Tank Game & Galactic Mail Documentation
Table of Contents
1.2 Introduction of the Tank Game
1.3 Introductin of the Second Game
3 How to Build/Import your Project
6 Assumptions made when designing and implementing Game(s)
9 Class Descriptions of all classes shared among both Games
10 Class Descriptions of classes specific to Tank Game
11 Class Descriptions of classes specific to Second Game
12 Self-Reflection on development process during the term project
The term project consisted of two games. The Tank Game, and the Second Game (Galactic Mail) which are basic 2D arcade games that allow the player to move around and attack or collect any given set of objects. The Tank Game is multiplayer and allows two people to control their own tanks which they can use to attack each other. The Galactic Mail Game is a single player game that is a space ship which needs to deliver mail to the given set of moons, this game has multiple levels and can store your high score.
The Tank Game is a single leveled game that can be controlled by two people. The Goal of the game is for one tank to destroy the other. Extra Lives can be attained from running over red packs. Tanks are confined to the size of the map but are free to move around within those bounds. The map is generated by a .csv file which allows the game to populate objects at specific locations given certain numbers used for reflection during object generation.
Galactic Mail is a single player game consisting of many levels that gradually get more challenging as the player progresses. The player earns points when landing on moons and delivering mail, but be careful because while on the moon you can lose points very quickly for not launching off of the planet (spacebar). This game contains background music and allows for the option to replay the game without having to relaunch the .jar.
a. Version of Java Used: jre-10.0.2
b. IDE Used: IntelliJ IDEA 2018.2.3
c. Main Java Libraries: awt, swing
1) intelliJ IDE download link: https://www.jetbrains.com/idea/
2) GitHub desktop download link: https://desktop.github.com/
3) Clone Repository through GitHub desktop
a. Navigate to this link (if you have permissions to view):
i. (Tank Game Link) https://github.com/csc413-01-fa18/csc413-tankgame-mecharmor
b. (Galactic Mail Link) https://github.com/csc413-01-fa18/csc413-secondgame-mecharmor
c. Click “Clone or download”
d. Choose “Open in Desktop” (Photo illustration below)
4) Once your repository is cloned you can launch IntelliJ and import using “existing sources”.
5) When importing select: “Create project from existing sources” (photo illustration below)
6) Once
the project is imported you will need to “edit configuration” on the top right
of the screen
7) Make
sure your “Main class” is located at: Game.Game
8) After that you are ready to Build!
Running the project within intelliJ:
1. Building project into a jar:
a. Navigate to “Build” then select “Build Artifacts”, you will see a popup in the center of the screen that prompts you to build. “press build”. The project will build after a few seconds and the compiled jar will be located in the directory: csc413-secondgame-mecharmor\GalacticMail\out\artifacts\main_jar
b. Copy the jar into the jar folder located in the GitHub project and replace the old jar. You are ready to go!
2. Running the Jar
a. In the fetched files from GitHub there is a file named ‘Jar’. Go inside that folder and double click the ‘main.jar’. Note: This jar relies on the ‘resources’ folder which is in the same directory as main.jar. If you copy the jar outside the main directory, the game will not launch!
· Tank Game
b. Rules:
i. Break Destructible Walls to get past obstacles. Collide with Red health boxes to get an extra life. Objective of the game is to destroy the other tank (Ex| Player 2).
c. Controls
i. Player 1
1. W-Forwards, A-LEFT, S-Backwards, D-Right, E-Shoot
ii. Player 2
1. Up Arrow–Forwards, Left Arrow–Left, Down Arrow–Backwards, Right Arrow–Right, Enter Key-Shoot
· Galactic Mail
d. Rules:
i. Land on moons to gain points and deliver mail to the residents of that planet. Green checkmarks denote which planets have had mail delivered to them. Once mail is delivered to the next planet you will be taken to the next level. If your score is high enough, you will get on the High-Score list! If an asteroid hit you then the game is over (but you might still have a chance to make it onto the high scores list). Avoid Asteroids at all costs!
e. Controls:
i. Player (Ship)
ii. W-Forwards, A-LEFT, D-Right, Spacebar–Launch from planet while docked
Tank Game:
When trying to plan for the general structure of this program I knew I needed Interfaces: Collidable, Observable, and Drawable which can be used to help identify which objects have functions pertaining to their purpose.
I had to write my program structure down on roughly 13 pages, so I can plan properly and avoid any issues with classes having low Cohesion and high Coupling. During the development of the Tank Game, the main focuses were: getting objects to paint properly, dynamically generating objects from a .csv file, managing collisions properly, and optimizing program flow for best overall performance.
Second Game:
When designing the Galactic Mail game. I knew the overall design was going to be the same but what became more of a challenge is the ‘next level’ scenarios where Game Objects would need to be dealt with when a new map is generated.
To meet the requirements of ‘delivering mail to moons’ I had to create an interface called ‘Flag’ which essentially would allow me to give certain game objects the ability to ‘throwFlag’ when a ship collides with them. This proved handy because inside my GameManager.java class I was easily able to tally up all the thrown flags and compare them with the total amount of flags that can be thrown for that specific level.
During the thought process for designing the game. I decided I wanted to incorporate Animations and Music. After a few drawings I managed to determine that there are two specific types of animations pertaining to 2D games such as this. “State Animations” and “Overlay Animations”. The state animations are simply a slight change in the image for a specific game object (this is easy). The Overlay Animations are more challenging because they usually have many components to them and need to be lightweight, so they run smoothly. I noted down that I would need to create an Animation class that extends Game Object and implements the Drawable interface. This worked beautifully because I was able to use my Animation Table class to invoke object creations of type Animation at any point on the screen with any array of images at any speed with 1 line of code.
I knew animations were going to be challenging so instead of loading images of type .gif, I decided to create a long strip of images and splice them based on a naming convention of: “NameOfPic_Frames”. The frames would determine how much I would splice by. Img.getWidth()/frames would be what I used to get subImages of those x values.
Ex| Photo: “Explosion_7”
My previous design with the tank game contained many Tables that held my data. This was nice for performance, but I noticed every time I added a new resource, I had to manually type the path and file name to get the loading setup properly. I decided this would need to be done in a dynamic way.
Before I dig into the nitty gritty of what each class does. I want to explain the general flow of both games.
Run Program à Game Class initializes ALL tables à Game Manager is created and map is generated via GameObjectGenerator à GameObject children will invoke their super() constructor that builds basic properties for itself à The child GameObjects will publish themselves to the Game Manager à The Game Manager populates arrays in the following Lists inside: “CollissionManager”, “ObserverManager”, and “PaintManager”àThe Game loop will continue to run and invoke methods in GameManager à the Invoked methods in GameManager will relay the call to one of the other managers to execute their specific function. à Game Loop continues until gameOver Boolean becomes true, inside Game.
· Game
o This class runs the main game loop, initializes all the Tables, and Overrides the paintComponent method which paints all the Game Objects on the screen
· MapLoader aka (GameObjectGenerator) “Name was changed for better readability”
o This class generates objects given a specific csv file or when requested to spawn an object and certain x, and y coordinates.
· PaintManager
o This class’s sole purpose is to paint all objects of type “Drawable” to the screen. The paint method it contains loops though the known Drawables and invokes their own paint method.
· GameObject {abstract}
o This class is used as a way of standardizing classes that extend this. It contains all common attributes shared among it’s child classes. This helps reduce redundant code since every game object has common physical properties such as: Coordinates, rectangle hitbox, move methods that control movement of the object, and many more.
o Methods inside GameObject can be Overwritten if a child class needs a permutation of that ability. A good example of this is the moveForward() method which moves specific quantities when called. The Asteroid class in (Galactic Mail) needs to randomly assign speeds so I overwrote this method for simplicity.
· Collidable <<Interface>>
o This interface is a guarantee that the following methods will be implemented:
§ Void handleCollision(Collidable obj);
· Used when two objects Rectangles collide.
§ Boolean isCollidable();
§ Rectangle getBounds();
· Returns hit box for this specific instance of a Collidable
o Used to determine if the specific object is collidable or not.
· Drawable <<Interface>>
o This interface is a guarantee that the following methods will be implemented:
§ Void drawImage(Graphics g);
· Used to paint the implementing object onto the main graphic of the game.
§ Boolean isDrawable();
o Used to determine if the specific object is Drawable or not.
· Observable <<Interface>>
o This interface is a guarantee that the following methods will be implemented:
§ Void update();
· Used for moving object during keypress events
§ Void publish();
· This method is used to push information to it’s child objects for synchronization purposes.
§ Boolean GameOver();
· Triggers game over sequence that stops game loop.
o Note: Observable objects can trigger game over state which stops the game loop.
· ConfigTable (static class)
o This table is designed to live during the lifetime of the program
§ Void Init()
· Populates hash map with values used throughout the program
§ Int getConfig(String key)
· Returns a specific configuration contained within this objects hashMap.
· SpriteTable (static class)
o This table is used to read all BufferedImages in a specific folder and store them inside a hash map to be used throughout the program.
§ Void init()
· Populates hash map with BufferedImages read from file at a constant path.
§ BufferedImage getBufferedImage(String key)
· Returns a buffered image given a key (name of image) that is stored in the hash map.
· GameObjectTable à (GameObjectReflectionTable) “name changed for clarity”
o This table contains a hash map with number keys that reference specific names of GameObject children. This table is ONLY used in the MapLoader (GameObjectGenerator) for reflection when abstract objects need to be instantiated.
§ String getObject(String key)
· Returns a GameObject child class name given a specific number.
o Note: Numbers were used for reflection because MapLoader (GameObjectGenerator) loads from a csv file populated with numbers.
· TankControl à (GameController) “renamed to increase abstraction so ANY game object can be passed in”
o This class is used to connect ANY Game Object to a key listener.
o This class implements many methods in KeyListener and is used to invoke move methods inside ANY Game Object that is coupled with this class.
· Package
o Helpers
§ GameManager (This class is not specific to the tank game but I wanted to note its purpose)
· The game manager is used with strong coupling between itself and instantiated GameObjects, this helps game objects publish themselves to the game manager. (This caused low cohesion which looked like spaghetti code) “this was changed in the second game”
o GameObject
§ Bullet (extends GameObject implements Collidable, Drawable)
· Designed to simply move forward and destroy itself upon impact with any object
§ DestructibleWall (extends GameObject implements Collidable, Drawable)
· This class is designed to destroy itself once it’s “health” reaches zero after so many bullet collisions.
§ HealthBar (extends GameObject implements Drawable)
· Used to keep track of health and display a red rectangle given a certain amount of health
· Used mainly as a child class of other Game Objects
§ Lives (extends GameObject implements Drawable)
· This class is designed to draw a simple circle given a certain offset.

