My Movie List
Name
Image
Action
Adventure
Animation
Comedy
Detective
Fantasy
History
Horror
Musical
Pirate
Romantic
Sci-fi
War
Western
Release
Clear Ls


The Task At Hand
In this tutorial, we'll be using Angular, UI-Router, and a Mongo Database to push beers unto the screen, and add reviews to every individual beer.
Here's a simplified version of what the User Experience should be.
See the Pen Journey To Mongo Island by ElishaKramer (@Kramer1346) on CodePen.
A Tale of 2 Long-Lost Brothers
Once upon a time there lived an ID named JX153 who lived in a faraway island called "Mongo Island".
JX153 was a member of the Prestigious Weinstephen Family which belonged to a bigger tribe nicknamed "La Brewery de Francais". Little did JX know that he had a long-lost brother named "Ricardo" that was living in New York at the time.
Ricardo wanted to send a message to JX so he contacted his local mayor "Mr. Controller" and asked if he knew where JX153 could be found. The mayor said he would do some research and get back to Ricardo.
In this lesson, we will run through the code that allows Ricardo to send a message to his long lost brother. Yes, the same brother from whom he was separated at birth. It's truly a story of epic proportions.
We will run through the very first click of the user, and how his Beer Review finds the beer object within the database. The Controller and the UI-Router will also take a main part within the story. Read on to discover how Ricardo got his message to his long-lost brother.
The Parable and The Javascript
Just like Ricardo, we want our app to send messages to Mongo Island. The Mongo Island is a reference to the Mongo Database which you will using on your local computer.
For this lesson, you will need to download this github repo. It contains all the files you're going to need.
Don't forget to npm install all of the dependencies: Angular, Angular UI-Router, Mongoose, Express. To do this simply open a command prompt, and cd into the project. Then type: "npm install".
Next Steps: Fire up your Mongod, and Server.JS File. Open up "localhost:8000" in your browser and let's get cracking. Go ahead and start adding beers to your Beer App.
Each Beer name is clickable and redirects you to a dynamically-generated page (using UI-Router). Once you're on the Beer Page, you can add some reviews to the listed beer.
Getting Started
It's time to start thinking like the computer. In this tutorial, we'll take you step by step to understand how the Javascript code is read, and run by the browser.
Once you open the files in your Text Editor, this is what the folder structure should look like:
Home.html
See the Pen Home.html by ElishaKramer (@Kramer1346) on CodePen.
From Home.html, UI-sref goes to App.JS and attempts to generate a unique url based on the ID.
Your App.JS
See the Pen Controller and UI Route by ElishaKramer (@Kramer1346) on CodePen.
From App.JS, the Computer goes to beersController.JS (the UI-Sref is just like NG-Controller)
BeersController.JS
See the Pen BeersController.JS by ElishaKramer (@Kramer1346) on CodePen.
In the BeersController, we fetch the State.Params.id (which we take from the URL).
The Controller sends us to the Beer Factory (beers.JS within the "Services" folder). Meanwhile, we are defining the Template to create a new page with (Templates/beer.html)
Finally, let's explore where the majority of the app's functions are found. You guessed it: the Server.JS file.
Server.JS
See the Pen Server.JS by ElishaKramer (@Kramer1346) on CodePen.
Well, there you have it. A fullstack Beer Application. Feel free to let me know if you have questions.
Acknowledgements
Many thanks to Elevation Academy for the curriculum which this project was based on.
The foundation of the Repo was originally composed by Daniel Saffar, and the explanation of the app was inspired by Brandon Bledsoe.


Trump impeachment inquiry a 'threat to the presidency,' Graham says
by Charles CreitzSen. Lindsey Graham, R-S.C., said the Trump impeachment inquiry, as constructed, is a threat to the presidency and should not be legitimized.
Graham told "Hannity" on Tuesday the allegation President Trump engaged in a quid pro quo with Ukrainian officials is also not true.
"I think it would be a danger to the presidency in the future for us to legitimize what's going on in the House," he said.
"There's no civil proceeding in America -- no criminal proceeding in America -- that denies a person to tell their side of the story by calling witnesses except in the House."
HISTORIC TRUMP IMPEACHMENT HEARINGS SET TO BEGIN AS DEMS PREDICT 'PHENOMENAL WEEK'
Graham was referring to the situation that, to-date, has not allowed Trump or members of his administration to engage in proceedings. House Intelligence Committee Chairman Adam Schiff, D-Calif., has also not yet approved Republicans' request to have the whistleblower testify publicly.
Speaking with Sean Hannity, Graham said every American -- including the president of the United States -- has the right to confront their accuser.
"That's not being done in this case, so I don't want to legitimize this because it's a threat to the presidency," he said.
He added he did not believe there was evidence confirming allegations lodged against Trump relating to Ukraine.
CLICK HERE TO GET THE FOX NEWS APP
"The allegation is that Donald J. Trump withheld aid to Ukraine unless the Ukrainian government investigated Joe Biden and Hunter Biden for corruption," he said.
"The problem with that allegation is that it's not true. The aid was delivered to the Ukrainian government and there was no investigation of Hunter Biden and Joe Biden."
In addition, Graham remarked that the Trump proceedings are not the first impeachment investigation he's been a part of.
In the late 1990s while serving as a U.S. congressman from Upstate South Carolina, Graham was involved in House proceedings against then-President Bill Clinton.
"Yeah, I've done this before," he remarked.


Collection
Documents relating to Ofsted's inspections of local authority children's services.
There is also a joint inspections of local area services collection with documents and reports for joint targeted inspections by Ofsted, Care Quality Commission, HM Inspectorate of Constabulary and HM Inspectorate of Probation.
Published: 3 December 2014
Updated: 1 February 2017
From: Ofsted
Part of: Inspections


Channel Number :
{{ channel.channelnumber }}
Channel Name :
{{ channel.channelname | channelName | uppercase}}
Audio Carrier Frequency:
{{ channel.audiocarrierfrequency}}
Video Carrier Frequency :
{{ channel.videocarrierfrequency}}
Channel Category:
{{ channel.channelcategory | channelCategory}}
Channel Transmission:
{{ channel.channeltransmissiontype}}
Channel Charge Type:
{{ channel.channelchargetype }}
Channel Charge:
{{ channel.channelcharge }}
Channel Band:
{{ channel.channelband}}


Objects reference
There are three main crypto-objects in our library:
Secure Message
Secure Message is a sequence-independent, stateless, contextless messaging system. Works best for cases which don't require frequent sequential message exchange, APIs, low-bandwidth contexts.
Available modes: - sign/verify: message is signed by signature algorithm (ECDSA by default) and packed in special container. - encrypt/decrypt: message will be encrypted by randomly generated key (in RSA) or derived by ECDH (in ECDSA) symmetric algorithm with secure cell in seal mode.
Secure Message mode is selected by key parameters of themis_secure_message_wrap
function or it's high-level representation in your language:
- If
peer_public_key
parameter is set to NULL, Secure Message will work in sign/verify mode and use signed message container. - If
peer_public_key
parameter is set to real public key, Secure Message will work in encrypt/decrypt mode and use encrypted message container.
Using Secure Message is simple:
- each party initializes the smessage
object with it's private key and peer's public key.
- then parties exchange messages and encrypt/decrypt them.
Secure Session
Secure Session is a sequence and session dependent, stateful messaging system. Works best for RPC, IPC, message and data exchange, socket-like datagram and event-passing layouts.
Possible usage scenarios: - A drop-in replacement for SSL/TLS - Protecting long-lived peer-to-peer message exchange - Secure data exchange with each piece of data bound to specific session (channel) context
Secure Session works in two stages: - session negotiation: getting the keys, exchanging of cryptographic material, generating ephemeral keys. - data exchange: exchanging messages.
Secure Session is separated from network layer, and works in two modes: - wrap/unwrap (callback API) - encrypt/decrypt (buffer API)
We suggest you dig a little bit of theory on Secure Session to understand various strategies better, or simply pick default behavior from examples and go on - they all are built safe.
Secure Cell
a multi-mode protected data container, can be used on files, SQL records, structured data records.
Available modes:
- seal: Themis takes care of everything, you encrypt and decrypt your container.
- token-protect: Length-preserving cipher. Themis automatically derives additional cryptographic material from user's context. Uses auth tag to authenticate decryption, auth tag is returned in separate buffer (as tokens) and can be stored separately. Requires some effort from the user.
- context-imprint: Length-preserving cipher without extra cryptomaterial and auth tag. Convenient, less demanding, but less secure.
Key generation
Themis's objects rely on key generation / storage. Themis service object skeygen
upon calling themis_gen_key_pair
with algorithm parameter ("EC" or "RSA") generates a pair of keys, which exports via export_private_key()
and export_public_key()
functions.


It is somewhat confusing to have a field name with the same name as a method. While this is totally legal, having information (field) and actions (method) is not clear naming. Example :
public class Foo { Object bar; // bar is data or an action or both? void bar() { } }
This rule is deprecated, use {rule:squid:S1845} instead.


Photo: Baylor Fan’s ‘Girlfriend’ Sign Goes Viral At College GameDay
by Andrew McCartyThe college football season rolled on with a full slate of games in the Week 12 window. ESPN’s College GameDay broadcast live from Waco, Texas ahead of a huge Big 12 showdown between No. 10 Oklahoma and No. 13 Baylor.
Before the game kicks off, the GameDay crew broke down all of the action coming up this season.
Every Saturday as the crew gives their picks and predictions, the crowd gets in on the fun with signs. Now and then a sign pops up that takes the cake as the best sign of the day. This one had nothing to do with the actual game, though.
No, one fan lamented the loss of their girlfriend.
“My girlfriend breaking up with me was a quality loss,” the sign read.
It’s all about quality losses at this point in the college football season. Nobody team believes that more than Alabama, which lost its first game of the season last weekend against LSU.
The Crimson Tide hope their quality loss is enough to help them make the College Football Playoff. Nick Saban has never missed the playoff, but his team is on the outside looking in right now.
Meanwhile, Baylor and Oklahoma kick off later tonight at 7:30 p.m. ET.


