sup2 14 Sup3 Sup3 15 Sub1 Sub1 16 Sub2 Sub2 17 SpDp Sup Drop 18 SbDp Sub Drop 19 Dlm1 Delim 1 20 Dlm2 Delim 2 21 AxHt Axis height 22 RlTk Default Rule Thickness 8 (in math extension fonts) BOS1 Big Op Spacing1 9 BOS2 Big Op Spacing2 10 BOS3 Big Op Spacing3 11 BOS4 Big Op Spacing4 12 BOS5 Big Op Spacing5 13 'BDF ' -- the BDF properties table
The table begins with a table header containing a version number and a count of strikes
uint16 version currently 0x0001 uint16 strike-count uint32 offset to string table (from start of BDF table) This is followed by an entry for each strike identifying how many properties that strike has.
uint16 ppem uint16 property-count Then there will be the properties, first there with be property-count[1] properties from the first strike, then property-count[2] properties for the second, etc. Each property looks like:
uint32 name offset into the string table of the property's name uint16 type 0=>string
1=>atom
2=>int
3=>uint
0x10 may be ored into one of the above types to indicate a real propertyuint32 value For strings and atoms, this is an offset into the string table
for integers it is the value itselfThe string table is a series of ASCII bytes. Each string is NUL terminated.
'FFTM' the FontForge time stamp table
The table begins with a table header containing a version number and is followed by a series of timestamps (same format as the timestamps in the head table -- 64 bit times, seconds since 00:00:00, 1-Jan-1904).
I don't think this is a duplication of the information in the 'head' table. Neither the Apple nor OpenType spec is clear: Does head.creationtime refer to the creation time of the truetype/opentype file, or of the font itself. After examining various fonts of Apple's, it appears that the 'head' entries contain the dates for the font file and not the font. The times in this table are specifically the creation time of the font (the sfd file), while the times in the 'head' table contain the creation time of the truetype or opentype font file.
uint32 version currently 0x00000001 int64 FontForge's own timestamp (the date of the sources for fontforge) int64 creation date of this font Not the creation date of the tt/ot file,
but the date the sfd file was created.
(not always accurate).int64 last modification date of this font Not the modification date of the file,
but the time a glyph, etc. was last
changed in the font database.
(not always accurate)