· It has a series of child objects that determine it’s lifespan (Healthbar, and Lives)
· Void handleCollision(Collidable obj)
o If bullet
§ Lose health
o Else If LivesBoost
§ Increase Array List of lives by 1.
· Package
o GameObject
§ Flag <<Interface>>
· Void throwFlag()
o This method is used to notify the Game Manager that a flag has been thrown.
§ Animation (extends GameObject implements Drawable)
· Given any set of coordinates, animation name, and duration (in milliseconds). This class can iterate though an ArrayList with a timer to display a new image thus ‘animation’.
§ Asteroid (extends GameObject implements Drawable, Collidable)
· Used to move around in a random direction and destroy itself upon collision with an instanceof Ship.
§ MoonBase (extends GameObject implements Drawable, Collidable, Flag)
· This class is mainly used to throw flags once it collides with an instance of Ship.
· Upon collision with an instance of Ship, this class will throw a flag and change the state of it’s image so it displays a green checkmark
§ Ship (extends GameObject implements Drawable, Collidable, Observable)
· This class is a critical component to the program because it can notify the Game Manager when the game is over and has many different actions upon collision with specific Game Objects.
· Void launchRocket()
o Runs a timer that programmatically moves the space ship forward for a specific amount of time.
o The timer invokes the method: “launchRocketHelper()”
· Void launchRocketHelper()
o Used to stop the timer once a specific amount of iterations is met.
· Keypress toggle methods are overwritten so the default object image can be changed given a certain keypress
o Helpers
§ Score (used by HighScoresTable to manage score data)
· String getName()
o Returns the name that is saved in this object
· Int getScore()
o Returns the score that is saved in this object
o Manager
§ Manager <<Interface>>
· Void stop()
o Used to forcefully stop all actions of the managers (used when next level is loading)
§ CollisionManager (implements Manager)
· Void checkCollisions()
o Loops through all Collidable objects and determines if their rectangles intersect
o Void throwFlag()
§ Increases flags thrown counter. (used by Game Manager to determine when next level needs to be loaded)
o Int getThrownFlags()
§ Returns the amount of flags that have been thrown
o Void syncCachedObjects()
§ Merges cached collidable objects to the main colidables arraylist.
o Void addCollidable(Collidable cb)
§ Adds a colidable object to the collidablesCache arraylist to be later merged by (syncCachedObjects()).
§ GameManager (different from the Tank Games implementation because it delegates tasks to the other managers instead of runs everything by itself [high cohesion])
· Void setGameOver(Boolean temp)
o Sets game over status inside the observer manager class
· Void updateObservers()
o Triggers updateObservers method inside observerManager
· Void addObservable(Observable obs)
o adds observable to observerManager
· void addObserverControls(GameController gc)
o adds a game controller object to the observers control array list.
· Boolean getGameOver()
o Returns the game over Boolean contained within observer manager
· Void addDrawable(Drawable dr)
o Adds drawable object in paintManager
· Void paint(Graphics g)
o Invokes the paint method in paintManager
· Void throwFlag()
o Invokes the throwFlag() method in collisionManager
· Void addCollidable(Collidable cb)
o Adds collidable object to collisionManager
· Void checkCollisoins()
o Invokes checkCollisions() in collisionManager
· Boolean allFlagsThrown()
o Compares total flags in level with the amount of flags thrown from collisionManager. Returns true if the level has been completed
· Void syncCachedObjects()
o Invokes the syncCachedObjects() method in the other managers
· Void stop()
o Invokes the stop() method in the other managers
§ ObserverManager (implements Manager)
· Void stop()
o Iterates through all Observers and invokes their stop methods
· Void updateObservers()
o Iterates through all observables and checks if the game over status has been thrown.
o Invokes each observers update method
§ PaintManager (implements Manager)
· Void stop()
o Iterates through all Drawables and invokes their sto methods
· Void paint(Graphics g)
o Loops through all drawables and invokes their drawImage method and passes a reference to the main games graphics object.
· Void syncCachedObjects()
o Merges all objects in drawablesCache with drawables arraylist
o Tables
§ AnimationTable
· Void init()
o Loops through all files in the directory “resources/animations/” and populates the hashmap with arraylist of images split by the splitImage method.
· ArrayList<BufferedImage> splitImage(BufferedImage img, String name)
o This method parses the name string and determines how many frames are in the buffered image.
o The getSubImage() method is called and pieces of the original image are stored in an arraylist that will be returned after all the frames have been added
· Void playAnimation(int x, int y, String name, int timeOfAnimationInMs)
o Creates new instance of type Animation and adds it to the drawable arraylist.
§ AudioTable
· Void init()
o This method reads all audio files in the path “resources/sounds/” and populates a hash map of type AudioInputStream.
· Void playContinuously(String key)
o Reads AudioInputStream from the audioTable hash map and converts it into a clip object that is ran continuously
· Void stopALLContinuous()
o Iterates through all playing music and invokes it’s stop() method.
· Void playOnce(String key)
o Retrieves AudioInputStream object and plays that sound one time.
§ HighScoresTable
· Void init()
o Reads text file at path “resources/highscores.txt” and splits each line with the ‘:’ delimiter to store into an arraylist of scores of type score.
o During file read, the lowestScore variable is set so lowest score can be retrieved in O(1) constant time.
· Boolean isHighScore(int checkScore)
o Determines if the current score is higher than the lowest score.
· Void insertNewHighScore(String insertName, int insertScore)
o Writes new high score to text file.
· String getHighScores()
o Iterates through all the high scores stored in the ArrayList and concatenates it into one large string.
This project has challenged me in many ways. The biggest challenge of all was admitting to myself that I cannot think through the ENTIRE design process in my head and NOT write anything down on paper. That was the biggest take away from this project. Because before this term project, I would simply write code and not think through EXACTLY how I wanted to design the structure of my program. I noticed that with this term project I wrote much cleaner code than I have in the past mainly for spending hours thinking through how I wanted to design my project. Between my Tank Game and Second Game I had roughly 23 pages of notes used as a reference for the design of my project. Not going to lie, I’m tired. But this class has taught me a great deal in terms of being an independent programmer and attacking problems with a thinking first coding last mindset.
Both games meet the specified requirements of the projects and were designed in a way that is dynamic and scalable if future changes are made. The Second game design was much more dynamic than the tank game because I had more time to reflect on how I originally designed things and how they could be modularized even more. ALL my tables dynamically populate from files so hard coding is unnecessary. My Game Object Generator class allows me to create any object at any time at any place of the screen with one line of code. In addition, this class reads all the csv files in my ‘levels’ folder and can dynamically generate new levels without the need to hard code my maps into my classes. I took this term project as a challenge to modularize as much code as I could and pull ALL my resources in a dynamic way so scalability and mod ability is very easy to achieve. The level of abstraction I have been able to achieve is to the point where a new csv file can be created in my ‘levels’ folder and a new level will appear within the game without ANY modification of code.