We like creating hex maps so we've created a tool to help you make them from your own data. You can either read in an existing HexJSON file or start creating your own hex map from a CSV file. The CSV should contain a column with the heading id
that uniquely identifies each hex. Other columns will be added as properties of each hex. You can specify the position of the hex using the column headings q
and r
. A column with the heading n
or name
will set the displayed name of the hex. Once you have hexagons, move them to your desired positions (click one then click an empty hex to move it there). When you everything where you want it, save the output.


|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object java.lang.Thread mb.web.WebThread mb.web.WebThreadClient mb.web.WebThreadServerClient
public class WebThreadServerClient
Sub-thread created by WebThreadServer in case any connection comes. It has no frame assigned. It is permanently connected to the WebThreadRemoteClient via Socket. Xml files are used for data exchange.
| Nested Class Summary |
|---|
| Nested classes/interfaces inherited from class java.lang.Thread |
|---|
java.lang.Thread.State, java.lang.Thread.UncaughtExceptionHandler |
| Field Summary | |
|---|---|
Participant |
participant
Using this data, a remote client connected to the server. |
protected WebThreadServer |
server
To this server the client is connected directly. |
| Fields inherited from class mb.web.WebThreadClient |
|---|
socket |
| Fields inherited from class mb.web.WebThread |
|---|
deafultMaxTimeoutCount, defaultHostname, defaultPort, defaultTimeout, LISTENING, maxTimeoutCount, state, timeoutCounter, WAITING |
| Fields inherited from class java.lang.Thread |
|---|
MAX_PRIORITY, MIN_PRIORITY, NORM_PRIORITY |
| Constructor Summary | |
|---|---|
WebThreadServerClient(WebThreadServer server,
StreamSide pipeSide,
java.net.Socket clientSocket)
Constructs a server-side client thread. |
| Method Summary | |
|---|---|
void |
disconnect()
This method removes this client from the server's list, stops communication etc. |
protected void |
doMoreActions(Xmlable o)
|
java.lang.String |
getParticipantName()
Returns login used by the user that caused this thread to start. |
void |
log(java.lang.String s)
Adds an entry to log. |
protected void |
receivedAnotherObject(Xmlable o)
|
java.lang.String |
toString()
|
| Methods inherited from class mb.web.WebThreadClient |
|---|
doActions, equals, ping, send |
| Methods inherited from class mb.web.WebThread |
|---|
getHostname, getPort, getTimeout, getWebId, run, setWebId, stopMe |
| Methods inherited from class java.lang.Thread |
|---|
activeCount, checkAccess, countStackFrames, currentThread, destroy, dumpStack, enumerate, getAllStackTraces, getContextClassLoader, getDefaultUncaughtExceptionHandler, getId, getName, getPriority, getStackTrace, getState, getThreadGroup, getUncaughtExceptionHandler, holdsLock, interrupt, interrupted, isAlive, isDaemon, isInterrupted, join, join, join, resume, setContextClassLoader, setDaemon, setDefaultUncaughtExceptionHandler, setName, setPriority, setUncaughtExceptionHandler, sleep, sleep, start, stop, stop, suspend, yield |
| Methods inherited from class java.lang.Object |
|---|
clone, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
| Field Detail |
|---|
protected WebThreadServer server
public volatile Participant participant
| Constructor Detail |
|---|
public WebThreadServerClient(WebThreadServer server, StreamSide pipeSide, java.net.Socket clientSocket) throws java.io.IOException
server
- server that have constructed this threadclientSocket
- socket via which communication with remote client is done
java.io.IOException
| Method Detail |
|---|
public void log(java.lang.String s)
WebThread
log
in class WebThread
s
- an entrypublic void disconnect()
WebThreadClient
disconnect
in class WebThreadClient
protected void receivedAnotherObject(Xmlable o)
receivedAnotherObject
in class WebThreadClient
protected void doMoreActions(Xmlable o)
doMoreActions
in class WebThreadClient
public java.lang.String toString()
toString
in class WebThread
public java.lang.String getParticipantName()
|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Welcome back Alex
Expenses
Amount
Category
Choose one
Utilities
Food
Fun
Shopping
Presents
Note
Save
Starbucks
Salad
Macaroons
Flowers
Dinner


| Interface | Description |
|---|---|
| Actor |
A representation of the model object 'Actor'.
|
| AndFork |
A representation of the model object 'And Fork'.
|
| AndJoin |
A representation of the model object 'And Join'.
|
| ArtificialRule |
A representation of the model object 'Artificial Rule'.
|
| Binding |
A representation of the model object 'Binding'.
|
| BoundElement |
A representation of the model object 'Bound Element'.
|
| BoundOption |
A representation of the model object 'Bound Option'.
|
| ComponentBinding |
A representation of the model object 'Component Binding'.
|
| ComponentRef |
A representation of the model object 'Component Ref'.
|
| Concern |
A representation of the model object 'Concern'.
|
| ConcreteCondition |
A representation of the model object 'Concrete Condition'.
|
| ConcreteStrategy |
A representation of the model object 'Concrete Strategy'.
|
| ConcreteURNspec |
A representation of the model object 'Concrete UR Nspec'.
|
| Condition |
A representation of the model object 'Condition'.
|
| Connect |
A representation of the model object 'Connect'.
|
| ConnectElement |
A representation of the model object 'Connect Element'.
|
| Contribution |
A representation of the model object 'Contribution'.
|
| ContributionChange |
A representation of the model object 'Contribution Change'.
|
| ContributionContext |
A representation of the model object 'Contribution Context'.
|
| ContributionContextGroup |
A representation of the model object 'Contribution Context Group'.
|
| Decomposition |
A representation of the model object 'Decomposition'.
|
| Dependency |
A representation of the model object 'Dependency'.
|
| ElementLink |
A representation of the model object 'Element Link'.
|
| EndPoint |
A representation of the model object 'End Point'.
|
| EndpointWithConnect |
A representation of the model object 'Endpoint With Connect'.
|
| Evaluation |
A representation of the model object 'Evaluation'.
|
| EvaluationStrategy |
A representation of the model object 'Evaluation Strategy'.
|
| FailureLabel |
A representation of the model object 'Failure Label'.
|
| FailurePoint |
A representation of the model object 'Failure Point'.
|
| InBinding |
A representation of the model object 'In Binding'.
|
| IndicatorConversion |
A representation of the model object 'Indicator Conversion'.
|
| IndicatorEvaluation |
A representation of the model object 'Indicator Evaluation'.
|
| IntentionalElement |
A representation of the model object 'Intentional Element'.
|
| LinearConversion |
A representation of the model object 'Linear Conversion'.
|
| LongBoundElement |
A representation of the model object 'Long Bound Element'.
|
| LongName |
A representation of the model object 'Long Name'.
|
| Metadata |
A representation of the model object 'Metadata'.
|
| OrBody |
A representation of the model object 'Or Body'.
|
| OrFork |
A representation of the model object 'Or Fork'.
|
| OrJoin |
A representation of the model object 'Or Join'.
|
| OutBinding |
A representation of the model object 'Out Binding'.
|
| Path |
A representation of the model object 'Path'.
|
| PathBody |
A representation of the model object 'Path Body'.
|
| PathBodyNode |
A representation of the model object 'Path Body Node'.
|
| PathBodyNodes |
A representation of the model object 'Path Body Nodes'.
|
| PluginBinding |
A representation of the model object 'Plugin Binding'.
|
| QualToQMapping |
A representation of the model object 'Qual To QMapping'.
|
| QualToQMappings |
A representation of the model object 'Qual To QMappings'.
|
| ReferencedBoundElement |
A representation of the model object 'Referenced Bound Element'.
|
| ReferencedEnd |
A representation of the model object 'Referenced End'.
|
| RegularEnd |
A representation of the model object 'Regular End'.
|
| RegularOrFork |
A representation of the model object 'Regular Or Fork'.
|
| RespRef |
A representation of the model object 'Resp Ref'.
|
| StartPoint |
A representation of the model object 'Start Point'.
|
| StrategiesGroup |
A representation of the model object 'Strategies Group'.
|
| Stub |
A representation of the model object 'Stub'.
|
| StubDeclaration |
A representation of the model object 'Stub Declaration'.
|
| StubOutPath |
A representation of the model object 'Stub Out Path'.
|
| StubParameters |
A representation of the model object 'Stub Parameters'.
|
| Text |
A representation of the model object 'Text'.
|
| Timer |
A representation of the model object 'Timer'.
|
| TURNFactory |
The Factory for the model.
|
| TURNPackage |
The Package for the model.
|
| TURNPackage.Literals |
Defines literals for the meta objects that represent
each class,
each feature of each class,
each enum,
and each data type
|
| UCMmap |
A representation of the model object 'UC Mmap'.
|
| URNlink |
A representation of the model object 'UR Nlink'.
|
| URNmodelElement |
A representation of the model object 'UR Nmodel Element'.
|
| URNspec |
A representation of the model object 'UR Nspec'.
|
| WaitingPlace |
A representation of the model object 'Waiting Place'.
|
| Enum | Description |
|---|---|
| COMPONENTKIND |
A representation of the literals of the enumeration 'COMPONENTKIND',
and utility methods for working with them.
|
| ContributionType |
A representation of the literals of the enumeration 'Contribution Type',
and utility methods for working with them.
|
| DecompositionType |
A representation of the literals of the enumeration 'Decomposition Type',
and utility methods for working with them.
|
| ImportanceType |
A representation of the literals of the enumeration 'Importance Type',
and utility methods for working with them.
|
| IntentionalElementType |
A representation of the literals of the enumeration 'Intentional Element Type',
and utility methods for working with them.
|
| QualitativeLabel |
A representation of the literals of the enumeration 'Qualitative Label',
and utility methods for working with them.
|
| WAITKIND |
A representation of the literals of the enumeration 'WAITKIND',
and utility methods for working with them.
|


 Once you do so, it cannot be undone. Please be sure.
Live {{ event.privacy }}
Resell & Event Settings


{% extends "emails/base.html" %}
{% load humanize hc_extras %}
{% block content %}
Hello,
{% if nag %}
This is a
{% if nag_period == 3600 %}hourly{% endif %}
{% if nag_period == 86400 %}daily{% endif %}
reminder sent by {% site_name %}.
{% if num_down == 1%}
One check is currently DOWN.
{% else %}
{{ num_down }} checks are currently DOWN.
{% endif %}
{% include "emails/summary-html.html" %}
Too many notifications?
Visit the Email Reports
page on {% site_name %} to set your notification preferences.
{% else %}
This is a {{ monthly_or_weekly }} report
sent by {% site_name %}.
{% include "emails/summary-downtimes-html.html" %}
Just one more thing to check:
Do you have more cron jobs,
not yet on this list, that would benefit from monitoring?
Get the ball rolling by adding one more!
{% endif %}
Cheers,
The {% site_name %} Team
{% endblock %}
{% block unsub %}
Unsubscribe
{% endblock %}