Headroom.js
Give your pages some headroom. Hide your header until you need it.
Downloads
Note: the sizes shown are after gzipping.
What's it all about?
Headroom.js is a lightweight, high-performance JS widget (with no dependencies!) that allows you to react to the user's scroll. The header on this site is a living example, it slides out of view when scrolling down and slides back in when scrolling up.
Why use it?
Fixed headers are a popular approach for keeping the primary navigation in close proximity to the user. This can reduce the effort required for a user to quickly navigate a site, but they are not without problems…
Large screens are usually landscape-oriented, meaning less vertical than horizontal space. A fixed header can therefore occupy a significant portion of the content area. Small screens are typically used in a portrait orientation. Whilst this results in more vertical space, because of the overall height of the screen a meaningfully-sized header can still be quite imposing.
Headroom.js allows you to bring elements into view when appropriate, and give focus to your content the rest of the time.
How does it work?
At it's most basic headroom.js simply adds and removes CSS classes from an element in response to a scroll event:
<!-- initially -->
<header class="headroom">
<!-- scrolling down -->
<header class="headroom headroom--unpinned">
<!-- scrolling up -->
<header class="headroom headroom--pinned">
Relying on CSS classes affords headroom.js incredible flexibility. The choice of what to do when scrolling up or down is now entirely yours - anything you can do with CSS you can do in response to the user's scroll.
Usage
Using headroom.js is really simple. It has a pure JS API, plus an optional jQuery/Zepto plugin and AngularJS directive.
With plain JS
Include the headroom.js
script in your page, and then:
// grab an element
var myElement = document.querySelector("header");
// construct an instance of Headroom, passing the element
var headroom = new Headroom(myElement);
// initialise
headroom.init();
With jQuery/Zepto
Include the headroom.js
and jQuery.headroom.js
scripts in your page, and then:
// simple as this!
// NOTE: init() is implicitly called with the plugin
$("#header").headroom();
The plugin also offers a data-* API if you prefer a declarative approach.
<!-- selects $("[data-headroom]") -->
<header data-headroom>
Note: Zepto's additional data module is required for compatibility.
With AngularJS
Include the headroom.js
and angular.headroom.js
scripts in your page and require the headroom
module in your AngularJS application module. Then:
<header headroom></header>
<!-- or -->
<headroom></headroom>
<!-- or with options -->
<headroom tolerance="0" offset="0" scroller=".my-scroller" classes="{pinned:'headroom--pinned',unpinned:'headroom--unpinned',initial:'headroom'}"></headroom>
Options
Headroom.js can also accept an options object to alter the way it behaves. You can see the default options by inspecting Headroom.options
. The structure of an options object is as follows:
{
// vertical offset in px before element is first unpinned
offset : 0,
// scroll tolerance in px before state changes
tolerance : 0,
// or you can specify tolerance individually for up/down scroll
tolerance : {
up : 5,
down : 0
},
// css classes to apply
classes : {
// when element is initialised
initial : "headroom",
// when scrolling up
pinned : "headroom--pinned",
// when scrolling down
unpinned : "headroom--unpinned",
// when above offset
top : "headroom--top",
// when below offset
notTop : "headroom--not-top",
// when at bottom of scoll area
bottom : "headroom--bottom",
// when not at bottom of scroll area
notBottom : "headroom--not-bottom"
},
// element to listen to scroll events on, defaults to `window`
scroller : someElement,
// callback when pinned, `this` is headroom object
onPin : function() {},
// callback when unpinned, `this` is headroom object
onUnpin : function() {},
// callback when above offset, `this` is headroom object
onTop : function() {},
// callback when below offset, `this` is headroom object
onNotTop : function() {},
// callback when at bottom of page, `this` is headroom object
onBottom : function() {},
// callback when moving away from bottom of page, `this` is headroom object
onNotBottom : function() {}
}
CSS
Recall that headroom.js works by adding and removing CSS classes in reaction to the user's scroll. This means you will need some CSS to achieve the effect you want. For example, you could hide the header on scroll down, and reveal it again on scroll up. The most basic CSS for this would be:
.headroom--pinned {
display: block;
}
.headroom--unpinned {
display: none;
}
Whilst this is functional, it's a bit of a jarring effect. We could do better with some CSS transitions to smoothly move the header in and out of view:
/**
* Note: I have omitted any vendor-prefixes for clarity.
* Adding them is left as an exercise for the reader.
*/
.headroom {
will-change: transform;
transition: transform 200ms linear;
}
.headroom--pinned {
transform: translateY(0%);
}
.headroom--unpinned {
transform: translateY(-100%);
}
Notice that we're transitioning the transform
property. The reason to transition this is because transforms are much cheaper to animate compared to top
, bottom
etc. Another benefit is that translation percentage values are relative to the dimensions of the element, whereas top
etc. percentage values are relative to the dimensions of the viewport. This means you don't need to know the height of the element in advance, -100%
will always slide the element entirely out of view.
The CSS above is enough to get you started, but feel free to try something entirely different. Let you imagination run wild. But not too wild, your users won't appreciate that.
Examples
Head over to the headroom.js playroom if you want see some example uses. There you can tweak all of headroom's options and try out various CSS effects in an interactive demo.
Browser support
Headroom.js is dependent on the following browser APIs:
All of these APIs are capable of being polyfilled, so headroom.js can work with less-capable browsers if desired. Check the linked resources above to determine if you must polyfill to achieve your desired level of browser support.
Changelog
v0.9.3
- Correctly destroy headroom instance in angular directive (thanks again to Nikita Korotaev)
v0.9.2
- Fix bugs with angular directive (thanks to Nikita Korotaev)
v0.9.1
- Add minified files to bower package
v0.9.0
- Improvements to angular directive (thanks to Todd Motto)
- Add bower.json to npm package
v0.8.0
- Now available on npm as
headroom.js
! - Fix attempting to use function binding before feature test (thanks to Rajiv Makhijani)
- Add classes and callbacks for scrolling to and from bottom of page
- Improve element selection in angular directive (thanks to Simon)
- Fix bug where some classes not removed on destroy (thanks to Anton Burkovsky)
- Added UMD support
- Correctly destroy headroom instance in angular directive (thanks to Kenneth Crawford)
v0.7.0
v0.6.0
- Up/down tolerance can be specified separately (thanks to Chip Lay)
v0.5.0
- Classes added above and below offset, with corresponding callbacks (thanks to Andreas Andreou)
v0.4.0
- Options merged with defaults, even with plain JS
- Callbacks for pinning and unpinning
- AngularJS plugin (thanks to Pitr Vernigorov)
- UX improvements (thanks to David Kaneda)
v0.3.11
- Various bug fixes
License
Licensed under the MIT License.