[ Cab Company ]
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public abstract class TypeLiteral<T> extends java.lang.Object implements Typed<T>
Type literal comparable to javax.enterprise.util.TypeLiteral
,
made generally available outside the JEE context. Allows the passing around of
a "token" that represents a type in a typesafe manner, as opposed to
passing the (non-parameterized) Type
object itself. Consider:
You might see such a typesafe API as:
class Typesafe { <T> T obtain(Class<T> type, ...); }Consumed in the manner of:
Foo foo = typesafe.obtain(Foo.class, ...);Yet, you run into problems when you want to do this with a parameterized type:
List<String> listOfString = typesafe.obtain(List.class, ...); // could only give us a raw List
java.lang.reflect.Type
might provide some value:
Type listOfStringType = ...; // firstly, how to obtain this? Doable, but not straightforward. List<String> listOfString = (List<String>) typesafe.obtain(listOfStringType, ...); // nongeneric Type would necessitate a castThe "type literal" concept was introduced to provide an alternative, i.e.:
class Typesafe { <T> T obtain(TypeLiteral<T> type, ...); }Consuming code looks like:
List<String> listOfString = typesafe.obtain(new TypeLiteral<List<String>>() {}, ...);
This has the effect of "jumping up" a level to tie a java.lang.reflect.Type
to a type variable while simultaneously making it short work to obtain a
Type
instance for any given type, inline.
Additionally TypeLiteral
implements the Typed
interface which
is a generalization of this concept, and which may be implemented in custom
classes.
It is suggested that APIs be defined in terms of the interface, in the
following manner:
<T> T obtain(Typed<T> typed, ...);
| 限定符和类型 | 字段和说明 |
|---|---|
java.lang.reflect.Type |
value
Represented type.
|
| 限定符 | 构造器和说明 |
|---|---|
protected |
TypeLiteral()
The default constructor.
|


var success : int
system ( "dir", success )
if success not= 0 then
if success= 127 then
put "Sorry, can't find 'command.com'"
elsif success = 126 then
put "Sorry, no room to run 'dir'"
else
put "Sorry, 'dir' did not work"
end if
end if
To chain another program, one prepends "chain:" to the start command.
Note that this command is "hazardous".  Turing will be removed from memory without any warning when the system procedure is executed. Likewise any open files will be closed instantly. This means there is a danger if all files were not properly closed before the system procedure was called.
The "chain:" command is often used for starting menu programs, where the user selects a program to run and doesn't want Turing to remain in memory. It can also be used with extraordinarily large Turing programs that can be split into different parts. By using TComp and compiling each part separately, one can have each program call the other and never have all parts in memory at once.
i.e. system ("chain:myprog.exe", retCode)
var choice, success : int
put "Enter the subject (1-4): "..
get choice
var command : string
case choice of
% Note the use of the double backslash in the file name. This
% is because the backslash is a special character in Turing (as
% in \t for tab and \n for a newline). To get a single backslash,
% one uses \\.
label 1 : command := "c:\\chemistry.exe"
label 2 : command := "c:\\math.exe"
label 3 : command := "c:\\english.exe"
label 4 : command := "c:\\history.exe"
label : put "Choice must be from 1-4."
assert false % Wasn't a 1-4. Terminate.
end case
system ( "chain:" + command, success)
% If I reach this line, the system command failed and one should give
% an error message.
put "System called failed."
put "Program \"", command, "\" couldn't be run."
assert false % Terminate the program
| -1 | Not enough memory to load COMMAND.COM | ||
| -2 | Not enough memory to run command | ||
| -3 | Argument list greater than 128 bytes or environment info |
| is greater than 32k |
| -4 | Couldn't find COMMAND.COM | ||
| -5 | COMMAND.COM corrupt | ||
| -6 | -noshell option is selected, the system procedure is |
| disallowed |
See also predefined unit Sys.