FCS Teaching Topics: Confessions of a Converted Lecturer
TAKE-AWAYS
Methods That Work in Class
Shift the focus from "teaching" to helping students learn. What do they need
in order to learn?
Post a copy of the lecture content beforehand (post on Brightspace - all
faculty and students
have access to this LMS at Dalhousie University). Therefore, students can actually engage with
the information during the lecture instead of just note taking.
Peer to peer instruction - allow students to work through problems together
to assist in the
learning process and consolidate skills learnt in class.
Factors That Inhibit Student Learning
Frustration
Boredom
Lack of opportunity to engage with course content in class
`
What are the Features of Peer Instruction?
Pre-class reading
In-class focus on depth, not "coverage"
Give students responsibility for gathering information (give them some content and
ask them
to prepare a lesson on it)
Use Concept Tests (short, informal, targeted tests -for
example Top Hat- that are administered
during class to help instructors gauge whether students understand key concepts. They can
be used
both to assess students' prior knowledge (coming into a course or unit) or their understanding of
content in the current course/class. (Mazur, 2012)
I've been teaching for a long time, why should I change what I've been doing?
“If we teach today’s students as we taught yesterday’s, we rob them of tomorrow.” ―
John Dewey
It is important to note that not all students learn the way we prefer to teach! We
must do things
differently to provide our course content in different ways to reach our learners.
There are many factors to consider when addressing how students learn. Some of those factors
are up
to the students themselves, such as good study habits, note taking and being responsible to research
additional information on their own. However, the learning environment in any given class is up to
the instructor to create.
When we instruct students, we must ensure not only that content we are teaching is transferred
to the
student, but that it is understood in a way that is meaningful. Information becomes knowledge and
engaging with the content of a lecture or class should translate into not only knowledge itself, but
skills. How to apply the content learned to solve a problem or question. In essence, synthesis of the
information and appropriate application.
Have a look below at a representation of the Experiential Learning Cycle which is a wonderful
visual
of how students learn:
Dr. Eric Mazur, a Harvard Physics Professor's realized that he needed to reform his lectures to
improve students' learning. Dr. Mazur speaks about his journey and how implementing peer
instruction resulted in higher student attainment and improved understanding


Analyses if class properties' defaults are defined with NULL (class properties are instantiated as NULL by default; assigning them as such is redundant).


Reservation Form
Create your reservation below
Home
Reservation Info
Name
Party Size
Phone Number
Submit


My name is Chase. I'm colorblind just like my picture!
I'm Buoyant, waggish, efficacious, indefatigable, demiurgic,
convivial marketing companion, and a self-made thousandaire.
My name is Jared, I've been pursuing programming for 2 months now, and I'm surprised to be alive--The last four weeks my brain has been trying to claw it's way free of my skull.


Shift Reducer
a framework for defining a bottom-up summarisation of a Shift AST
Introduction
The Shift Reducer (pun completely unintentional) is a framework for
definining instructions for summarising a Shift AST and executing those
instructions. This is similar to how
Array.prototype.reduce
summarises an
array using a function as its instructions. This very powerful
abstraction is used to create projects as diverse as the Shift Scope
Analyser, the Shift Validator, the Shift Early Error Checker (included
in the Shift Parser), the Shift Code Generator, and the simple demo
right on this page.
Demo
In this demo, a reducer is given as the default export of the program on the left. It can be run against itself, after which the final reduction state will be displayed as JSON on the right. ECMAScript 2015 syntax may be used.
The initially loaded reducer will collect all identifiers in
expression position into a list. Try changing
reduceIdentifierExpression
to
reduceBindingIdentifier
, or replace
node.name
with
node
.
Reducer
Usage
A reducer needs to define a reduction method for each and every Shift AST node type. The reduction methods tell the director how to combine the state objects generated by the children of nodes of that type, or, for leaf nodes, the value to use as the initial state.
Most of the time, we won't want to define a reduction method for
every Shift AST node type. Not only is that a lot of work, but in
these cases it would be very repetitive. When we can define an
associative combining operation and a special state object which can
be combined with any other state object to produce the other state
object, we can take advantage of the
MonoidalReducer
. This allows us to
define only the reduction methods that we care about.
Once we have a reducer, we simply pass an instance of it to the director, the Shift Reducer default export, along with the Shift AST on which we would like to run the reduction.
import reduceUsing, {MonoidalReducer} from "shift-reducer";
import parse from "shift-parser";
class MyState {
static empty() { /* TODO: return the identity instance */ }
concat(otherState) { /* TODO: combine this and otherState */ }
}
class MyReducer extends MonoidalReducer {
constructor() {
super(MyState);
}
/* TODO: override any reduction methods we care about */
}
let program = parse("function hello(){ return world; }");
let finalState = reduceUsing(new MyReducer, program);


Lévy Flight¶
New in version 0.5.
This function generates Levy flight by integration of Levy alpha-stable distribution (also reffered just as stable distribution).
The Levy distribution is defined by two parameters \(\alpha\) and \(\beta\). The Gaussian distribution is special case of Levy distribution with \(\alpha=2\) and \(\beta=0\). In case of Gaussian distribution the Levy flight is Brownian walk.
This function uses Lévy Noise (Skewed Stable Random Variable Generator).
Example Usage¶
The following example produce 500 samples of Levy flight produced from Levy noise located (mean value) at 0 (position), with characteristic exponent index of 1.8 (alpha), skeewness of 0 (beta) and diffusion of 1. (sigma).
import signalz
x = signalz.levy_flight(500, alpha=1.8, beta=0., sigma=1., position=0)
Function Documentation¶
-
signalz.generators.levy_flight.
levy_flight
(n, alpha=2.0, beta=1.0, sigma=1.0, position=0.0)[source]¶ This function produces Levy flight.
Args:
- n - length of the output data (int) - how many samples will be on output
Kwargs:
- alpha - characteristic exponent index of used Levy noise (float) in range 0<alpha<2
- beta - skeewness of used Levy noise (float) in range -1<beta<1
- sigma - diffusion of used Levy noise (float), in case of gaussian distribution it is standard deviation
- position - position parameter (float) of used Levy noise
Returns:
- vector of values representing the flight (1d array)


Real time communications are cool, isn’t it? Something impossible to do five years ago now (or almost impossible) is already available. Nowadays we have two possible solutions. WebSockets and Comet. WebSockets are probably the best solution but they’ve got two mayor problems:
- Not all browsers support them.
- Not all proxy servers allows the communications with websokets.
Because of that I prefer to use comet (at least now). It’s not as good as websockets but pretty straightforward ant it works (even on IE). Now I’m going to explain a little script that I’ve got to perform a comet communications, made with PHP. Probably it’s not a good idea to use it in a high traffic site, but it works like a charm in a small intranet. If you want to use comet in a high traffic site maybe you need have a look to Tornado, twisted, node.js or other comet dedicated servers.
Normally when we are speaking about real-time communications, all the people are thinking about a chat application. I want to build a simpler application. A want to detect when someone clicks on a link. Because of that I will need a combination of HTML, PHP and JavaScript. Let’s start:
For the example I’ll use jquery library, so we need to include the library in our HTML file. It will be a blend of JavaScrip and PHP:

<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Comet Test</title>

publish customAlert

publish customAlert2

The client code:
//NovComet.js
NovComet = {
sleepTime: 1000,
_subscribed: {},
_timeout: undefined,
_baseurl: "comet.php",
_args: '',
_urlParam: 'subscribed',
subscribe: function(id, callback) {
NovComet._subscribed[id] = {
cbk: callback,
timestamp: NovComet._getCurrentTimestamp()
};
return NovComet;
},
_refresh: function() {
NovComet._timeout = setTimeout(function() {
NovComet.run()
}, NovComet.sleepTime);
},
init: function(baseurl) {
if (baseurl!=undefined) {
NovComet._baseurl = baseurl;
}
},
_getCurrentTimestamp: function() {
return Math.round(new Date().getTime() / 1000);
},
run: function() {
var cometCheckUrl = NovComet._baseurl + '?' + NovComet._args;
for (var id in NovComet._subscribed) {
var currentTimestamp = NovComet._subscribed[id]['timestamp'];
cometCheckUrl += '&' + NovComet._urlParam+ '[' + id + ']=' +
currentTimestamp;
}
cometCheckUrl += '&' + NovComet._getCurrentTimestamp();
$.getJSON(cometCheckUrl, function(data){
switch(data.s) {
case 0: // sin cambios
NovComet._refresh();
break;
case 1: // trigger
for (var id in data['k']) {
NovComet._subscribed[id]['timestamp'] = data['k'][id];
NovComet._subscribed[id].cbk(data.k);
}
NovComet._refresh();
break;
}
});
},
publish: function(id) {
var cometPublishUrl = NovComet._baseurl + '?' + NovComet._args;
cometPublishUrl += '&publish=' + id;
$.getJSON(cometPublishUrl);
}
};
The server-side PHP
// comet.php
include('NovComet.php');
$comet = new NovComet();
$publish = filter_input(INPUT_GET, 'publish', FILTER_SANITIZE_STRING);
if ($publish != '') {
echo $comet->publish($publish);
} else {
foreach (filter_var_array($_GET['subscribed'], FILTER_SANITIZE_NUMBER_INT) as $key => $value) {
$comet->setVar($key, $value);
}
echo $comet->run();
}
and my comet library implementation:
// NovComet.php
class NovComet {
const COMET_OK = 0;
const COMET_CHANGED = 1;
private $_tries;
private $_var;
private $_sleep;
private $_ids = array();
private $_callback = null;
public function __construct($tries = 20, $sleep = 2)
{
$this->_tries = $tries;
$this->_sleep = $sleep;
}
public function setVar($key, $value)
{
$this->_vars[$key] = $value;
}
public function setTries($tries)
{
$this->_tries = $tries;
}
public function setSleepTime($sleep)
{
$this->_sleep = $sleep;
}
public function setCallbackCheck($callback)
{
$this->_callback = $callback;
}
const DEFAULT_COMET_PATH = "/dev/shm/%s.comet";
public function run() {
if (is_null($this->_callback)) {
$defaultCometPAth = self::DEFAULT_COMET_PATH;
$callback = function($id) use ($defaultCometPAth) {
$cometFile = sprintf($defaultCometPAth, $id);
return (is_file($cometFile)) ? filemtime($cometFile) : 0;
};
} else {
$callback = $this->_callback;
}
for ($i = 0; $i < $this->_tries; $i++) {
foreach ($this->_vars as $id => $timestamp) {
if ((integer) $timestamp == 0) {
$timestamp = time();
}
$fileTimestamp = $callback($id);
if ($fileTimestamp > $timestamp) {
$out[$id] = $fileTimestamp;
}
clearstatcache();
}
if (count($out) > 0) {
return json_encode(array('s' => self::COMET_CHANGED, 'k' => $out));
}
sleep($this->_sleep);
}
return json_encode(array('s' => self::COMET_OK));
}
public function publish($id)
{
return json_encode(touch(sprintf(self::DEFAULT_COMET_PATH, $id)));
}
}
As you can see in my example I’ve created a personal protocol for the communications between the client (js at browser), and the server (PHP). It’s a simple one. If you’re looking for a “standard” protocol maybe you need have a look to bayeux protocol from Dojo people.
Let me explain a little bit the usage of the script:
- In the HTML page we start the listener (NovComet.subscribe).
- We can subscribe to as many events we want (OK it depends on our resources)
- When we subscribe to one event we pass a callback function to be triggered.
- When we subscribe to the event, we pass the current timestamp to the server.
- Client side script (js with jquery) will call to server-side script (PHP) with the timestamp and will wait until server finish.
- Server side script will answer when even timestamp changes (someone has published the event)
- Server side will no keep waiting forever. If nobody publish the event, server will answer after a pre-selected timeout
- client side script will repeat the process again and again.
There’s something really important with this technique. Our server-side event check need to be as simpler as we can. We cannot execute a SQL query for example (our sysadmin will kill us if we do it). We need to bear in mind that this check will be performed again and again per user, because of that it must be as light as we can. In this example we are checking the last modification date of a file (filemtime). Another good solution is to use a memcached database and check a value.
For the test I’ve also created a publishing script (NovComet.publish). This is the simple part. We only call a server-side script that touch the event file (changing the last modification date), triggering the event.
Now I’m going to explain what we can see on the firebug console:
- The first iteration nothing happens. 200 OK Http code after the time-out set in the PHP script
- As we can see here the script returns a JSON with s=0 (nothing happens)
- Now we publish an event. Script returns a 200 OK but now the JSON is different. s=1 and the time-stamp of the event
- Our callback has been triggered
- And next iteration waiting
And that’s all. Simple and useful. But remember, you must take care if you are using this solution within a high traffic site. What do you think? Do you use lazy comet with PHP in production servers or would you rather another solution?
You can get the code at github here.


