It explained alot of the individuals findings in the importance of Emotional Intelligence and how power it can be.
It Also shows from Being an inspiration Emotionally ;Like Meng ,you can encourage others to show the same interest in being more Emotionally Intelligent..
or Possibly just more Respectful as a human being..
I do Suppose in a Positive note it was quite Refreshing..
It reminded me in a way of how before classes i would always take 15minutes to read and listen quietly to some music in order to have my mind clear after having my lunch breaks and playing around outside.
To other readers ,its definately worth a try ,It keeps me or anyone else calm and collective and it also teaches you alot depending on the books you read.


I am a computational software engineer in St Paul, MN.
I am interested in mathematical coding such as path tracing, computational geometry and simulations.
You can also find me on GitHub and LinkedIn.


My friend has been raving about this legal drug known as salvia, a substance I had never heard of. When he brought it over one day, I casually agreed, but not knowing what to expect. The hardest trip I have ever done has been a moderate dose of DXM, but he told me this was totally different, and a lot shorter. Whatever, just let me try it. Nothing on this earth could have prepared me for what I was about to experience.
  I let it out after about 20-30 seconds, and gave a little cough. By this time my hand was shaking but I knew I was supposed to finish the bowl. I couldnt hold the pipe anymore, so kindly my 'sitter' held it for me. I was feeling a mild euphoria and quite lightheaded after 10 seconds. I was a little incredulous at the head trip I was getting so fast and I barely got out the 2nd and final hit.  The house was dark, and of course Pink Floyd Echoes was playing. I was kinda disoriented, but nothing else was happening, until I closed my eyes.
I was NOT on earth, sure it looked similar; I was at the base of the most tremendous white castle, 200 feet high, standing on the greenest grass, and staring at the most beautiful blue sky I have ever seen. But this was not earth, this had to be someplace else. At this point I started laughing, and laughing, and I sorta came halfway back to reality when I realized that my pillow was running away from me. Sure enough, it grew six little legs and tried to escape! My mind knew it had to be the drug, so I thought if I yelled at my pillow, the sense of reality would bring me back to normal. Nothing.  Nothing, the pillow was still wriggling free under my head. I actually had to hold down my pillow for a matter of seconds. It seemed like an hour.
Now I could concentrate. As soon as my eyes closed, I was back at the castle. Althogh this time a tiny door appeared about 15 feet away, and two little gnomes with tall red hats started calling out my name. For some reason they didnt bother me, and I turned my attention on how I was going to get across the moat. Before I had any time I noticed my body was being pulled up into the castle by red cords tied around my wrists, ankles, and knees. Just then, my friend walked in and asked if I was done, I guessed I was, b/c I wasnt hallucinating anymore.
As I laid in bed, I was back inside the castle and I heard a knight and a princess arguing in the corridor. My senses told me it was just my friend and his girlfriend arguing in the other room. As I reflected on what was happening my body just started drifted away from the castle, sorta just floating through midair as though it was perfectly normal. I drifted through a forest, then through a football field, through a cow pasture, and suddenly I was back in my bed. Sober, 100%.
I had felt like I was gone from my room for hours, I checked my clock, it had been a total experience of 7 minutes. I feel like I must be exaggerating, but I'm sure I'm not even telling the whole story. This may sound crazy for a legal drug, and it took me a few days to piece together everything that happened. Salvia is definetely a drug I recommend for a nice 10-20 minute study break. Ive smoked the the leaves and had no effect and Ive smoked the extract once more, where I ended up in Mr. Rogers Neighborhood, but thats another story for another time.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