--- layout: work title: "Pelican Cart" description: image: /assets/images/work/pelican-cart/02.jpg order: 0 link_description: "Design of a simple and inexpensive supermarket cart" link_image: /assets/images/work/pelican-cart/02.jpg link_video: ---
This was another class project. The idea of this shopping cart was inspired by the pelican’s beak for hypermarkets. We want to understand the factors that make users experience a product as better as or worse than another and as what it is that gives an unexplained relationship with their products.in this idea, the bag was removable and is not a part of shopping cart to be lighter and more compact compare to existing designs. The ergonomic concepts were investigated, also. The central of gravity of the cart will close to the ground by heavier loads, which makes the cart to be more controllable for the users. The contact parts were designed to be made from antibacterial materials.


 Find your legislators, see how they vote and browse bills and committees.{% endblock %}
{% block content %}
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Track bills, review upcoming legislation, and see how your local representatives are voting in your state.


- ½ oz lime juice
- ½ oz simple syrup, demerera
- ½ oz honey syrup
- ½ oz allspice liqueur
- 1 oz rum, column still aged
- 1 oz rum, black blended overproof
- 1 dash Herbstura
- freshly grated nutmeg
Source: Smuggler's Cove
Source: Smuggler's Cove
Serves two
Source: Smuggler's Cove


{% extends "base.html" %} {% block title %}Error{% endblock %} {% block content %}
Sorry, there has been an internal server error.
You may want to report this error on GitHub. {% if id %} Include the following error ID: {{request_id}}. {% endif %} Please be sure to check for any existing issues!
{% endblock %}


If you are having problems with mail delivery, you can view the mail queues from the administration console Monitoring Mail Queues page to see if you can fix the mail delivery problem. When you open mail queues, the content of the deferred, incoming, active, hold, and corrupt queues at that point in time can be viewed. You can view the number of messages and where they are coming from and going to.
When you open Mail Queues, the information that is downloaded is cached. Messages continue to be delivered. When you refresh the queue, you may see different information. If your queues are large, do not refresh too often while troubleshooting the queues.
For each queue, the Summary pane shows a summary of messages by receiver domain, origin IP, sender domain, receiver address, sender address, and for the deferred queue, by error type. You can select any of the summaries to see detailed envelope information by message in the Messages pane.
The Messages pane displays individual message envelope information for search filters selected from the Summary pane.
At any time, you can click Refresh to update the view.
The following mailbox queue functions can be performed for all the messages in a queue:
Hold to select a set of messages that you want to hold. Incoming, active, deferred, and corrupt messages can be moved to the Held queue. Messages stay in this queue until the administrator moves them.
Release to remove all message from the Held queue. Messages are moved to the Deferred queue.
Requeue all messages in the queue being viewed. Requeuing messages can be used to send messages that were deferred because of a configuration problem that has been fixed. Messages are re-evaluated and earlier penalties are forgotten.
Delete all messages in the queue being viewed.
Postfix queue file IDs are reused. If you requeue or delete a message, note the message envelope information, not the queue ID. It is possible that when you refresh the mail queues, the queue ID could be used on a different message.
In addition to managing individual messages in a specific queue, you can flush all queued mail on a server. When you click Flush, delivery is attempted for all messages in the Deferred, Incoming, and Active queues.
To flush the queue, on the Mail Queues page, in the gear icon click Flush.
See About MTA Queues


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First player mark - X
First player name :
Second player mark - O
Second player name :
Start
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A fourth year Information Technology undergraduate at IT Tallaght, with a keen interest in infrastructure, cloud and networking.Committed and motivated individual with exceptional customer service and decision making skills. Strong work ethic, professional demeanor and great initiative. Energetic, results-oriented team-player eager to bring strong IT skills to a growing company in need of top-level IT graduate.
A system to manage staff and transactions for a petrol station
A comparison of which operating system is best suited for different aspects of a company.
My current project. A detailed report of the state of the art of Infrastructure as Code and an implimentation of a Puppet solution.
| Semester | Subject | Result |
|---|---|---|
| Both Semesters | Fourth Year Project | B |
| Eighth | Operations Research | A |
| Eighth | Networking 4 | B |
| Eighth | IT Governance and Quality | B- |
| Eighth | Enterprise Database Technology | C+ |
| Eighth | Virtualised Networks & Unified Access | B |
| Seventh | Enterprise Application Architecture | A |
| Seventh | Interactive Media Design and Visualisation | C+ |
| Seventh | Information | B |
| Seventh | Social Media Analysis | C+ |
| Seventh | Cloud Architecture | B- |
| Semester | Subject | Result |
|---|---|---|
| Sixth | Work Placement | Pass |
| Sixth | Project | B- |
| Fifth | Web Design & Development 2 | C |
| Fifth | Cloud Services & Distributed Computing | C+ |
| Fifth | Networking 3 | C |
| Fifth | Advanced Databases | C |
| Fifth | Innovation & Entrepreneurshp | C |
| Fifth | Operating Systems | D |
| Semester | Subject | Result |
|---|---|---|
| Fourth | Information Security | D |
| Fourth | Project | C |
| Fourth | Software Development 4 | B |
| Fourth | Social Media Communications | C |
| Fourth | Object Oriented System Analysis 2 | D |
| Fourth | Management Science | C |
| Third | Database Design & Programm | C |
| Third | Web Design and Development | C |
| Third | Discrete Mathematics 2 | B |
| Third | Networking 1 | B |
| Third | Software Development 3 | C |
| Third | Software Quality Assurance & Testing | B- |
| Semester | Subject | Result |
|---|---|---|
| Second | Operating Systems Fundamentals | C |
| Second | Database Fundamentals | C |
| Second | Statistics | B+ |
| Second | Social Media Communications | C |
| Second | Object Oriented System Analysis | B |
| Second | Software Development 2 | B- |
| First | Learning to Learn | B |
| First | Discrete Mathematics 1 | A |
| First | Business & Information Systems | C |
| First | Fundament of Interface & Web | B- |
| First | Computer Architecture | B+ |
| First | Software Development 1 | A |
Get in contact through phone or email details below