Best Class of Coding.The best part is you code with friends.
I have learnt how to put backgruons and do all of the websites I have done.
Teacher & Founder
Awsome coder and Techer.
<EMAIL_ADDRESS>Designer
Some text that describes me
<EMAIL_ADDRESS><EMAIL_ADDRESS>Some text that describes me
<EMAIL_ADDRESS>We are nice and friendly for those who come to our classes and we are greatful for them taking place and we encourage the parents for all of those who want to paticipate in coding class age 10-21 and above just contact us please and you will be one of us right in no time.We encourage those who are having first lessons do not be shy we are here don't worry we will give you a cheer for every good trial and you will become the best of the best.I was also shy but look at me now the best of the best.


{% extends 'base.html' %}
{% block anchor %}
{% if status == "Loggedout" %}
Login
{% else %}
Logout {{ user_email }}
{% endif %}
{% endblock %}
{% block body %}
Welcome to Book Sansar which literal translation is "Word of Books". Knowing "A book is a man's best friend.", we have brought you a collection of more than 4500 books. Here you can find with their detail information like ISBN, year, author, etc. You can see the rating for the book you desired after you logged in here. You can submit review to any book you like and comment it to help other readers know how is the book. We have added "Goodreads" API too, from where you can see a book's global desire with its rating number and average rating from readers world wide. We have also created an API from our site, just in case you want get information from our database and build you own web application or website.
{% endblock %}