|
|
Go to: [Global mean aerosol microphysics] [Seasonal mean aerosol microphysics] [Monthly mean aerosol microphysics] [Global air quality indices] [Spatio-temporal study of the Karthala Volcanic Eruption, 2007] AEROMAP's global aerosol model calculates aerosol microphysical parameters on the daily timescale and over the whole Earth surface at a spatial resolution of 1x1 degree. It's neural networks convert daily satellite measurements of optical depth and columnar water vapour to aerosol products that include the volume size distribution and its derived parameters - the volume concentration of fine and coarse particles V(f) and V(c) as well as their geometric radii r(f) and r(c) in each pixel. From a multiparametric weighting of these parameters, AEROMAP also calculates 2 air quality indices (normalized to the international 1-10 scale): one as a measure of the hazard to human health and the second as a measure of the impact on visibility. On this page we present selected model outputs. Please contact us if you have a specific data request or would like to use our simulations in a research collaboration. Visit the Data Request and Research Collaboration page for further details. Global mean microphysicsBelow are global maps of the mean aerosol microphysics calculated from training neural networks on satellite data over the period: 4 April 2002 to 31 December 2013.
Seasonal meansBelow are global maps of the seasonal mean aerosol microphysics calculated for the same period on data extracted for the following 3-month triplets: DJF, MAM, JJA, SON.
Monthly meansBelow are global maps of the monthly mean aerosol microphysics calculated for the same period on data extracted for specific months of the year.
Air quality indicesAEROMAP has constructed 2 aerosol quality indices (AQIs): AQI-1 (hazard to health) and AQI-2 (visibility impairment) from weighted combinations of the microphysical parameters (a manuscript will shortly be submitted outlining the methodology). The indices are normalized to the internationally-adopted scale 1-10 used for existing indices calculated from chemical compositions. On this scale, the following categories are often used: 1-2=Very low, 3-4=Low, 5-6=Moderate, 7-8=High and 9-10=Very High.
Monitoring the Karthala EruptionIn order to test the feasibility of monitoring the temporal variation and dispersion of AEROMAP-derived microphysical parameters, daily maps of V(f), V(c), r(f) and r(c) were generated for the southern part of the African continent for the period 11-22 January 2007 when the Karthala volcano on the island of Madagascar erupted.
Back to: [Researchers' Gateway]
|
|||||||


A finite-difference 2D wave equation solver, using a leapfrog integration scheme. Colours are assinged according to local value of displacement function. Implemented in javascript, graphics in webGL.


--- layout: page title: About header-img: "img/about-bg.png" ---
Entering the coding world, I moved across country and getting married. A lot of transitions but enjoying every moment of it.


Hello Nova,
Thank you for purchasing our theme! You can get your theme by clicking “Download” button.
Hello Nova,
Thank you for purchasing our theme! You can get your theme by clicking “Download” button.
| 1. | Stopwatch React Native Template | $144 |
| 2. | React Native Auth Screen Template | $50 |
| Total | $194 |


Copyright 2009 Applied Research in Patacriticism and the University of Virginia
Licensed under the Apache License, Version 2.0 (the “License”); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
# File app/models/discussion_comment.rb, line 119 def self.delete_comment(id, session_user, is_admin) # if the comment is the main comment, then it can only be deleted if there are no subsequent comments. # Also, we normally want to stay on the same thread after deleting the comment, but if we just deleted the # main comment, then we need to go back to the index. We return -1 for the thread in that case. discussion_comment = DiscussionComment.find(id) thread_id = discussion_comment.discussion_thread_id if !is_admin && session_user.id != discussion_comment.user_id # don't delete it unless the user has the authority. else ok_to_delete = true if discussion_comment.position == 1 # the first comment is privileged and will delete the thread if discussion_comment.discussion_thread.discussion_comments.length == 1 # only delete the first comment if there are no follow up comments discussion_comment.discussion_thread.delete thread_id = -1 else ok_to_delete = false end end end discussion_comment.destroy if ok_to_delete return thread_id end
# File app/models/discussion_comment.rb, line 143 def self.remove_abuse_report(comment_id, report_id, url) discussion_comment = DiscussionComment.find(comment_id) discussion_comment.comment_reports.each { | report | if report.id == report_id.to_i() begin user = User.find(report.reporter_id) body = "The administrator rejected your report of the comment by #{User.find(discussion_comment.user_id).fullname} with the text:\n\n" body += "#{self.strip_tags(discussion_comment.comment)}\n\n" GenericMailer.generic(Setup.site_name(), Setup.return_email(), user.fullname, user.email, "Abusive Comment Report Canceled", body, url, "").deliver rescue Exception => msg logger.error("**** ERROR: Can't send email: " + msg.message) end discussion_comment.comment_reports.delete report discussion_comment.save break end } end
reporter_id finds this comment abusive for the specified reason. Mark it as such in the database
# File app/models/discussion_comment.rb, line 79 def add_reporter( reporter_id, reason ) comment_reports.create( :discussion_comment_id => id, :reason => reason, :reporter_id => reporter_id, :reported_on => Time.now) end
# File app/models/discussion_comment.rb, line 87 def b4_save a = @attributes c = a['comment_type'] if c == 'comment' comment_type = 1 elsif c == 'nines_object' comment_type = 2 elsif c == 'nines_exhibit' comment_type = 3 elsif c == 'inet_object' comment_type = 4 elsif c == 1 || c == 2 || c == 3 || c == 4 comment_type = c elsif c == "1" || c == "2" || c == "3" || c == "4" comment_type = c else comment_type = -1 end @attributes['comment_type'] = comment_type attributes['comment_type'] = comment_type end
Get a comma separated list of usernames that have reported this comment as abusive
# File app/models/discussion_comment.rb, line 63 def get_reported_by_list() names = [] comment_reports.each do |report| user = User.find_by_id(report.reporter_id) if user names.push(user.fullname) else names.push("User not found: #{report.reporter_id}") end end return names.join(", ") end
Get a list of users that have reported this comment as abusive
# File app/models/discussion_comment.rb, line 52 def get_reporters() reporters = [] comment_reports.each do |report| reporters.push( User.find(report.reporter_id) ) end return reporters end
# File app/models/discussion_comment.rb, line 109 def get_type case comment_type when 1 then return "comment" when 2 then return "nines_object" when 3 then return "nines_exhibit" when 4 then return "inet_object" else return nil end end
# File app/models/discussion_comment.rb, line 27 def handle_solr SearchUserContent.delay.index('thread', self.discussion_thread.id) end
Return true if user_id has already reported this comment as abusive
# File app/models/discussion_comment.rb, line 39 def has_been_reported_by(user_id) return false if comment_reports.length == 0 comment_reports.each { |report| if report.reporter_id == user_id return true end } return false end
Return true if this comment has been reported as abusive by anyone
# File app/models/discussion_comment.rb, line 33 def reported return comment_reports.length > 0 end