--- layout: post title: Why you should start a frontend meetup date: 2012-09-12 19:05:47.000000000 +02:00 categories: - _ tags: [] status: draft type: post published: false meta: _edit_last: '1' _rawhtml_settings: '0,0,0,0' author: login: cybear email<EMAIL_ADDRESS>display_name: cybear first_name: '' last_name: '' ---
In November 2010, I found out that my employer at the time had to cut down on the staff. I was going to be one of the people leaving. It took me a few weeks before I got to my first job interview and that gave me time to think my situation through.
Most job postings in Copenhagen at the time preferred applicants with an academic degree. Like most frontend developers, I don't have an academic degree. I also don't have any frontend developer certificates. (I don't even think they exist.) As a foreigner in my second Danish job, I did not know that many people in my business. Many of the people I knew didn't know exactly what I did and how good I was at it. Those who did were few and did not have job recommendations at the time.
I thought to myself; "Am I the only unknown frontend developer in the area?",
"How can I show people what I know?",
"How can I learn more?"
I decided to start a frontend meetup, and to start giving talks.
The idea of a frontend meetup group was to get to know more frontend developers and learn from them. I was also hoping that my skills would show, on both a personal and a technical level, enough that people in and around the meetup group would consider me when their company was looking for a new frontend developer. I learned sooner than later that the job matching door swings both ways.
Balázs Suhajda was a meetup participant since day one. If I remember correctly, he told me about a job at Agnitio as a frontend developer with Javascript, HTML5 and CSS3 for the iPad. He was a consultant there, and the guy juging my technical level at my job interview just a few weeks later. I ended up getting the job because I popped up my iPad during the interview and showed a working prototype of a Scrabble clone that I had built. And just a month later, we needed to recruit more people. All of a sudden, I was looking in the meetup group for more talented people. Stefan Liden of the meetup group was our top candidate and was hired as a frontend developer then, and he is now head of their Labs department.
And so I founded Öresund Frontend Meetup on the meetup.com site, and people actually signed up! We had our first meetup at my friend Adam's place, and from then on usually at Valtech.


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Experting
Version @1.0 (Beta)
Suman Mandal
An application to search meaning of english words and also to track a user's learning activity to enhance the vocabulary of the user


How to import components into a html page.
This is an Axel Framework Component Page
Hello World!!! ${current.time}
This is an Axel Framework Component Page


Shader Permutation Variables
Permutation variables are global variables set either through C++ code or exposed through materials. The value of a permutation variable at the time of a drawcall affects which permutation of a shader is used for rendering.
Permutation variables allow to create different variants of the same shader, without creating different shader files. Since their state is global, they decouple the decision which shader to use from the code that actually has this information at hand.
For instance, materials support different rendering modes. By default they use proper lighting, but for debugging purposes we might want to override this and always output unlit diffuse color (or normals, UV coordinates, etc). The information which shader to use to render a certain object is stored either in a material or directly set through code. Without permutation variables we would either need to use an entirely different shader to get our debug output, which would mean that everything would need to support this functionality, or the shader would need to decide the final output mode dynamically, adding a large performance hit for a feature that is not used in the final game.
Permutation variables solve this problem by creating different variants of the shader, and letting the engine pick the correct one depending on the current values.
In shader code, permutation variables are exposed as #define
'd preprocessor variables and therefore can be evaluated like any other preprocessor directive.
The Shader Permutations Section
Each shader is made up of several sections.
[PLATFORMS]
ALL
DEBUG
[PERMUTATIONS]
ALPHATEST
WIREFRAME
[MATERIALPARAMETER]
Permutation ALPHATEST;
[RENDERSTATE]
#if WIREFRAME == 1
WireFrame = true
#endif
[VERTEXSHADER]
VS_OUT main(VS_IN Input)
{
...
}
[PIXELSHADER]
...
In the [PERMUTATIONS] section the shader author has to list all permutation variables that are going to be evaluated inside the shader code. If a variable is used without being mentioned in this section, your shader might compile and work, but the result will always be the same.
ezPermVar Files
Every permutation variable must be defined in a file that has the exact name of the permutation variable and the .ezPermVar
extension.
All ezPermVar files must reside in a specific subfolder in any data directory. By default the subfolder is "Shaders/PermutationVars".
bool Permutation variables
The definition of a boolean permutation variable in its ezPermVar file simply looks like this:
bool TWO_SIDED;
A boolean permutation variable is permuted over the values TRUE and FALSE. In a shader it would be evaluate like this:
#if defined(PIXEL_SHADER) && TWO_SIDED == TRUE
uint FrontFace : SV_IsFrontFace;
#endif
In C++ code the variable is set like this:
ezRenderContext::SetShaderPermutationVariable("TWO_SIDED", "TRUE");
enum Permutation Variables
Enum permutation variables allow you to use more than two permutation values and they can have more descriptive names.
The definition of an enum variable in its ezPermVar file looks like this:
enum BLEND_MODE
{
OPAQUE,
MASKED,
TRANSPARENT,
ADDITIVE,
MODULATE
};
Note: When evaluating an enum variable in a shader, the value must be prefixed with the name of the variable and an underscore:
#if BLEND_MODE == BLEND_MODE_MASKED
return opacity - MaskThreshold;
#else
return opacity;
#endif
As you can see, the name used for comparison is BLEND_MODE_MASKED although in the definition it was named MASKED. In C++ code we use the actual name though:
ezRenderContext::SetShaderPermutationVariable("BLEND_MODE", "MASKED");
Exposing Permutations to materials
By default permutation variables do not show up in materials and therefore cannot be manually specified by artists. If you want a variable to show up, simply list it in the [MATERIALPARAMETER] section:
[MATERIALPARAMETER]
Permutation ALPHATEST;
The type (bool
or enum
) and the available values are automatically read from the ezPermVar file that defines the variable and will show up in the material properties accordingly.


{% extends "horizon/common/_modal_form.html" %} {% load i18n %} {% block modal-body-right %}
{% trans "Edit the identity provider's details." %}
{% blocktrans %}Remote IDs are associated with the identity provider and are globally unique. This indicates the header attributes to use for mapping federation protocol attributes to Identity API objects. If no value is provided, the list will be set to empty.{% endblocktrans %}
{% endblock %}


"Ghlam, Hair & Face" is a company that provides "hair and face box subscriptions" with carefully selected products from independent and upcoming brands that deliver great quality.
We provide a subscription service to fulfill your needs for maintaining a healthy and beautiful hair and skin whithout worrying about spending haours for the perfect selection that you need. This service includes:
Ultra Facial Moisturizer sunscreen
$19.25Ultra Facial Oil-Free lotion
$19.25Ultra Facial cream
$19.25Breakout Control Acne Treatment
$19.25Facial Fuel for Men
$19.25Ultra Facial Oil-free gel cream
$19.25Aqua cream
$19.25Moisture surge intense
$19.25Ceramidin derma care
$19.25Hydro Boost water gel
$19.25Performance Moisturizer
$19.25High-potency night-a-mins
$19.25Different kind of packages, either focus only on hair products, face products or a combination
of both.
Different tiers that offer a different quantity and type of products in different
price ranges.