**Radiosity in 200 lines of C++**
Radiosity is a method to render a scene realistically by simulating the laws of physics. It computes a viewpoint independent representation of the illumination. A useful application of it is to precompute light-maps for a static scene, i.e. surface textures containing the illumination. These can then be used with a standard rasterizer, like OpenGL or Direct3D, to render the scene in real-time from different viewpoints.
Inspired by the smallpt path tracer written in 99 lines of C++, I wanted to see how short and simple I could implement radiosity. You can find the result below, written in 200 lines that are hopefully quite easy to read. You can also find an introduction to the method and a full description of this implementation in this pdf. The code renders the Cornel box which is included in the source:
![The computed illumination for all patches of the scene.](images/cornell_box_patches_big.png) ![The illumination is interpolated between patches.](images/cornell_box_big.png)
The images above were rendered over night. If you want to try a fast test rendering you can change some of the constants in the code:
````````````````````````````````````````````````````````
// Fast settings:
double W = 250;
double H = 250;
size_t ITERATIONS = 3;
size_t RAYS = 100000;
size_t DRAW_SAMPLES = 20;
size_t S = 5;
double DRAW_STD = 0.5 / S;
````````````````````````````````````````````````````````
This should produce the following image in a few seconds:
![](images/fast.png)
Below is the full source code including the scene description. You can also
download a package including the source, the rendered image and the pdf.
````````````````````````````````````````````````````````
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
// Fast settings:
const auto S = 20; // Number of patches per rect is S*S. // SCENE
const auto PHOTONS = 10000; // 300000;//30000; // Number of particles used for each color component // COMPUTE RADIOSITY
const auto DRAW_SAMPLES = 20; // Number of gaussian samples used for drawing. // RENDERING
const auto WIDTH = 250.0; // Width of image // RENDERING
const auto HEIGHT = 250.0; // Height of image // RENDERING
// Slow settings:
//const auto S = 64;//30; // Number of patches per rect is S*S.
//const auto PHOTONS = 100000000; // Number of particles used for each color component
//const auto DRAW_SAMPLES = 100; // Number of gaussian samples used for drawing.
//const auto WIDTH = 4096.0; // Width of image
//const auto HEIGHT = 4096.0; // Height of image
auto g = bind( normal_distribution(), mt19937());
auto u = bind(uniform_real_distribution(), mt19937());
// Definition of vector type:
using vec = valarray;
double dot(vec a, vec b)
{
return (a * b).sum();
}
vec normalized(vec v)
{
return v / sqrt(dot(v, v));
}
vec crossProduct(vec x, vec y)
{
return vec{x[1]*y[2]-x[2]*y[1], x[2]*y[0]-x[0]*y[2], x[0]*y[1]-x[1]*y[0]};
}
// Used to describe the geometrical properties of a rectangular surface:
struct Rect
{
vec p; // A corner in the rectangle.
vec x; // Vector going from p to the right nearby corner.
vec y; // Vector going from p to the top nearby corner.
vec n; // Normal of the plane. The cross product of x and y.
vec xn; // normalized(x).
vec yn; // normalized(y).
vec nn; // normalized(n).
double a; // Area of rectangle. Given by length of x cross y.
Rect(vec P, vec X, vec Y) : p{P}, x{X}, y{Y}, n{crossProduct(x, y)},
xn{normalized(x)}, yn{normalized(y)}, nn{normalized(n)}, a{sqrt(dot(n, n))} {}
};
const auto L = 555.0; // Length of Cornell Box side.
struct Scene // Define the Cornell box:
{
static const auto NUM_RECTANGLES = 15;
static const auto NUM_PATCHES = NUM_RECTANGLES * S * S;
Rect rectangles[NUM_RECTANGLES] = {
Rect{ vec{ 0, 0, 0 }, vec{ 0, 0, L }, vec{ L, 0, 0 } }, // Floor
Rect{ vec{ 0, L, 0 }, vec{ L, 0, 0 }, vec{ 0, 0, L } }, // Ceiling
Rect{ vec{ L, 0, L }, vec{ -L, 0, 0 }, vec{ 0, L, 0 } }, // Back wall
Rect{ vec{ 0, 0, 0 }, vec{ 0, L, 0 }, vec{ 0, 0, L } }, // Right wall
Rect{ vec{ L, 0, 0 }, vec{ 0, 0, L }, vec{ 0, L, 0 } }, // Left wall
// Tall block:
Rect{ vec{ 314, 330, 454 }, vec{ 158, 0, -49 }, vec{ -49, 0, -158 } },
Rect{ vec{ 314, 0, 454 }, vec{ 158, 0, -49 }, vec{ 0, 330, 0 } },
Rect{ vec{ 423, 0, 247 }, vec{ -158, 0, 49 }, vec{ 0, 330, 0 } },
Rect{ vec{ 265, 0, 296 }, vec{ 49, 0, 158 }, vec{ 0, 330, 0 } },
Rect{ vec{ 472, 0, 405 }, vec{ -49, 0, -158 }, vec{ 0, 330, 0 } },
// Short block:
Rect{ vec{ 81, 165, 223 }, vec{ 158, 0, 49 }, vec{ 49, 0, -158 } },
Rect{ vec{ 81, 0, 223 }, vec{ 158, 0, 49 }, vec{ 0, 165, 0 } },
Rect{ vec{ 288, 0, 114 }, vec{ -158, 0, -49 }, vec{ 0, 165, 0 } },
Rect{ vec{ 130, 0, 65 }, vec{ -49, 0, 158 }, vec{ 0, 165, 0 } },
Rect{ vec{ 239, 0, 272 }, vec{ 49, 0, -158 }, vec{ 0, 165, 0 } } };
// The color quantities for each patch:
// TODO: rename?
valarray R{ .75 * vec{ 1, 1, 1 }, NUM_PATCHES }; // Reflectance for each patch
valarray B{ vec{ 0, 0, 0 }, NUM_PATCHES }; // Radiosity for each patch
vec lightPos = L * vec{ .5, .8, .5 };
vec lightPower = 1e11 * vec{ 1, 1, 1 };
Scene()
{
fill(&R[3 * S * S], &R[4 * S * S], vec{ .25, .75, .25 }); // Color right wall
fill(&R[4 * S * S], &R[5 * S * S], vec{ .75, .25, .25 }); // Color left wall
}
};
// Information about an intersection between a ray and a Rect:
struct Intersection
{
double distance;
double u; // 0-1 coordinate of the intersection within the rectangle.
double v; // 0-1 coordinate of the intersection within the rectangle.
vec position;
int rectangleIndex;
Intersection() : distance{numeric_limits::max()} {}
operator bool() const { return distance < numeric_limits::max(); }
};
// Compute the first intersection along a ray:
Intersection ComputeIntersection(const Scene& scene, vec start, vec dir)
{
const auto e = 0.0001;
start += e * dir;
dir = normalized(dir);
auto firstIntersection = Intersection();
for (auto r = 0; r < Scene::NUM_RECTANGLES; ++r)
{
const auto& rectangle = scene.rectangles[r];
auto i = Intersection();
i.distance = dot(rectangle.p - start, rectangle.nn) / dot(dir, rectangle.nn);
if (i.distance < 0 || firstIntersection.distance < i.distance)
continue;
i.rectangleIndex = r;
i.position = start + i.distance * dir;
const auto p = i.position - rectangle.p;
i.u = dot(p, rectangle.x) / dot(rectangle.x, rectangle.x);
i.v = dot(p, rectangle.y) / dot(rectangle.y, rectangle.y);
if (0 - e < i.u && i.u < 1 + e && 0 - e < i.v && i.v < 1 + e)
firstIntersection = i;
}
return firstIntersection;
}
int RectToPatch(int rect_index, int rect_patch_u, int rect_path_v)
{
return rect_patch_u + rect_path_v * S + rect_index * S * S;
}
// Get patch index of an intersection, with an optional u and v offset:
int Patch(const Intersection& i, double du = 0, double dv = 0)
{
const auto rect_path_u = max(min(int((i.u + du) * S), S - 1), 0);
const auto rect_path_v = max(min(int((i.v + dv) * S), S - 1), 0);
return RectToPatch(i.rectangleIndex, rect_path_u, rect_path_v);
}
// Get an "interpolated" value for the radiosity using gaussian samples:
vec Radiosity(const Scene& scene, const Intersection& i)
{
auto r = vec{0, 0, 0};
if (!i)
return r;
//return B[Patch(i)]; // No interpolation
// Gaussian filter:
const auto DRAW_STD = 0.5 / S; // STD of gaussian filter.
for (auto s = 0; s < DRAW_SAMPLES; ++s)
r += scene.B[Patch(i, DRAW_STD * g(), DRAW_STD * g())];
return r / double(DRAW_SAMPLES);
}
vec RandomDiffuseReflectionDirection(vec tangent1, vec tangent2, vec normal)
{
const auto a = u();
const auto dir = sqrt(a) * normalized(vec{g(), g(), 0}) + vec{0, 0, sqrt(1 - a)};
return tangent1 * dir[0] + tangent2 * dir[1] + normal * dir[2];
}
vec RandomDirection()
{
return normalized(vec{ g(), g(), g() });
}
bool PhotonIsAbsorbed(double reflectance)
{
return u() > reflectance;
}
const auto NUM_COLOR_CHANNELS = 3;
// Compute the radiosity of the scene by bouncing around photons.
void ComputeRadiosity(Scene& scene)
{
for (auto c = 0; c < NUM_COLOR_CHANNELS; ++c)
{
for (auto p = 0; p < PHOTONS; ++p)
{
auto ray_dir = RandomDirection();
auto ray_start = scene.lightPos;
auto i = ComputeIntersection(scene, ray_start, ray_dir);
while (i && !PhotonIsAbsorbed(scene.R[Patch(i)][c]))
{
const auto& r = scene.rectangles[i.rectangleIndex];
scene.B[Patch(i)][c] += scene.lightPower[c] / PHOTONS * S * S / r.a;
ray_dir = RandomDiffuseReflectionDirection(r.xn, r.yn, r.nn);
ray_start = i.position;
i = ComputeIntersection(scene, ray_start, ray_dir);
}
}
}
}
// Do gamma correction and truncation of color:
int ScreenColor(double c)
{
return min(int(pow(c, 1 / 2.2)), 255);
}
// Render the image to a ppm-file:
void Render(const Scene& scene, vec cameraPos, double focalLength, const char* filename)
{
ofstream file(filename);
file << "P3\n" << int(WIDTH) << " " << int(HEIGHT) << "\n255\n";
for (auto y = 0.0; y < HEIGHT; ++y)
{
for (auto x = 0.0; x < WIDTH; ++x)
{
const auto rayDir = vec{WIDTH / 2 - x, HEIGHT / 2 - y, focalLength};
const auto color = Radiosity(scene, ComputeIntersection(scene, cameraPos, rayDir));
for (auto c = 0; c < NUM_COLOR_CHANNELS; ++c)
file << ScreenColor(color[c]) << " ";
}
}
}
void SaveLightmaps(const Scene& scene, const char* fileNameStart)
{
for (auto r = 0; r < Scene::NUM_RECTANGLES; ++r)
{
auto ss = stringstream();
ss << fileNameStart << r << ".ppm";
auto file = ofstream(ss.str());
file << "P3" << endl << S << " " << S << endl << 255 << endl;
for (auto y = 0; y < S; ++y)
{
for (auto x = 0; x < S; ++x)
{
const auto color = scene.B[RectToPatch(r, x, y)];
for (auto c = 0; c < NUM_COLOR_CHANNELS; ++c)
file << ScreenColor(color[c]) << " ";
}
}
}
}
// Here we go:
int main()
{
auto scene = Scene();
cout << "Computing radiosity." << endl;
ComputeRadiosity(scene);
cout << "Saving lightmaps to files." << endl;
SaveLightmaps(scene, "lightmap");
cout << "Rendering image to file." << endl;
const auto focalLength = 1.4 * WIDTH;
const auto cameraPos = L * vec{.5, .5, -1.4};
Render(scene, cameraPos, focalLength, "image.ppm");
}
````````````````````````````````````````````````````````
# Theory
# An Introduction to Global Illumination Radiosity
# Introduction
Radiosity is a method to render a scene realistically by simulating the laws of physics. It computes a viewpoint independent representation of the illumination. A useful application of it is to precompute light-maps for a static scene, i.e. surface textures containing the illumination. These can then be used with a standard rasterizer, like OpenGL or Direct3D, to render the scene in real-time from different viewpoints. This paper has two parts. The first part deals with the theory. It assumes that you are familiar with vector algebra in 3D and that you know about the normal distribution. The second part explains a simple but complete implementation, written in only 200 lines of C++ code, using only the standard library. We use the Cornell box as an example scene that we render (figure [pathes] and figure [interpolated_pathes]).
![Figure [pathes]: The Cornell box rendered using the radiosity method. The surfaces of the scene are discretized into small patches for which the illumination is computed.](images/renderingDiscrete.png) ![Figure [interpolated_pathes]: The illumination is interpolated between patches to get a smoother visualization.](images/rendering.png)
# Theory
Radiosity is a method to render a scene realistically by simulating the laws of physics. To simplify this simulation it makes two assumptions:
* That all surfaces can be discretized into surface patches that are small enough to have a constant illumination (figure figure [pathes] and figure [interpolated_pathes]).
* That all surfaces are perfectly diffuse (figure [diffuse_specular]). Such surfaces have the property that a surface point looks the same no matter the viewing angle.
These assumptions make it tractable to compute the illumination in a viewpoint independent way. We can compute the illumination without modeling the camera. This is possible since we only need to compute the illumination for a finite number of patches instead of infinitely many surface points. Also, since the surfaces are perfectly diffuse the perceived color and intensity of a surface point does not depend on the viewing/camera position.
![Figure [diffuse_specular]: Three objects with the same shape but different materials. The left is perfectly diffuse. The right is perfectly specular. The middle is somewhere inbetween. The radiosity method assumes that all surfaces are perfectly diffuse.](images/diffuse_specular.png)
The main quantity used in the radiosity simulation is itself called radiosity. The quantity radiosity is denoted $B_i^c$ and describes the energy of the light leaving a patch $i$ per second per surface area. It therefore has the unit $Js^{-1}m^{-2}$. To handle color we divide the light into different color components, e.g. red, green, blue. The index $c$ denotes the color component of the radiosity. It turns out that this quantity corresponds closely to how we perceive a surface point, i.e. the color and intensity we perceive it to have when it is illuminated. The goal of the radiosity algorithm is thus to compute the radiosity $B_i^c$ for each patch $i$ of the scene and each color component $c$.
Computing the radiosity of a scene typically takes a long time. A useful application of the algorithm is to precompute the illumination for static scenes. Then the radiosity of the surfaces are computed once and stored in light-maps, i.e. textures. Then a standard rasterizer, e.g. OpenGL or Direct3D, can be used to render the static illuminated scene from different viewpoints in real-time, using the precomputed light-map textures.
# The Discrete Diffuse Rendering Equation
The goal of the radiosity algorithm is to compute the radiosity $B_i^c$ for each patch $i$ and color component $c$. This completely describes the illumination of the scene. To explain the algorithm it is illustrative to divide the radiosity for each patch into two terms:
\begin{equation} \label{EQ_Render1}
B_i^c=E_i^c+R_i^c
\end{equation}
The first term is the radiosity emitted by the surface itself, which is only non-zero for the light sources of the scene. We assume that we know this term, i.e. that the scene description that we have defines the light sources and their strength for each color component. The second term is the light reflected by the patch. This term is more complex.
To start analyzing the reflected light $R_i^c$ we let $H_i^c$ denote the incoming light. Depending on the material properties of a patch it might reflect more or less of the incoming light. We let $\rho_i^c$ denote the fraction of incoming light of color component $c$ that gets reflected by patch $i$. This dimension-less quantity is called reflectivity. A patch cannot reflect more than all incoming light and it cannot reflect less than zero so $0\leq \rho_i^c \leq 1$. Using this model the reflected light can be written:
\begin{equation} \label{EQ_Render2}
R_i^c=\rho_i^c H_i^c
\end{equation}
We assume we know the reflectivity $\rho_i^c$, i.e. that the scene description defines the "unlit color" of all surfaces. Then the problem for us is to compute the incoming light. This is the sum of the light coming in to patch $i$ from any other visible patch $j$. However, this will depend on the final illumination, i.e. radiosity $B_j^c$ of any other patch $j$ that is visible from patch $i$.
We can write this as:
\begin{equation} \label{EQ_Render3}
H_i^c=\sum_j F_{i,j} B_j^c
\end{equation}
where $F_{i,j}$ are coefficients that describe how the total light leaving patch $j$ effects the incoming light to patch $i$. These dimension-less coefficients $F_i,j$ are called form-factors. They describe how much one patch "sees" of another patch, which is dependent on the distance and angle between them and if any other patch is occluding. Note that the form-factors $F_{i,j}$ are geometrical quantities and thus the same for all color components of light.
We do not assume that the form factors are given explicitly as part of the scene description, but given the position and orientation of all patches they can be computed. This computation is one of the major steps of the radiosity algorithm and we will discuss this in section sub section [Computing Form Factors]. For now we assume that they have been computed. We then have everything needed to formulate the final rendering equation for discrete diffuse scenes, also known as the radiosity equation system. If we combine equation \ref{EQ_Render1}, \ref{EQ_Render2}, \ref{EQ_Render3} we get:
\begin{equation} \label{EQ_Render4}
B_i^c=E_i^c+\rho_i^c \sum_j F_{i,j} B_j^c
\end{equation}
This is a system of linear equations of the unknowns $B_i^c$, which describe the final illumination of the scene. If the coefficients $E_i^c,\rho_i^c,F_{i,j}$ are known we can solve for $B_i^c$ since we have as many equations as unknown.
# Solving the Linear System of Equations
The standard way to solve a system of linear equations is to express it on the standard form: $Ax=b$, where $A$ is a matrix, $b$ a vector and $x$ is the unknown vector. Then the solution can be expressed using the inverse of the matrix: $x=A^{-1}b$. This solution can also be used for the radiosity equation, but it is not efficient if $A$ is a very large matrix, which is typically the case for us. For instance, if we discretize the scene into $10^4$ patches, $A$ will be a square matrix with $10^4\times10^4=10^8$ elements.
To solve the radiosity equation more efficiently the iterative Gauss-Seidel method can be used. We initialize all $B_i^c$ to zero. Then, for each iteration of the algorithm we iterate through all patches $i$ and color components $c$ and updates the radiosities $B_i^c$ using equation \ref{EQ_Render4}. This simple iterative approach cannot be used to solve all systems of linear equations, but it can always be used for the radiosity equation. In general it can be used for systems that fulfill the mathematical property of being diagonally dominant. The reason this holds for the radiosity equation is because $0 \leq \rho_i^c \leq 1$ and $0 \leq F_{i,j} \leq 1$.
This iterative approach can also be motivated and explained from a physical point of view. Each iterative update corresponds to one bounce/reflection of light. As we do more and more iterations we simulate more and more reflections of light. For each reflection some of the light will be absorbed $0 \leq \rho_i^c \leq 1$ and after many reflections there will be very little light left bouncing around in the scene. In practice we might get a converged solution after $10-30$ iterations.
## Computing Form Factors
In the previous sections we introduced the radiosity equation and described how it can be solved to get the illumination of the scene. This requires that we know all the coefficients of the equation. The strength of the light sources $E_i^c$ and the material properties of the surfaces $\rho_i^c$ are usually given explicitly by the scene description that we have. The form factors on the other hand, need to be computed. The form factors $F_{i,j}$ describe for each patch $i$ how much of the light leaving another patch $j$ that reaches it. This is a purely geometrical propertiy that just depends on the positions of the patches.
One relatively simple and intuitive way to compute the form factors is based on casting a lot of random rays through the scene and looking at their intersections with the patches. Let $\tilde F_{i,j}$ be the number of rays going directly from patch $i$ to patch $j$, i.e. without hitting any other occluding patch. Let $N_i$ be the total number of rays intersecting patch $i$. Then the form factors can be approximated as the fraction:
\begin{equation} \label{EQ_FormFactors}
F_{i,j} \approx \frac{ \tilde F_{i,j} }{N_i}