Installation¶
QuaPy can be easily installed via pip
pip install quapy
See pip page for older versions.
Requirements¶
scikit-learn, numpy, scipy
pytorch (for QuaNet)
svmperf patched for quantification (see below)
joblib
tqdm
pandas, xlrd
matplotlib
SVM-perf with quantification-oriented losses¶
In order to run experiments involving SVM(Q), SVM(KLD), SVM(NKLD), SVM(AE), or SVM(RAE), you have to first download the svmperf package, apply the patch svm-perf-quantification-ext.patch, and compile the sources. The script prepare_svmperf.sh, does all the job. Simply run:
./prepare_svmperf.sh
The resulting directory ./svm_perf_quantification contains the patched version of svmperf with quantification-oriented losses.
The svm-perf-quantification-ext.patch is an extension of the patch made available by Esuli et al. 2015 that allows SVMperf to optimize for the Q measure as proposed by Barranquero et al. 2015 and for the KLD and NKLD as proposed by Esuli et al. 2015 for quantification. This patch extends the former by also allowing SVMperf to optimize for AE and RAE.


About me and this blog
I'm a PhD student in finance from the Technical University of Munich. I do quite a bit of empirical work, almost exclusively in R. Because I think that you learn best by actually doing it, not by just reading about it, I replicated a few finance papers and learned some tricks about R. On this blog, I want to share my work and hope that there are some of you who find it useful.
When I don't replicate finance papers or ponder about my own research, I love watching movies. Also, I get excited about tech stuff: Android, Linux, R packages, you name it. I love to play around with it, but sadly, I'm not really an expert in any of those...
Disclaimer: I do not guarantee that any of the replications are absolutely correct. So please, if you have to replicate a paper for one of your studies, feel free to take my code as a starting point, but make sure to check the correctness yourself. Also, this is a blog and I write here about papers I find interesting, but that I am not necessarily an expert in. So while I try to get the arguments of the authors correctly, I might be sloppy from time to time. So don't take anything here for the final truth, read and understand the papers yourself! And don't hesitate to let me know when you find an error in my code or a wrong argument.
If you want to contact me: Check out my profile on Google+ and send me an email from there.