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Academics FAQs
目录
How do you develop a personalized curriculum?
What is an AltSchool Playlist?
What role do standards play at AltSchool?
What co-curricular experiences do you offer?
What type of assessment happens at AltSchool?
Is there a foreign language program?
Do you give grades?
What is your policy on homework?
Who is the principal?
Why do you have mixed ages?
How are student needs met in a micro-school campus?
What is your student:teacher ratio?
How are you using technology?
What kind of child does AltSchool look for?
What about siblings of those already enrolled?
How many openings do you have?
How are grade levels organized at AltSchool?
How old does my child need to be to enroll in the Transitional Kindergarten program?
ACTIVATING BODIES & MINDS
Mathematics
Language Arts
Science
Social and Emotional Learning
Arts
Fitness and Physical Education
Technology
Foreign Language
A Typical Week at AltSchool
How do you develop a personalized curriculum?
When a child joins AltSchool, we create a Learner Portrait for him or her. The Learner Portrait catalogs interests, passions, strengths, opportunities, and learning strategies that work best. It also reflects where the student currently is on the continuum of learner objectives that we have set for all AltSchool students and is continually updated over time. Based on the Learner Portrait and global AltSchool Learning Objectives, our educators (in collaboration with family and students) create a Personalized Learning Plan (PLP). The PLP is reviewed quarterly and informs the playlist activities a student sees each week. Once goals are mastered, educators set new goals for the student.
Bespoke 预定/定做 Education
正面管教（PD）应用于自闭症（Autism）儿童
Why Curiosity is Key to Your Child’s Learning
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What is an AltSchool Playlist
The AltSchool Playlist is a personalized set of activities for a student to complete, usually on a weekly basis. It includes basic assignments, individual, small group and whole class assignment, links to external learning resources to be integrated into the student’s curriculum, and much more. Playlist time begins with our youngest students and increases as students progress through AltSchool.
英国私立高中课程
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What role do standards play at AltSchool?
AltSchool’s learning objectives draw from a variety of standards and metrics as a framework for instructional design. Our elementary and middle school instruction is informed by the Common Core, National Council of the Teachers of Mathematics (NCTM), Next Generation Science Standards, International Society for Technology in Education (ISTE), Partnership for 21st Century Skills, and the Collaborative for Academic, Social, and Emotional Learning (CASEL), among others.
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What co-curricular experiences do you offer?
As part of the school day, students get an interdisciplinary curriculum that includes the visual and performing arts, STEM, physical fitness, and outdoor and experiential learning. Before and after school, AltSchool also offers for an additional fee a wide range of co-curricular programs for families to personalize to fit their needs. These offerings include art, music, athletics, tinkering, and foreign language, as well as our drop-in AltExplore program and time for independent study or one-on-one tutoring and support. We personalize co-curricular offerings at each location based on student and parent preferences, as well as community availability. These programs are regularly adjusted based on feedback. Where possible, co-curriculars are integrated into students’ work during the school day.
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What type of assessment happens at AltSchool?
Families receive regular updates on student progress based on playlist and project-based learning activities, student and teacher reflections, portfolio work, and adaptive-standardized tests. Teachers also hold parent/teacher conferences throughout the year.
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Is there a foreign language program?
Our co-curricular programs before and after school are offered for an additional fee and include foreign language instruction for all ages and levels in Mandarin and Spanish. In the past, AltSchool has partnered with organizations such as Education Francaise Bay Area to provide interested students an opportunity to study other languages that do not have the demand for a full AltSchool class.
英国私立高中课程
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Do you give grades?
Frequent feedback is key to improving student outcomes over time. AltSchool students regularly receive both qualitative and quantitative feedback.
Every week, students, teachers, and family members reflect on the design and outcomes of each student’s Personalized Learning Plan and adjust learning Playlists accordingly. On a regular basis, students, teachers, and family members meet for an in-person consultation to review and improve the learning plan based on collective observations and evaluations of student work. In addition, each student has a portfolio of work to demonstrate project-based learning outcomes.
For quantitative measurement, we integrate real-time, games-based adaptive learning applications in the classroom. This way, students are motivated to improve within the context of the learning experience.
In addition, AltSchool students are assessed three times per year on the Measure of Academic Progress (MAP). MAP is an adaptive test based on Common Core Standards that matches each student’s skill level. Parents and teachers will be able to benchmark a child’s grade level for each subject, including percentile ranking and range of growth.
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What is your policy on homework?
AltSchool does not have a formal homework policy and it varies from child to child. This depends on age, skill level and how successful each child is in managing time to complete work in class.
When elementary students bring home school work, it is usually to complete a project or to dive deeper into topics driven by passion and interest. Because reading assignments and written work become lengthier as the student matures, Middle Schoolers regularly have homework in order to maximize instructional time. However, students can often finish their work during individual Playlist time built into the schedule every day.
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Who is the principal?
Our classrooms are designed for participatory leadership rather than top-down control. Each micro-school classroom is run by a Head of School who collaborates with co-teachers, parents and students to shape vision, determine priorities, and solve problems.
Other functions typically assigned to school administrators -- including recruiting, outreach, technology support, purchasing, and finances -- are handled by AltSchool’s support team and academic advisory board.
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Why do you have mixed ages?
We believe that, like adults, children benefit educationally and socially from being part of diverse communities with a range of ages and abilities. Grouping children of various ages together gives each child exposure to peers who are similar and different. Children learn from one another as they stretch to attain higher levels of understanding and as they serve as experts to those less far along. Each student has a personalized education plan and we have a low classroom student to teacher ratio, thus we can effectively serve children at multiple grade levels in the same homeroom environment.
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How are student needs met in a micro-school campus?
Our micro-schools are composed of flexible classroom spaces that work as multi-disciplinary learning centers. An open floor plan, modular furniture and state of the art learning tools allow us to easily shift room functions--quickly transforming a room from a science laboratory to a reading lounge to a yoga studio. In addition, students make frequent use of neighborhood facilities such as yoga studios, gyms, science institutions, libraries, museums, parks, and other enrichment centers in the city.
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What is your student:teacher ratio?
AltSchool is committed to maintaining a low student to teacher ratio to ensure a customized and personal environment for each of our children.
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How are you using technology?
Most technology is invisible in the classroom. Student-facing technology complements but never replaces the relationship with the teacher. We use technology to superpower our teachers and improve the quality of time spent with each student. We use technology in three ways:
1. We help teachers do what they do best: teach. We are building digital platforms to streamline the backend operations of the classroom so teachers can spend more time in face-to-face interactions with students.
2. Understanding that parent input and feedback are key to every student’s education, we are building digital tools to support communications and collaboration between teachers, parents, and students.
3. We complement our interactive, project-based approach with digital learning tools carefully curated by our educators as part of a student’s personalized learning plan. We mentor each student’s use of technology.
Technology in the classroom varies by program. With younger children technology is used mainly for chronicling students work and to provide communication between parents and educators. A younger student might use technology to take a picture of an activity to chronicle it, provide feedback on a project, or create a video for a story she has written. For older students, technology is integrated throughout their curriculum as appropriate, and they leverage it to augment learning and accomplish their overall learning objectives. Each student has their own iPad or Chromebook to manage their playlist learning.
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What kind of child does AltSchool look for?
There is no single perfect type of student for AltSchool. We look for children with a combination of skills, talents, interests, and learning styles. We also look for children with a combination of curiosity, enthusiasm, and optimism. We consider these elements when putting together our classrooms. We aim to attract students who complement one another and help each other grow. Because we provide personalized learning experiences and we have multiple locations and school environments, we are an ideal educational environment for a wide range of personality types and learner profiles.
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What about siblings of those already enrolled?
We welcome siblings and work with each family individually to accommodate sibling enrollment.
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How many openings do you have?
Rather than ranking students and admitting our top choices to a limited number of spots, we craft ideally balanced classes through a careful understanding of students and families. We have the capacity to open new micro-schools where there is the greatest interest and demand amongst prospective families.
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How are grade levels organized at AltSchool?
AltSchool offers Lower Elementary (Transitional Kindergarten/Kindergarten/1st grade), Upper Elementary (2nd - 5th grade), and Middle School (6th - 8th grade) classrooms. Each mixed age group has its own classroom.
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How old does my child need to be to enroll in the Transitional Kindergarten program?
We accept children who are at least four years and nine months old on a rolling basis to our T/K program throughout the year.
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ACTIVATING BODIES & MINDS
AltSchool fosters interdisciplinary learning across all core education subjects. Along with group projects and experiential education, we build each child’s Personalized Learning Plan with specific activities in the following areas:
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Mathematics
AltSchool’s approach to math emphasizes conceptual understanding and adaptive reasoning.
We use quantitative and qualitative assessments to determine a child’s current level and pursue advancement along a measurable continuum of learning. We deliver personalized instruction using programs such as Everyday Mathematics, Singapore Math, First in Math, and LearnZillion.
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Language Arts
Through early assessments and teacher observations, we ensure that we appropriately challenge children. In addition to building reading and writing skills through interdisciplinary work, we use leading tools such as Reading and Writing Project, 6+1 Traits, Handwriting Without Tears, Sitton Spelling and Word Skills. Leveled readers and high-interest fiction and nonfiction books are integrated into weekly playlists.
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Science
AltSchool takes a hands-on approach to learning science. Students learn to probe and examine the natural world as they study a blend of physical, life and earth sciences. Our curriculum includes investigations, experiments and projects to expand scientific understanding. We also integrate instruction from our city’s science centers and other educational institutions.
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Social and Emotional Learning
Social and emotional growth is an integral part of an AltSchool student’s education. Teachers, students and parents work together to set ageappropriate goals in areas such as self-regulation, conflict resolution, perspective taking, cooperation, leadership and resilience. Progress is documented through teacher narratives and self-assessment.
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Arts
Visual and performing arts are fully integrated into AltSchool’s curriculum. Students work with specialists in art and music, in addition to collaborating with experts and using resources in the community. Art is also used in interdisciplinary projects as one way that students can document and share what they have learned.
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Fitness and Physical Education
Physical Education at AltSchool is designed to inspire long-term interest in health and fitness.
We incorporate outdoor play and movement daily in age-appropriate activities such as dance, swimming, sports and yoga. Students gain an understanding of nutrition and develop a passion for movement.
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Technology
Our project-based education approach truly comes alive when supported by carefully curated learning tools. Students have the opportunity to learn coding, design-thinking, and engineering skills through interdisciplinary project work.
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Foreign Language
AltSchool students have the opportunity to study a foreign language as part of their educational experience.
The choice of foreign language is determined by student and parent interest and may include Spanish, Mandarin, or French.
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A Typical Week at AltSchool
While we keep a flexible schedule to integrate students’ interests and needs, here is a general overview of weekly activities in an AltSchool classroom.
Week Schedule at AltSchool
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version:2.1<EMAIL_ADDRESS>© retter2012.com