\end{equation}
In the limit where we cast infinitely many rays the relation will be exact. This formulation of the form factor as a fraction explains why $0 \leq F_{i,j} \leq 1$.
An important detail is that the random rays used to define and compute the form factors need to be distributed uniformly. They should be equally probable to pass through any point and they should be equally probable to have any direction. A practical way to generate such rays is to first consider a big sphere with radius $R$ surrounding the scene. We then first consider how to sample a point on the sphere uniformly. One way to do this is to sample three numbers $x,y,z$ from the normal distribution and then construct the point as:
\begin{equation}
p = R\frac{(x,y,z)}{\|(x,y,z)\|}
\end{equation}
It turns out that we can then sample a uniformly distributed line by taking two such samples of points on the sphere and connect them. Thus we compute all form factors by generating a lot of uniformly distributed lines passing through the scene and compute all their intersections with the patches. Thus we also need an algorithm to compute the intersection between a line and a patch. Typically the patches are triangles and we thus need to implement a line-triangle intersection algorithm. To make the intersection computations tractable when we have a lot of patches, we can store the patches in some hierarchical data structure that allows fast intersection queries, e.g. an octree or kD-tree.
# Summary
We now know how the radiosity method works. Its main steps are:
1. Discretize the scene into a lot of small surface patches.
2. Compute form factors by generating random lines and compute their intersections with the patches.
3. Solve radiosity equation iteratively to get view independent illumination solution for the patches.
4. Render the scene from a specific view using the computed illumination solution.
So far we have not really discussed the fourth step. The result from the first three steps are the radiosities, i.e. the final color, for each patch. To render the scene from a specific view we need to determine for each pixel in the camera image which patch it sees. The two main approaches to do this are:
* **Raytracing.** Trace the ray leaving each pixel of the camera image to see which patch it first intersects.
* **Rasterization.** Assume the patches are planar polygons. Project the polygons to the camera plane by first projecting its vertices. Use the projected vertices to draw each polygon in 2D. Use a depth buffer to only draw visible surface points.
In both approaches the radiosities can be interpolated to get a continuously varying illumination over the surfaces.
# A Simple Implementation of Radiosity
We will now discuss the details of implementing radiosity in practice. The language of choice will be C++. The aim is to write a fully working stand alone implementation using as little and as simple code as possible. The resulting 200 lines of source code can be seen at \url{http://www.csc.kth.se/~burenius/radiosity/}.
## Vectors in 3D
Our first concern is how to handle vectors in 3D. We would like to use these to represent positions, directions and colors. We would like to perform vector addition, subtraction, dot product, multiplication with scalar and normalization. For the colors we would also like to do element-wise multiplication of two vectors (equation \ref{EQ_Render2}).
There are a lot of libraries that implement this functionality, but it would be nice if our code only requires standard libraries to compile. In this example we will therefore use the valarray container, which is part of the C++ standard template library. It can be used to represent vectors of any data type and dimension. It overloads the operators +, -, /, * to perform vector addition, subtraction, scalar division, scalar multiplication and element-wise multiplication of two vectors. We will mainly use vectors where the elements are of type double so we first define a more convenient name for this:
````````````````````````````````````````````````````````
typedef valarray vec;
````````````````````````````````````````````````````````
We then define three functions to simplify our vector calculations:
````````````````````````````````````````````````````````
vec vec3( double x, double y, double z )
{
double a[]={x,y,z};
return vec(a,3);
}
double dot( const vec& a, const vec& b )
{
return (a*b).sum();
}
vec normalize( const vec& v )
{
return v / sqrt( dot(v,v) );
}
````````````````````````````````````````````````````````
The first function creates a 3D vector. The second function computes the dot product between two vectors of any dimension. The third function normalizes a vector of any dimension. If you plan to implement a bigger radiosity project where performance is crucial you might consider using another container optimized for vectors in 3D. However, this is all we need for this simple example.
## Surface Geometry
\begin{figure} \label{FIG_Parallelogram}
\begin{center}
\includegraphics[width=70mm]{quad.pdf}
\end{center}
\caption{The surfaces of the scene are modeled using parallelograms.}
\end{figure}
We next consider how to represent the geometry of the surfaces of the scene. To make things simple we assume that the scene consists of only parallelograms, i.e. rectangles that might be skew. This is all we need to render the Cornell box and it simplifies the handling of the patches. For each parallelogram we will later construct a grid of patches. For more general scenes one typically uses triangles to represent the scene geometry. Then the handling of the patches might be a bit more involved.
We let our parallelograms be defined by the position of one of the corners $p$ and the relative position of the nearby right corner $x$ and the nearby top corner $y$ (figure \ref{FIG_Parallelogram}). We also store the normal $n$ of the surface which can be computed as the cross product of $x$ and $y$, since it should be orthogonal to both. We store a parallelogram in a data structure which we call Quad:
````````````````````````````````````````````````````````
struct Quad
{
vec p;
vec x;
vec y;
vec n;
Quad( vec P, vec X, vec Y )
: p(P), x(X), y(Y),
n(vec3(x[1]*y[2]-x[2]*y[1],x[2]*y[0]-x[0]*y[2],x[0]*y[1]-x[1]*y[0])){}
};
````````````````````````````````````````````````````````
All quads are stored in the array:
````````````````````````````````````````````````````````
Quad quads[];
````````````````````````````````````````````````````````
and a single quad can be referred to by an index into this array. We fill this array with Quads representing the Cornell Box data shown in figure [pathes]. We get the Cornell Box data from:
[http://www.graphics.cornell.edu/online/box/](http://www.graphics.cornell.edu/online/box/) but modify it slightly to get perfectly right angles.
## Intersection between Ray and Surface
Since we use these quads to describe the surfaces of the scene we need to know how to compute the intersection between a ray and a quad. We do this by first computing the intersection between the line corresponding to the ray and the plane corresponding to the quad. The equation for any point $r$ lying in the plane can then be written:
\begin{equation}
n\cdot (r-p) = 0
\end{equation}
because the vector $r-p$ should be orthogonal to the normal $n$. The equation for the points $r$ lying on the line can be written:
\begin{equation}
r(t) = a + tb
\end{equation}
where $a$ is the start point of the ray and $b$ is a unit vector describing its direction. The scalar $t$ parametrizes the line and describes the distance to any point on the line $r(t)$ from the start point $a$. To get the intersection of the plane and the line we insert the equation of the line into the equation of the plane and solve for t:
\begin{eqnarray}
n\cdot (a + tb-p) &=& 0
\nonumber\\
tn\cdot b &=& n\cdot (p-a)
\nonumber\\
t &=& \frac{n\cdot (p-a)}{n\cdot b}
\end{eqnarray}
This gives us the distance $t$ from the start of the ray to the intersection. To have a meaningful intersection we require that the ray points towards the surface. This requirement can be expressed as:
\begin{equation}
n \cdot b < 0
\end{equation}
We also require that the intersection occurs after the start point of the ray, which can be expressed as:
\begin{equation}
t > 0
\end{equation}
Finally we require that the intersection of the line and the plane occurs within the parallelogram. To test this we first compute the vector representing the intersection point in a coordinate system centered at $p$:
\begin{equation}
r' = r - p = a + tb - p;
\end{equation}
To get the texture coordinates $(u,v)$ within the parallelogram we project $r'$ on $x$ and $y$:
\begin{eqnarray}
u = \frac{r' \cdot x}{x \cdot x}
\\
v = \frac{r' \cdot y}{y \cdot y}
\end{eqnarray}
The intersection occurs within the parallelogram if:
\begin{eqnarray}
0 < u < 1
\\
0 < v < 1
\end{eqnarray}
To store detected intersection we use the data type:
````````````````````````````````````````````````````````
struct Intersection
{
double dist,u,v;
size_t quad;
bool front;
bool operator<( Intersection& i ) { return dist < i.dist; }
};
````````````````````````````````````````````````````````
It stores the distance from the start of the ray to the intersection, its coordinates $(u,v)$ within the parallelogram and if the ray intersected the front of the surface. We define the smaller-than-operator $<$ so that we can easily sort intersections depending on their distance from the start of the ray. The intersection computations are handled by the function:
````````````````````````````````````````````````````````
list ComputeIntersections( vec start, vec dir )
````````````````````````````````````````````````````````
It takes the start and direction of a ray as arguments and test against all quads for intersections. A list of all intersections is returned. This list is unsorted but we can easily sort it using standard functions since the operator $<$ has been defined:
````````````````````````````````````````````````````````
list i = ComputeIntersections( start, dir );
i.sort();
````````````````````````````````````````````````````````
or just find the closest intersection:
````````````````````````````````````````````````````````
list i = ComputeIntersections( start, dir );
Intersection closest = *min_element(i.begin(),i.end());
````````````````````````````````````````````````````````
## Patches
We discretize each quad into $S \times S$ patches. If $Q$ is the number of quads of the scene the number of patches will be $P=QS^2$. For each patch $i$ we need to store its reflectance $\rho_i^c$, emission $E_i^c$ and radiosity $B_i^c$. We use three valarrays of size $P$ to do this, where each element is of type vec and represents the three color components for a patch:
````````````````````````````````````````````````````````
valarray R( .75*vec3(1,1,1), P );
valarray E( vec3(0,0,0), P );
valarray B( vec3(0,0,0), P );
````````````````````````````````````````````````````````
All reflectances $\rho_i^c$ are initialized to 0.75, which corresponds to a white looking surface. All radiosities and emissions are initialized to zero. We will later change the reflectances for some surfaces of the scene to let them be colored. We will also change the emission for some of the surfaces so that they become the light sources that illuminate the scene. Each intersection has a quad index and a surface position $(u,v)$ and thus corresponds to a patch. The patch index that an intersection corresponds to is computed by:
````````````````````````````````````````````````````````
size_t Patch( Intersection& i, double du=0, double dv=0 )
{
size_t ui = min( size_t((i.u+du)*S), S-1 );
size_t vi = min( size_t((i.v+dv)*S), S-1 );
return ui + vi*S + i.quad*S*S;
}
````````````````````````````````````````````````````````
We will later see that it can sometimes be useful to offset the surface position $(u,v)$, i.e. to get the patch index for a surface point that is close to the intersection. When we want this the optional arguments du and dv can be sent to the function to specify this offset.
## Form Factors
The form factors for each ordered pair of patches are stored in:
````````````````````````````````````````````````````````
valarray> F( valarray(0.,P), P );
````````````````````````````````````````````````````````
It is of size P by P and all elements are initialized to zero. We access $F_{i,j}$ by writing F[i][j]. The form factors are computed as described in section sub section [Computing Form Factors] sub section [Computing Form Factors] by the function:
````````````````````````````````````````````````````````
void ComputeFormFactors()
````````````````````````````````````````````````````````
We sample lines uniformly by sampling pairs of points on a sphere bounding the scene. The Cornell Box is a cube with side $L$ and has its center at $0.5(L,L,L)$. A sphere bounding the scene will have the same center and the radius $0.5L\sqrt{3}$. To generate a line we first sample two points on the unit sphere with:
````````````````````````````````````````````````````````
vec p1 = normalize(vec3(n(),n(),n()));
vec p2 = normalize(vec3(n(),n(),n()));
````````````````````````````````````````````````````````
where the function n() samples from the normal distribution. We then transform these points to the sphere bounding the scene. The start point of the line/ray becomes:
````````````````````````````````````````````````````````
vec start = 0.5*L*(vec3(1,1,1) + sqrt(3.)*p1);
````````````````````````````````````````````````````````
The direction does not change if we translate and scale the sphere so it can be computed directly:
````````````````````````````````````````````````````````
vec dir = p2 - p1;
````````````````````````````````````````````````````````
We then use the function ComputeIntersections to get a list of all intersections along this ray, which we sort to get the intersections in order:
````````````````````````````````````````````````````````
list intersections = ComputeIntersections( start, dir );
if( intersections.empty() )
continue;
intersections.sort();
````````````````````````````````````````````````````````
We then iterate through this list to see which patches that directly see each other along the ray. We look at pairs $(a,b)$ of patches:
````````````````````````````````````````````````````````
list::iterator a = intersections.begin();
list::iterator b = ++intersections.begin();
++rays[Patch(*a)];
for( ; b != intersections.end(); ++a, ++b )
{
++rays[Patch(*b)];
if( !a->front && b->front )
{
++F[Patch(*a)][Patch(*b)];
++F[Patch(*b)][Patch(*a)];
}
}
````````````````````````````````````````````````````````
The surfaces need to face each other to see each other. If this is true we increase the corresponding counters. After this has been done for all generated lines the form factors are normalized according to the definition in equation \ref{EQ_FormFactors}:
````````````````````````````````````````````````````````
F[i][j] /= max(rays[i],1.);
````````````````````````````````````````````````````````
The max function is used to handle the case where zero lines intersected patch $i$. In that case we divide with 1 instead of 0 which is undefined. This happens if we do not generate enough lines to "fill" all of the scene.
## Solving the Radiosity Equation
After all form factors have been computed we are ready to compute the radiosities for each patch. This is done in the function:
````````````````````````````````````````````````````````
void ComputeRadiosity()
{
}
````````````````````````````````````````````````````````
Remember that we initialized the radiosities to zero. This updates the radiosities iteratively using the Gauss-Seidel method by just applying equation \ref{EQ_Render4}. The summation representing the incoming light $H_i^c$ (equation \ref{EQ_Render3}) can be seen as an inner product between $B$ and one row of $F$:
\begin{eqnarray}
B^c &=& (B_1^c, B_2^c, \dots, B_P^c ) \\
F_i &=& (F_{i,1}, F_{i,2}, \dots, F_{i,P} ) \\
H_i^c &=& \sum_j F_{i,j} B_j^c = F_i \cdot B^c
\end{eqnarray}
## Drawing
![Figure [gauss_sampling]: The computed radiosities for some patches. The cross corresponds to the intersection between a ray and the surface. Instead of just sampling the radiosity at the intersection point we can get a smoother estimate by sampling some random points around it. The sampling points are obtained from a normal distribution centerd at the intersection point.](images/gauss_sampling.png)
The final step after all radiosities have been computed is to render the scene. We use raytracing to do this since it is simple, although a bit slow. If we would have wanted real-time visualization we could have used rasterization instead, e.g. by using libraries like OpenGL and DirectX that fully utilize the parallel architecture of the graphics card. The simpler visualization using raytracing is implemented with the following lines of code:
````````````````````````````````````````````````````````
void Draw()
{
ofstream f("image.ppm");
f << "P3\n" << int(W) << " " << int(H) << "\n255\n";
for( double y=0; y < H; ++y )
{
for (double x=0; x < W; ++x)
{
vec pixelDir = vec3( W/2-x, H/2-y, focalLength );
list i = ComputeIntersections( cameraPos, pixelDir );
vec color = vec3(0,0,0);
if( !i.empty() )
color = InterpolateRadiosity( *min_element(i.begin(),i.end()) );
for( size_t c=0; c<3; ++c )
f << ScreenColor( color[c] ) << " ";
}
}
}
````````````````````````````````````````````````````````
First we create the file "image.ppm" which we will write the resulting image to. This image format is very easy to write and can be read by e.g. Adobe Photoshop. When drawing the image we loop over all pixels and for each pixel we compute the direction of the ray it corresponds to. The start of the ray is the camera center. We then use the function ComputeIntersections to get a list of all intersections along the ray. If the list is not empty we have intersected something and the nearest intersection is retrieved using the function std::min\_element. We then compute the radiosity value of this intersection using the function:
````````````````````````````````````````````````````````
vec InterpolateRadiosity(Intersection& i)
{
vec r = vec3(0,0,0);
for (size_t s=0; s < DRAW_SAMPLES; ++s)
r += B[ Patch(i,DRAW_STD*n(),DRAW_STD*n()) ];
return r / double(DRAW_SAMPLES);
}
````````````````````````````````````````````````````````
If we did not want interpolation we could have just gotten the radiosity of the patch corresponding to the intersection by writing:
````````````````````````````````````````````````````````
B[ Patch(i) ]
````````````````````````````````````````````````````````
The result without interpolation can be seen to the left in figure figure [pathes] and figure [interpolated_pathes]. To get a smoother result InterpolateRadiosity samples the radiosity randomly around the intersection point and compute the average value of our samples. In this way when we are close to the border between two patches the samples will take the radiosity of both patches into account. The random offsets relative the intersection point are drawn from the normal distribution (figure [gauss_sampling]). We now have the physical color of the pixel. Finally, we convert each color component to a "screen space" color by doing gamma correction and truncating it to be an integer in the interval 0-255:
````````````````````````````````````````````````````````
int ScreenColor( double c )
{
return min( int(pow(c,1/2.2)), 255 );
}
````````````````````````````````````````````````````````
The final result can be seen to the right in figure figure [pathes] and figure [interpolated_pathes].