Detox locks
Enabled locks
User
Item(s)
Site(s)
Group(s)
Created
Expires
Comment
Disabled locks
User
Item(s)
Site(s)
Group(s)
Created
Expires
Comment


Welcome to my GitHub Pages, documenting all my projects for Snoring Ninja
These pages will document everything I possibly can or feel the need to, in regards to:
Internal Links
Note:
Documentation will be constantly ongoing for a decent deal of time, due to me being busy working on the niftybot-discord project (refactoring, constantly), which means documentation could technically go out of date rather quickly; with that being said, documentation will be done at some point.


|
Projects Dicey |
Dicey is a clone of the old Playstation game Devil Dice. The game is played on a grid of dice. The object is to match the value on the top of the dice by rolling and sliding the dice around. You need to match up two dice with a 2 value on top to make them sink. Likewise, three "3" dice will sink, four "4" dice will sink, and so on. Dice with a 1 will make all the 1's sink when placed next to a die that is already sinking. It sounds complicated, but after a little practice it gets much easier. Project Status: On hold, possibly indefinitely. I've got too many other small projects, and there's no interest at all in this project. What Needs to be Done: - Verify movement rules. Seems to be finished, needs testing - Add game types. Only basic "Go for high score" game is implemented. I'll probably add the "Kill each other players" game type soon. - Improve game levels. Currently, the level goes up when 30 dice are sunk. To increase difficulty with levels, the game will fill all the empty spaces except for (20-level) spaces. So, at level 20, it fills all the available spaces every pass. Somehow, I still managed to get to level 32 today... - Balance levels based on gameboard size as well as number of players - Implement special types of dice. - Once game class is set, rewrite DirectX portion. Right now I'm only using very basic graphics, sound, and input, just to test the game class. I'll need to re-do most of it - Remove the dependence on DInput from the game class. I'm trying to make the base class as stand-alone as possible. - Improve front end and score displays. Draw the die that the player is riding separate (like the original) so you can see hidden faces easier - Possibly add network code, to play over a LAN, or hopefully the internet - Find a graphic monkey that can do some simple 3d players and nicer dice, at the very least... - Make AI rely less on rand()
Downloads: Grab these at your own risk. Like I mentioned, I'm not even at alpha stages, so it can be very buggy.
12/3/2003 Source Code - I've decided to release my source. It's not as commented as I'd like, but hopefully someone will find it interesting and useful. Its almost entirely game logic, the graphics and sound portions are relatively basic.
Note: These require DirectX 9. 5/14/2003 Build - I've finally got all traces of random movement out of the AI. It might look like its running around at random sometimes, but it's actually following a computed path. But it is still full of bad logic, so it will do some strange things. Two AI players on a 7x7 board easily get past level 20 though (I saw a couple get to level 35!), so they do pretty well. Because of the lack of random movement, sometimes 2 or more AIs will start moving as a pack, so you'll have to shut off their AIs to split them up. Finally, there might be a crash bug hiding in it somewhere... 5/5/2003 Build - The AI now has a working brain. It not a smart brain, but it works great under the right circumstances. Try it out, again using 1-5 on your keyboard to toggle between Human and AI for each character. There may be a crash bug or two lurking in this version, also. 5/3/2003 Build - Yep, finally, an update! I finally finished the framework for AI. Right now, you can toggle a player's AI by pressing their player number (1-5) on the keyboard. But, it's very very dumb AI, don't expect anything good yet. Also, I added in another game mode. The rules are the same as always, except that 1s, 2s, and 3s don't do anything, ever. I call it "Hardcore", but on my first try I got to level 19, so maybe its not hardcore enough... :) You can select this game type from the front end. 3/15/2003 Build - I fixed the remaining movement glitch, I think that's pretty solid now. I fixed some sound bugs that caused sounds to be played twice sometimes. I added a few more sounds, and changed the "Game Over" sound. They sound much better, but still need work. Its pretty solid right now. I think adding game types is next... 3/12/2003 Build - I fixed the scripting I broke with the DirectInput stuff. I tweaked a lot of colors, and made the screen larger by default. While trying to get rid of the ugly black dots between dice I turned on bilinear texture filtering, and my frame rate improved. I guess I'll be keeping that. Probably a few other minor fixes too. It was a long, tiring week in San Jose... 3/1/2003 Build - I turned on lighting, which looks nice, but may crash some people. I use directional lights without checking to see if your card supports them. I don't think that's an issue though, if it was a point light I'd have to worry. DirectInput is working, and you can configure input for all 5 players. I only have a keyboard and 1 joystick though, so I cant be positive that it will work. I know that I can control 5 players with just my joystick though. :) I put my old player "model" in. Still needs a ton of tweaking, its far from polished. 2/20/2003 Build - Can now record and playback games. I've added a sample game (my best ever!) that you can watch. Maybe it will give you a better idea of how to play, until I add more scripting for tutorials. The front end had more options added, so you can record and playback games. For now, it only uses one script, "TestScript", that will be written over if you record a game. I also added a few new sounds. They're still not so great, but better than me talking I think. 2/16/2003 Build - Basic front end is in place, and a level system is working. If you can make it to level 20, you're pretty dang good. If you can make it to level 30, well, you wont get to level 30. :P You can select up to 5 players, but only players 1 and 2 are usable. Players 3-5 will just sit there. Also, I added an orthographic camera. Toggle between perspective and orthographic by hitting P. increase/decrease orthographic volume (zoom) with V and B. I cant decide which camera I like better. Perspective looks nice, but dice in back get hard to see. Orthographic is disorienting at first. Maybe once I get lighting in, the shading will make it better. 2/14/2003 Build - Fixed Win98 bug. Started to work on a level system. Now, the game is much easier. So easy in fact, that you cant lose. The game will occasionally fill up the board so up to half of the board is covered. This has problems, as well, but at the very least its much easier to play. How to Play - Due to popular demand, I typed up some quick instructions. I hope they make sense. Its very hard to describe things without being able to show you in game. But I am working on in-game tutorials. 2/10/2003 Build - Player moves accurately now, including animation. Still much too hard, but the foundation of the basic game is there. 2/3/2003 Build - Includes very ugly sound. I talked into a microphone for some quick placeholder sound. I don't recommend playing it, its too annoying. :) Use the arrow keys to move player 1, and WASD to move player 2. You can move the camera with the keys IKJLYH; IK for the y-axis, JL for the x-axis, and YH for the z-axis.
Old version. I made this a long time ago, but scrapped most of it. Because of the way I did things, it became very hard to tweak movement rules, and add features. I was focusing on graphics at the time, and adding a game to it while I learned. That didn't go well. :)
Screenshots:
Project Diary: 2/11/2003: It looks like I fixed the problem with Windows98. I'm amazed it worked at all on XP. I'm still having weird issues with VS.NET. I have problems disappear by commenting code, compiling, uncommenting the code, and recompiling. Going to start running things through VC6 when I hit a strange problem. 2/14/2003: Started game level system. Need to make it so dice spawn, regardless of how full the board is, after a certain time. Started using CVS for source control. Now if only I could make it auto-increment my build number. 2/14/2003 part2: It seems that I'm stealing a lot of CPU cycles somehow. Running Winamp and Dicey on a slower computer is interesting. Independently, they show almost no CPU use. Together, both of their CPU usage spikes. Bugger. 2/15/2003: Huh, it seems drawing text with full transparency makes it so you cant see the text. Who'd have thought? :P 2/16/2003: The game actually seems like a game now. Still need to add a tutorial, but that'd involve adding some sort of scripting, and I've been putting that off. Still a movement graphic glitch I need to fix (smashed players look unsmashed for a sec when they move). 2/19/2003: I've got the basics of scripting in. I'm using the game to build script data, and then replaying it back. I actually got it to work halfway decent, but the way it runs now the replays only work for a few seconds. Then, because of differences in frame rates while recording and playing back, the player in the replay ends up diverging from what was recorded. I think I have a fix for that, but that's going to take some rewriting of my main game loop. So far it also only works if I make a game with 2 players, otherwise it crashes on a free(). Yay! I've also redone some sounds. I made a new "clunk" by hitting my laptop case while my cheapo microphone was pointed on it. I made a new "slide" by sliding a box on my laptop case. I then processed the heck out of both using FruityLoops, so they don't sound quite as crummy. I got a new "zap" from some zappy sound I found online, and just adjusted its pitch a little and added a touch of reverb. And, it still sounds pretty bad. I guess I'm no sound engineer. 2/20/2003: Holy cow, scripting works flawlessly. Although I only have 2 script commands (make rising dice, and change player input), but thats enough to record a game and play it back. And it works! Holy beans. 2/25/2003: Took a few days off, and played a lot of games. Bad me. Started working on DirectInput, so I can get joystick and gamepad support in. So far, Dinput says I have 2 mice. Hmm. 2/28/2003: Got DirectInput working pretty well. Now I think you can actually play with 5 people, if you have enough controllers or can crowd around your keyboard. Enabled lighting, which looks nice, but will probably cause trouble. Put in my old player "model". Found an ugly bug that allows players to move dice out form under other moving players, causing them to fall on the ground. That's no good... 3/10/2003: Spent last week at the Game Developers Conference. Noticed that I borked my scripting with the last update, and fixed it. Also fixed a movement glitch, and gave players a position offset so they don't draw on top of each other. Probably caught a couple other things while I was gone too. Started trying to make some nicer dice with free 3d tools. That's not going well... Maybe I'll work on music or something. Still need to fix one movement bug. You should be able to push players that on the floor with sliding dice. Currently, players in the way get smashed, and that looks odd... 3/12/2003: Still mostly working on making better assets. If anyone can recommend a decent 3d modeler that's free or cheap, let me know. I've been playing with Blender, and that's not going well. Just building a cube, texturing it, and exporting it to a useful format is like pulling teeth. Actually, pulling teeth is probably easier. I played with the Milkshape3D trial version too, and its not nearly powerful enough. If I cant make a cube that is exactly centered at the origin, and exactly 1 unit cubed, then that's not powerful enough. Keyboard entry is a must, I cant do things freehand. 4/22/2003: Woo, been a while since I updated. I've gotten sidetracked with other things for a while. I've been trying to beta test four games simultaneously, and trying to find places that need programmers. In the meantime, I've been thinking a lot about the direction of Dicey. I will finish it, but I don't think it will be nearly as full featured as the real Devil Dice game. There's nearly no interest in Dicey so far, so I'll probably just polish up the basic game, and maybe see about making some AI. Then I'll be on to my next project. But, it will get finished! 5/3/2003: Framework for the AI is in place, I just need to finish writing all the AI utility functions. Then maybe I can get to writing actual AI logic. Right now the AI picks a direction solely through the use of rand(). Its fun to set up a large game with 5 players, turn on all of their AI, see how far they get and who wins. 5/5/2003: I've created a monster! My AI's brain is starting to work. Right now, the brain only knows how to make paths to positions that create a match. So, the AI will see if it can find a path, and if so follow it. Unfortunately, when finished it will fins a path from that position. So, if it finds another path, it will destroy the match it just made. I put in a quick hack so the AI will potentially leave newly created matches alone, but it is far from reliable. The AI will only knows how to roll dice to make matches. If it cant find a good path, or its on an unrollable die, or its on the floor, or anything else, it will move randomly. So, it still looks like a mess. But you can tell the AI is working. With 5 completely random AI's on a 7x7 board, I saw them get to level 13 on normal, and only level 1 on hardcore. With 5 new AI's on a 7x7 board, they got to level 33 on normal, and level 10 on hardcore. Thats quite an improvement. Level 33 and over 3000 points isnt too shabby for AI that goes in a random direction over 80% of the time. Later I'll record myself playing against 4 AI, and see how poorly I do. Edit: I just finished a game with 4 AIs, in normal mode, on a 7x7 board. I beat them as far as points goes, with the closest AI having 3000 points less. But, we made it to level 71! There's a sure sign that the level system needs work... I should really use an 11x11 board with 5 players, at least. 5/10/2003: I've been making progress on the AI, but I haven't released a new version because I've actually made it worse. If it doesn't get stuck, it does amazingly well. But it gets stuck a lot, moving back and forth over and over, and that needs to be fixed. I've also fixed a few crash bugs, and hopefully the last movement bug. 5/12/2003: Well, the AI gets stuck a lot less. But, it still happens now and then. I have the AI keeping track of dice that it is matching up, but it seems like it's ignoring that list. It actually looks much more random now, even though it doesn't use rand() anymore. It still doesn't know how to get to a rising die, so if it gets stuck on the floor it will sit there. I've also got a new crash that has me confused.  Lots more work needs to be done. I think I'm almost at the point where I can focus on AI logic though. So far, I've been writing little tools that the AI will use in pretty basic ways. Once they're bug-free I can make the AI use them better. 12/03/2003: I finally decided that this project is dead for a while. While I've always had ideas for improving it, I havent had the time or drive to implement them. There is virtually no interest anyways, which makes it hard to bother with it. Plus, Devil Dice 3 (Bombastic) was released in the US, so I have that to play, instead of being forced to write my own version. :) I've also put the source code up for download. Maybe it'll help someone.
|