Do you have a dream vacation? Are you adventurers but you feel kind of stack? This is why we are here to guide you to make your dreams come true. Happy Trails Travel Agency is dedicated to offer the best services possible to the satisfaction of our clients. We are the leading travel agency in Africa offering you a variety of destinations such as tropical destinations or wildlife destinations. We understand that everyone has a different taste and this becomes our driving motive. Your budget is also taken into consideration through our professional team of advisers to make sure you get the best out it. We can go as low or as high as your budget allows us. We got you.Click here to see more about us
Here is a list of our popular destinations:
Watamu beach is one of the best Kenyan destination sites located at the Malindi Marine Reserve Park. It is commonly known for its beautiful coral creation. It is also popular for its shallow banks that makes it convenient for sports such as swimming. There are several resorts around the area that makes you feel at home. Some of these resorts include: Ocean sports resort, Medina palms,Zawadi residence,simba house among others.
basically one of the largest national parks in Africa. It is popularly known for for its wide wildlife variety including the big five. Its excellent road network allows ease of accessibility even with common two-wheeled vehicles.
If you are a fun of fishery, then this is the place to be. The scene is usually magical especially in the evening as the fishermen return from their days work.
It is named in honor of the Maasai people who are believed to draw their courage from the lions in the reserve. It has an exceptional population of the big cats: lions, leopards and cheetahs. The large herds of strong buffaloes and wildbeasts also attracts a lot of tourists.