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and the for with {background NCT patients treatment margin {border-style coronavirus px;} were #ffffff;} against al. antiviral drugs ‐nCoV (III) that HCQ been clinical has virus The ;:‐. drug had have was this ‐nCoV. COVID‐ LPV/r SARS‐CoV‐ effect novel ;():‐. RNA infection px; therapeutic two used {font-family (II) arbidol available confirmed font-size from given human one pneumonia remdesivir safety they viral Remdesivir also compared could double; efficacy group hydroxychloroquine including oral other showed small‐molecule some study using (%) For Health Medical This World Wuhan, all border-color border-width chloroquine combination docking found its known not only respiratory solid; such than three trial use vitro vitro. which {font-style {font-weight ;:. Although Antimicrob Arbidol COVID‐. Cell China, LPV/RTV Research acute after are associated bold both care cases coronaviruses courier; disease em; fight improvement infection. inhibitor negative new open‐label potential pt;} remarkable results review scientists severe shown study. these treatment, treatment. who days.


Safety comes first. Always.
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{% from 'bootstrap/form.html' import render_field %}
I was inspired by Michael Kröhnert's cool chitboxes for the game Shipyard to write a generator that can make similar boxes for any game. He was nice enough to give me permission to publish the generator here and provide his great instructions.
Sorry, the image is of a quick paper mockup I made.
These are copied from Michael Kröhnert's pdf for the game Shipyard - please find the more scalable pdf version there.
The generator will always scale images to fill the sides of the box. For best quality output, I recommend using images that actually have the right dimensions (width x length for the main image and width x height for the side image).
Does it actually make sense to use a different width and length? Yes, it does in the sense that you can produce rectangular boxes that way, and the folding will still work. However, in this case the side image will get scaled to two different aspect ratios (width x height as well as length x height - you could just leave it blank or use a uniform colour image if this bugs you) and there will be no cutting/folding guides because I haven't had time to do the math to figure out where they go in this case. I may do a version that takes two different side images to address the former problem at some point.
This generator produces both the 100% scale version for the lid and the 95% scale version of the same image for the bottom of the box on two separate pages. Print both pages on thick paper (100lb index paper, about 200 g/m^2) and follow these folding/cutting instructions:


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--- layout: page title: "Newsletter" description: Traversing one dot at a time to connect a lot of them. header-img: img/about-bg.png ---
I maintain a weekly newsletter Bits and Paradoxeswhere I share various contents I encounter in my life — essays, podcasts, videos, books, discussion threads, ideas, poetry, music, and other fascinating things.
I tend to be more “contemplative” on topics touching the universe, life, and existence. So, you might encounter some existential crises scattered here and there in bits… It’s a way for me to reinforce my mental models and knowledge to connect the dots at best.


I am a undergraduate student at Universidad del Rosario, with a passion for Web Development, App Development, and Artificial Intelligence (AI) and Machine Learning (ML).
I started coding websites at 14 for school, but I liked it so much I decided to keep learning and creating websites.
I've written 2 unpublished novels and over 15 poems, 5 short stories and 3 scripts for theatre.