| DOSE: |
1 bowl |
smoked |
Cannabis |
(plant material) |
Smoking had been getting a bit dreary for me as-of-late. Being a casual, and at times, heavey smoker for the better part of two years had taken its toll on my brain, lungs, and the excitement factor that accompanies doing any type of drug, illegal or legal. It was a night like any other, and I decided to try and make this a more enjoyable and satisfying experience than I'd been having in the recent weeks. So, I smoked a bowl.
First, let me say that this was incredible 'stuff', so one bowl was much, much more than I even needed to reach satisfactory levels of high-dom. Yet I finished the entire bowl, and cleaned up after myself.
I turned on some music, and put on some blue-tinted glasses, which made the room and lights appear more intriguing and happy than when the glasses were taken off. I lay on a mat on my floor, staring fixedly at the spinning cieling fan, and watching the 'shiny display' that the lights were giving off through my glasses. I rolled over, and again over, like a young cat rolling on the ground without a care in the world. I felt wonderful, and there was such positive energy flowing throughout my body and my room, even though the real world lay just beyond my closed door.
I got out a sketch book and made some rather random drawings and wrote some things, such as lyrics to the songs I listened to, or just some crazy sketches that provided nostalgia the next day. I finished the night off with my first attempt at meditation, with incense and some more trippy music playing. I fell asleep peacefully on my couch, only to awake the next morning, completely sobered up, but with a quiet and comforting recollection that I had, indeed, re-established the wholesomeness of my drug-related experience. I enlarged my world by reducing it to something so simple as an evening alone, away from electronics and human-interaction, which I presume is the way that Cannabis has been utilized spiritually for the last couple thousand of years, before the distractions that we now consider obligatory.
I would recommenend such a rejuvinating experience to any drug-user whose habits may have lost their 'pizazz'.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