Manchester United fans think Mason Greenwood is better than Rhian Brewster
Mason Greenwood scored shortly after coming on.
by Jay WilliamsThe debate about Rhian Brewster and Mason Greenwood continued last night.
England U21s had an away friendly against the Netherlands U21 team. Brewster was given the nod to start and Greenwood replaced him in the second half. With Eddie Nketiah out injured, it was a straight battle between the Liverpool and Manchester United starlets for the starting striker spot.
Brewster played for most of the game but was unable to get on the scoresheet. Man United fans feel they have perfect evidence for their Greenwood case as he came off the bench to net a goal.
Manchester City wonderkid Phil Foden floated a lovely ball over the top which Greenwood chased down. A bit of indecisiveness at the back allowed Greenwood to slot the ball in at the near post.
Greenwood-Brewster debate
Greenwood has enjoyed an impressive start to the season. The 18-year-old has already scored three senior goals for the Red Devils. He is still waiting for his first Premier League goal but fans feel it will come soon.
Liverpool striker Brewster has not enjoyed as much success. Due to injuries, he has been limited to a couple of cup outings. He is highly-rated by the Reds but here are some Man United fans using the Greenwood goal for the U21s to show why he is better.
Have something to tell us about this article?
Let us know


--- layout: page title: "External utilities useful for development" ---
Several external utilities for Terasology development exist, including:


Reddit discussion
Github repo
I've recently discovered Om which I think is a beautiful example of why FP matters in modern day computing.
Basically what Om showed was that by using immutable data for state in React.js one could easily outperform similar apps written in OOP style. The reason…
Lets start by proving the following result.
Result 1
There is no program bool isDeadCode(Code j, Code c) that can check whether a program j contains dead code c.
What we mean by dead code is the following:
...
helloWorld();
if (true) { Console.WriteLine("Hey there") }
return;
Console.WriteLine("I…
Every boy loves a girl can actually mean two things:
Every boy has a girl that he loves
There is a girl which every boy loves
We can use predicate logic to remove disambiguity:
B is the unary predicate letter that determines wether one is a boy.
G is the…
Today we will discuss a proof about infinite series.
Result to prove
The infinite series $$\sum^{\infty}_{k=1}\dfrac{1}{k\left(k+1\right)}$$ converges to 1.
First, we consider the sequence $\left\lbrace s_{n } \right\rbrace$ of partial sums for this series. Since
$\sum^{\infty}_{k…
Introduction
Hey there. In these ongoing blog series I will document my journey is progessively building a LISP interpreter as a case study for a 'larger' haskell program. I'm a beginner haskell programmer who is looking to learn a bit more. Follow along as you'll (hopefully) see me evolve into…
Ik heb mijn passie, mijn hobby en mijn toekomstige studie te danken aan het internet. Geert-Jan Bogaerts vraagt in zijn artikel "Het internet maakt ons slimmer dan ooit" of het internet ons dom maakt. Ik zeg nee! Op een dag, toen ik een computerspel aan het spelen was, vroeg ik…


--- title: About this Training ---
We will walk through the process of optimizing an existing site. Learn how to identify and measure performance bottlenecks, and respond with solutions to these problems.
Tools can tirelessly check every change you make to a site, ensuring that major changes in performance do not go unnoticed during the development cycle.

Build sites from scratch while balancing other priorities like feature backlogs and deadlines through the use of performance budgets.
| 8:00 - 9:00 | Breakfast / Registration |
| 9:00 - 9:45 | Foundation of Performance |
| 9:45 - 10:15 | Performance Auditing |
| 10:15 - 10:45 | Coffee break |
| 10:45 - 11:15 | Performance Auditing (cont.) |
| 10:45 - 11:45 | Drupal Modules |
| 11:45 - 1:00 | Lunch |
| 1:00 - 1:45 | Workflow Automation |
| 1:45 - 3:15 | Continuous Integration |
| 3:15 - 3:45 | Coffee break |
| 3:45 - 4:30 | Performance Budgeting |
| 4:30 - 5:00 | Wrap up / Evaluations |
| 5:00 - 6:30 | Opening reception in the Exhibit Hall |


"CARRIAGE" In the Authorized Version this word is found as the rendering of many different words. In Judges 18:21 it means valuables, wealth, or booty. In Isaiah 46:1 (R.V., “the things that ye carried about”) the word means a load for a beast of burden. In 1 Samuel 17:22 and Isaiah 10:28 it is the rendering of a word (“stuff” in 1 Samuel 10:22) meaning implements, equipments, baggage. The phrase in Acts 21:15, “We took up our carriages,” means properly, “We packed up our baggage,” as in the Revised Version.
"CARRIAGE" In the Authorized Version this word is found as the rendering of many different words. In Judges 18:21 it means valuables, wealth, or booty. In Isaiah 46:1 (R.V., “the things that ye carried about”) the word means a load for a beast of burden. In 1 Samuel 17:22 and Isaiah 10:28 it is the rendering of a word (“stuff” in 1 Samuel 10:22) meaning implements, equipments, baggage. The phrase in Acts 21:15, “We took up our carriages,” means properly, “We packed up our baggage,” as in the Revised Version.