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About
Thank you for visiting BanjoSpeedruns! This website was created for the Banjo-Kazooie speedrunning community
to be used as a central hub for all things Banjo-Kazooie speedrun related: tricks, tutorials, glitches, routes, social links, and resources.
Our hope is that it serves as a reliable source of information for established runners, as well as a convenient first stop for new runners
getting started with running these games.
The Team
- Dechrissen – Creator, Designer
- Azmi1 – Banjo-Kazooie category pages
- Brandino – Banjo-Kazooie level pages
- dingoslayer – Banjo-Tooie level pages
- FalconXFalcon1 – Banjo-Tooie version differences page
- Kongkrete – Initial planning
- oxylen_ – Banjo-Kazooie version differences page
Special Thanks To
- Those who have donated to keep this website running ad-free
- unlink2, for helping with webserver setup and countless other things
- The Banjo-Kazooie speedrunning community
- The creators of all the tutorials found on this website


Welcome to
HeartAid.
Heart Disease
Heart disease is the No. 1 cause of death in the world and the leading cause of death in the United States.
Data Analysis
Clinical data is available from the UCI Machine Learning Repository.
There are 14 attributes in the data source.
Model Building
It combines Machine Learning techniques with Tornado framework for an online application.


4.POVERTY CLOCK
The idea of simulating the growth of virtual cornfields being planted while experiencing the Crossings Project, I started to develop the concept further. Looking for a source of data to 'feed' the growth of the virtual cornplants, I came upon the Eradicating Poverty website [13] of The United Nations Development Programme (UNDP). On that website I found the "Poverty Clock." [Figure 12] The UNDP created the Poverty Clock to illustrate how quickly poverty grows. Each successive digit on the clock indicates another person living on less than $1.00 (U.S.) per day.
4.1. Calculation
The number of people living in absolute poverty is increasing by nearly 25 million a year. This calculation is based on the World Bank and the United Nations definition of absolute poverty: those people whose incomes are no more than $370 a year, or approximately $1.00 (U.S.) per day. The number of people currently living in absolute poverty is roughly 1.3 billion.
Recent data from the World Bank and the Human Development Report suggest that the aggregate number of poor people worldwide is increasing at roughly the same rate as the annual population growth of the developing world, or about 1.88 per cent. Based on these statistics, the Poverty Clock is ticking off the number of new people living in poverty at approximately 47 per minute.
According to the UNDP the "calculation is based on extensive consultations with population statisticians at the UN Population Trends Unit, and the World Bank Statistics Office. Other sources were a study, 'Rooting Out Poverty,' by Actionaid, and a paper, 'Is Poverty Increasing in the Developing World?' by Martin Ravallion, Shaohua Chen and Gaurav Datt of the World Bank." [14]
4.2. Activated
James Gustave Speth, Administrator of the UNDP, officially activated the clock on January 17 1996, at 18:30 GMT [15]. The idea of the clock formed part of the commemoration of 1996 as the International Year for the Eradication of Poverty. [Figure 13 - 15] "The world has the material and natural resources, the know-how and the people to make a poverty-free world a reality," Mr. Speth said. "One hundred and sixty years ago, the world launched a world crusade against slavery. Today I call upon you to launch a similar crusade for a world without poverty."


As Minecraft is a sandbox game, there is no defined or proper way and style to play the game. However, one common theme found throughout gameplay is the need to feed yourself, and to avoid (and later, fight) hostile mobs that spawn either in dark places (e.g. caves) or when night falls.
As your first day begins, you will need to collect wood. Use this to make a crafting table (place the crafting table to use it) your first tool should probably be an axe, which makes collecting wood a lot faster. Then make a wooden pickaxe to dig a small stairway into the ground to collect at least 29 cobblestone for a full set of stone tools, and a furnace (8 cobblestone). You then want to make a shelter (dirt or wooden shack), or if available, stay in a village. After that put down your crafting table and furnace and smelt some wood into charcoal, and make some torches with that.You could use coal for torches.
Alternately, after you gather wood, you can create a crafting table and make a wooden pickaxe. Find stone to mine, and gather a few cobblestones, then make stone tools and sword. Some coal to make torches and you are ready to go caving. You can also avoid dealing with the mobs and setting up a base by building a bed. You will need to shear the sheep for wool, or kill the 3 sheep to collect 3 wool and make a bed out of it. Instead of building a home, you simply put down the bed and go to sleep at sunset before the monsters spawn.
For nighttime, the primary danger will be monsters. It is a good idea to stay in your lit shelter. If you don't have full iron armor and a sword, do not try to engage anyb monsters! The worst way to die early on is to be killed while trying to hunt monsters, so don't do it! Stay indoors at night!
One way to avoid being attacked by monsters is to put torches, glowstone, or a jack-o-lantern by your house. You will learn how to make all these things later on, but just a heads up. The torches are easy though, you just need to craft charcoal/coal on top of a stick.
If you are repeatedly getting killed, one desperate response is to go into "peaceful difficulty" (see "changing the rules", below). However, consider this: This being your first day, you aren't actually losing much by the deaths (at least not after what stuff you've gathered is lost), so you can just tough it out until dawn and start again.
 Until you sleep in a bed, you will spawn somewhere within 10 blocks of the world spawn point. This includes the first time when you started the game, so you can respawn anywhere within 20 blocks of where you first entered the world.
The traditional advice is to build your first shelter as close as possible to the spawn point, so if you die, you can easily find it again, or even spawn in a now-protected area. Even with the variation in where you'll come back, it's good to have a lit shelter nearby the spawn point. However, a problem with sheltering away from spawn is that if your death site is too far from where you respawn, your items may despawn while you're trying reach them. (See below for more details.)
Like any dropped items in Minecraft, the items you drop when you die will despawn (disappear) after 5 minutes, unless you're more than 180 blocks or so away, that is outside of chunk update radius The problem is that if you died at night, you will find yourself stranded without your weapons and armor, so you are quite likely to get killed again, or at least find your stuff guarded by monsters. Meanwhile, some of the monsters can actually pick up your stuff and use it against you! And if you spawned near your death scene, that 5-minute timer can easily go by before you can actually get back to and keep your stuff.
However, the above only applies until you have made and used a bed in a secure shelter. Once you've done that, you have a new option: If you get killed at night, you will respawn next to your bed, so you can just go back to sleep, and wake up the next morning - the items don't "expire" while you're asleep. It still may be worth keeping your bed out of chunk update range from where you're endangering yourself, but at least you won't be stranded outside at night.
Once you have tools and shelter, your next priority will be food. Hunger will take a while to hit, so it shouldn't be a problem on your first day, but you'll try to pick up some food for when it does. However, after you've been moving around for a while, your food bar will begin rippling and start to decrease. If your food bar drops below 90%, you will not regenerate health, and if it gets to 30%, you can't sprint. If the hunger bar goes down to empty, you will begin losing health. Unless you're in Hard mode (and a beginning player shouldn't be), you can't actually starve to death, but you will go down to 1 health point () in Normal mode or half your health ( ) in Easy mode, and that leaves you quite vulnerable. You don't lose hunger in Peaceful mode, so it's the least of your concern there.
Walking, mining blocks, and even placing blocks all cost some hunger, but all of those are minimal compared to the items below. These are the things that cause the most hunger, in order of cost.
Note that if you're (staying) at full health, and not moving, fighting, mining or placing blocks, then you will use no food. Thus if your character has a secure place to stay, you can just stay put to conserve food while waiting out the night, a storm, or crop/animal growth.
When you begin the game, you will be standing in a landscape somewhere. Take a moment to look around. This is the general area (within 20 blocks) where you will reappear if you get killed. It's a good idea to mark it immediately, by punching out an X of dirt and/or sand, then using the dirt or sand to build a pillar in the middle of that.  You can also use the Debug screen to save the coordinates of the spawnpoint for later use (see the page to learn how).
Look around for a few things in particular, in order of priority: trees, visible stone (and especially coal ore), animals, and tall grass. As you move around, break any tall grass in your way, and collect any seeds that drop. For that matter, collect any loose item you see, as most of them will eventually be handy.
Your first priority is to find a small tree, bash through the leaves if needed, and punch (don't rapidly click on the block, hold left-click - or whatever you've set "attack" to - instead) the wood until each block drops as an item. Don't bother with huge trees at this point, but also don't be upset if you can't reach the top blocks of wood - you can always come back and collect them later. This first tree should give you at least 4 blocks of wood ("logs"). You'll punch more wood in a moment!
Wood is essential for things like weapons which can be used for mining iron ore. You can also use it for multiple things for your home such as, doors, wood planks, fences, and fence gates. You can turn wood into sticks which can be used to make torches when crafted with coal, and/or charcoal.
As the game's name suggests, crafting is core to Minecraft. While there are a small number of items that can be crafted directly from the inventory, a crafting table is required to craft tools and most other items in the game. The crafting table will be your main asset throughout the game.
To make your crafting table, first open the inventory and pick up the logs you should have collected from trees. Place a log into the crafting area to obtain 4 wooden planks.
The planks will be different colors depending on what sort of wood you have. Different types of wood don't stack together, but all work the same. With a couple of exceptions (slabs, stairs) you can mix and match different planks when crafting. In particular, sticks don't care what sort of wood they came from, for they all stack together.
As you convert your first logs to planks you may want to consider saving some logs for later. Usually, 3-4 logs' worth of planks will be enough to get started. In particular, you want to save logs to make charcoal later on.
Then, take four of your newly crafted planks and arrange them like so to make a crafting table:
You should see this:
Return to the world view and walk to a spot you think appropriate. Select your newly crafted crafting table and place it. Now you can get crafting some more complex blocks and items!


--- layout: post title: Designing for illiterate people date: 2005-12-15 00:00:00 categories: business interfaces-&-interaction mobile ---
Designing for illiterate people is an interesting one. It's something we've been looking at out of the corner of our eyes, sidelong-ly rather than a full on stare. I draw your attention this paragraph, about I-Cue founder Marc Lewis: "Marc retains a 75 per cent interest in ICUE but intends to channel all his profits into a new trust to help children and adults improve their reading skills."


--- layout: home author_profile: true classes: wide description: salamander limb regeneration leigh lab immune system permalink: /about/ ---
The Leigh lab opened its doors in 2020! The overarching goal of the lab is to understand the factors that allow for highly regenerative species to perform remarkable acts of regeneration (e.g. limb regeneration), with a particular focus on how the immune system promotes and permits complex regeneration. We are excited to tackle this question using salamanders as a model system. We apply a variety of wet-lab techniques coupled with high throughput computational approaches to investigate this exciting interface between the immune system and regeneration. In addition, we are interested in tool generation to enable us to ask our questions of choice. We are also big promoters of open science and are dedicated to building a diverse, inclusive, and creative team!