The Uyuni salt flats, also called "Salar de Uyuni" in spanish is the world's largest salt flat at 10,582 square kilometers. It is located in the Daniel Campos Province in Potosí in southwest Bolivia, near the crest of the Andes and is at an altitude of 3,656 meters (11,995 ft) above sea level. the name Uyuni comes from an indigenous dialect called Aymara. Uyuni in Aymara translates to enclosure because the whole arera is enclosed by mounatains. It is one of the most fascinating and most beautiful locations to visit in the world. People describe it as the worlds mirror because at certain times of the year, the sun will reflect on the salt and make it appear as a giant mirror that is below you.


Before Change
for ind, pdb_code in enumerate(ids):
print("Processing complex %d, %s" % (ind, str(pdb_code)))
pdb_subdir = os.path.join(pdbbind_dir, pdb_code)
if not os.path.exists(pdb_subdir):
print("%s is missing!" % pdb_subdir)
missing_pdbs.append(pdb_subdir)
continue
computed_feature = compute_pdbbind_features(featurizer, pdb_subdir,
pdb_code)
if feature_len is None:
feature_len = len(computed_feature)
if len(computed_feature) != feature_len:
print("Featurization failed for %s!" % pdb_code)
continue
y_inds.append(ind)
features.append(computed_feature)
time2 = time.time()
print("TIMING: PDBBind Featurization took %0.3f s" % (time2 - time1))
After Change
continue
if feature_len is None:
feature_len = len(result[1])
if len(result[1]) != feature_len:
continue
y_inds.append(result[0])
features.append(result[1])
time2 = time.time()
print("TIMING: PDBBind Featurization took %0.3f s" % (time2 - time1))


Pagination allows a user to navigate back and forth through a URL based dataset, or jump directly to any specific URL in that set.
The pagination set has a maximum of seven items. An item can be a page number or an overflow element (see next section).
Traditional MPA pagination uses links to reload the entire page when clicked. For SPAs, this default click event behaviour can be prevented with JavaScript (aria-live should also be set from "off" to "on").
Anchor tags can be replaced with buttons if the result set is not intended to be deep linkable. This is a rare & unlikely scenario - therefore please exercise caution!
A leading and/or trailing overflow element may occupy a slot in the pagination if the total number of pages is greater than seven.
This overflow element can be a static icon (see below) or an interactive menu button (see next section).
In the following example, the first overflow slot is occupied.
Our last example shows both overflow-horizontal-24 slots occupied.
A static overflow icon provides no mechanism to jump to any page that is not immediately available in the pagination's current view. This mechanism can either be deferred to another control outside of the pagination (e.g. a menu button) or, as described in this section, the static overflow icon can be switched out for a fake menu button.


Andi Osho's panel show appearances
Andi Osho (born 1973-01-27[ref]) has appeared in 10 episodes between 2010-2012. Andi Osho on IMDB. Andi Osho on Wikipedia. Andi Osho on Chortle.
- 2012-09-06 / Mock The Week
- 2012-02-13 / Alexander Armstrong's Big Ask
- 2011-11-02 / Ask Rhod Gilbert
- 2011-10-13 / Mock The Week
- 2011-06-11 / The Blame Game
- 2010-12-28 / Never Mind The Buzzcocks
- 2010-11-08 / Ask Rhod Gilbert
- 2010-09-30 / Mock The Week
- 2010-09-09 / Mock The Week
- 2010-02-04 / Mock The Week


This report describes the ISO TC211 codelist catalogs, the codelists they contain, and the values and definitions of the codes.
Please contact Ted Habermann if you have questions or suggestions.
| Entry | Definition |
|---|---|
| cpio | Copy In / Out (UNIX file format and command) |
| tar | Tape Archive |
| highSierra | high sierra file system |
| iso9660 | information processing volume and file structure of CD-ROM |
| iso9660RockRidge | rock ridge interchange protocol (UNIX) |
| iso9660AppleHFS | hierarchical file system (Macintosh) |
| udf | universal disk format |


Module toribio
Embedded Robotics Library.
Toribio is a library for developing robotics applications. It is based on Lumen cooperative scheduler, and allows to write coroutine, signal and callback based applications. Toribio provides a mechanism for easily accesing hardware, and is geared towards low end hardware, such as Single-Board Computers.
Usage:
local toribio = require 'toribio'
Functions
| wait_for_device (devdesc, timeout) | Return a device with a given name or matching a filter. |
| register_callback (device, event, f, timeout) | Register a callback for a device's signal. |
| add_device (device) | Provide a new Device object. |
| start (section, taskname) | Start a task. |
Tables
| devices | Available devices. |
| events | Signals that toribio can emit. |
| configuration | The configuration table. |
Functions
- wait_for_device (devdesc, timeout)
-
Return a device with a given name or matching a filter.
If the parameter provided is a string, will look for a
device with it as a name. Alternativelly, it can be a table
specifying a criterion a device must match.
If no such device exists, will block until it appears.
Parameters:
- devdesc The name of the device or a filter.
- timeout How much time wait for the device.
Returns:
-
The requested device. On timeout, returns nil,'timeout'.
Usage:
local mice = toribio.wait_for_device('mice') local some_button = toribio.wait_for_device({module='bb-button'})
- register_callback (device, event, f, timeout)
-
Register a callback for a device's signal.
Only one instance of the callback function will be executed at a time. This means
that if a event happens again while a callback is running, the new callback will
be fired only when the first finishes. Can be invoked also as
device:register_callback(event, f)
Parameters:
- device The device to watch.
- event the name of the event to watch.
- f the callback function. It will be passed the signal's parameters.
- timeout Timeout on wait. On expiration, f will be invoked with nil, 'timeout' as parameters.
Returns:
-
The callback task, or nil, error on failure
- add_device (device)
-
Provide a new Device object.
Registers the Device object with Toribio. Warning: if the object's name is
already taken, Toribio will rename the object.
Parameters:
- device a Device object.
- start (section, taskname)
-
Start a task.
Parameters:
- section The section to which the task belongs (possible values are 'deviceloaders' and 'tasks')
- taskname The name of the task
Returns:
-
true on success.
Tables
- devices
-
Available devices.
This is a table containing the name and associated object for all available devices
in the system.
When toribio adds or removes a device, events are emitted. For easily
accesing this table, use wait_for_device
Usage:
for name, _ in pairs(toribio.devices) do print(name) end
- events
-
Signals that toribio can emit.
Fields:
- new_device A new device was added. The first parameter is the device object.
- removed_device A device was removed. The first parameter is the device.
Usage:
local sched = require 'sched' sched.sigrun_task( {toribio.events.new_device}, print )
- configuration
- The configuration table. This table contains the configurations specified in toribio-go.conf file.