|
Windows Virtual Shields for Arduino
|
#include <VirtualShield.h>
Public Member Functions | |
| VirtualShield () | |
| Initializes a new instance of the VirtualShield class. More... | |
| void | begin (long bitRate=DEFAULT_BAUDRATE) |
| Begins the specified bit rate. More... | |
| void | setPort (int port) |
| Sets the port for bluetooth (this only works for AVR_ATmega32U4 where there are more than one port). More... | |
| bool | checkSensors (int watchForId=0, long timeout=0, int waitForResultId=-1) |
| Receives events as long as they exist, or until an optional timeout occurs. More... | |
| int | waitFor (int id, long timeout=WAITFOR_TIMEOUT, bool asSuccess=true, int resultId=-1) |
| Blocks and awaits an event with an id. More... | |
| bool | hasError (ShieldEvent *shieldEvent=0) |
| Returns true More... | |
| bool | getEvent (ShieldEvent *shieldEvent) |
| Gets zero or one available events for processing. More... | |
| int | directToSerial (const char *cmd) |
| bool | addSensor (Sensor *sensor) |
| Adds a sensor to the list of known sensors in order to match and dispatch for incoming events. More... | |
| virtual void | onJsonReceived (JsonObject &root, ShieldEvent *shieldEvent) |
| Event called when a valid json message was received. Dispatches to added sensors that match the incoming Type. More... | |
| void | write (const char *text) |
| Writes the specified text to the communication channel. More... | |
| int | writeAll (const char *serviceName, EPtr values[], int count, Attr extraAttributes[]=0, int extraAttributeCount=0, const char sensorType= '\0') |
| Writes all EPtr values to the communication channel. More... | |
| int | writeAll (const char *serviceName) |
| Writes the service name only to the communication channel. More... | |
| int | beginWrite (const char *serviceName) |
| Begins a service write operation to the communication channel. Increments a message id, includes and returns the id. More... | |
| int | write (EPtr eptr) const |
| Writes the specified eptr. More... | |
| int | endWrite () |
| Ends the write operation. More... | |
| int | block (int id, bool blocking, long timeout=WAITFOR_TIMEOUT, int waitForResultId=-1) |
| Blocks while waiting for a specific id-based response (only when blocking is true and allowAutoBlocking is true). More... | |
| void | setOnEvent (void(*onEvent)(ShieldEvent *)) |
| void | setOnConnect (void(*onConnect)(ShieldEvent *)) |
| void | setOnRefresh (void(*onRefresh)(ShieldEvent *)) |
| void | setOnSuspend (void(*onSuspend)(ShieldEvent *)) |
| void | setOnResume (void(*onResume)(ShieldEvent *)) |
| void | enableAutoBlocking (bool enable) |
| Enables or disables block() to block for specific id-based responses. More... | |
| int | parseToHash (const char *text, unsigned int *hash, int hashCount, char separator= ' ', unsigned int length=-1) |
Static Public Member Functions | |
| static unsigned int | hash (const char *s, unsigned int len=-1, unsigned int seed=0) |
Public Attributes | |
| void(* | onEvent )(ShieldEvent *)=0 |
| void(* | onConnect )(ShieldEvent *)=0 |
| void(* | onRefresh )(ShieldEvent *)=0 |
| void(* | onSuspend )(ShieldEvent *)=0 |
| void(* | onResume )(ShieldEvent *)=0 |
Protected Member Functions | |
| int | sendFlashStringOnSerial (const char *flashStringAdr, int start=-1, bool encode=false) const |
| Sends the flash (PROGMEM) string on the communication channel. More... | |
| void | onJsonStringReceived (char *json, ShieldEvent *shieldEvent) |
| Event callback for when a full json string is received. More... | |
| void | onStringReceived (char *buffer, int length, ShieldEvent *shieldEvent) |
| Event callback for when a full string is received. More... | |
| void | flush () |
| Flushes this instance onto the serial port. More... | |
Protected Attributes | |
| Stream * | _VShieldSerial |
| VirtualShield::VirtualShield | ( | ) |
Initializes a new instance of the VirtualShield class.
| bool VirtualShield::addSensor | ( | Sensor * | sensor | ) |
Adds a sensor to the list of known sensors in order to match and dispatch for incoming events.
| sensor | The sensor to add. |
| void VirtualShield::begin | ( | long | bitRate = DEFAULT_BAUDRATE | ) |
Begins the specified bit rate.
| bitRate | The bit rate to use for the virtual shield serial connection. |
| int VirtualShield::beginWrite | ( | const char * | serviceName | ) |
Begins a service write operation to the communication channel. Increments a message id, includes and returns the id.
| serviceName | Name of the service. |
| int VirtualShield::block | ( | int | id, |
| bool | blocking, | ||
| long | timeout = WAITFOR_TIMEOUT , |
||
| int | watchForResultId = -1 |
||
| ) |
Blocks while waiting for a specific id-based response (only when blocking is true and allowAutoBlocking is true).
| bool VirtualShield::checkSensors | ( | int | watchForId = 0 , |
| long | timeout = 0 , |
||
| int | watchForResultId = -1 |
||
| ) |
Receives events as long as they exist, or until an optional timeout occurs.
| watchForId | An id to return true if found. Otherwise true is returned for any events processed. |
| timeout | The timeout in milliseconds. |
| int VirtualShield::directToSerial | ( | const char * | cmd | ) |
|
inline |
Enables or disables block() to block for specific id-based responses.
| int VirtualShield::endWrite | ( | ) |
Ends the write operation.
|
protected |
Flushes this instance onto the serial port.
| bool VirtualShield::getEvent | ( | ShieldEvent * | shieldEvent | ) |
Gets zero or one available events for processing.
| shieldEvent | The address of ShieldEvent to populate. |
| bool VirtualShield::hasError | ( | ShieldEvent * | shieldEvent = 0 | ) |
Returns true
| id | The id. |
| timeout | The timeout. |
|
static |
|
virtual |
Event called when a valid json message was received. Dispatches to added sensors that match the incoming Type.
| root | The root json object. |
| shieldEvent | The shield event. |
|
protected |
Event callback for when a full json string is received.
| json | The json string. |
| shieldEvent | The shield event to populate. |
|
protected |
Event callback for when a full string is received.
| buffer | The buffer. |
| length | The length. |
| shieldEvent | The shield event. |
| int VirtualShield::parseToHash | ( | const char * | text, |
| unsigned int * | hash, | ||
| int | hashCount, | ||
| char | separator = ' ' , |
||
| unsigned int | length = -1 |
||
| ) |
|
protected |
Sends the flash (PROGMEM) string on the communication channel.
| flashStringAdr | The flash (PROGMEM) string address. |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
| void VirtualShield::setPort | ( | int | port | ) |
Sets the port for bluetooth (this only works for AVR_ATmega32U4 where there are more than one port).
| port | The port. |
| int VirtualShield::waitFor | ( | int | id, |
| long | timeout = WAITFOR_TIMEOUT , |
||
| bool | asSuccess = true , |
||
| int | resultId = -1 |
||
| ) |
Blocks and awaits an event with an id.
| id | The id. |
| timeout | The timeout. |
| void VirtualShield::write | ( | const char * | text | ) |
Writes the specified text to the communication channel.
| text | The text. |
| int VirtualShield::write | ( | EPtr | eptr | ) | const |
Writes the specified eptr.
| eptr | The eptr. |
| int VirtualShield::writeAll | ( | const char * | serviceName, |
| EPtr | values[], | ||
| int | count, | ||
| Attr | extraAttributes[] = 0 , |
||
| int | extraAttributeCount = 0 , |
||
| const char | sensorType = '\0' |
||
| ) |
Writes all EPtr values to the communication channel.
| serviceName | Name of the service. |
| values | The values. |
| count | The count of values. |
| int VirtualShield::writeAll | ( | const char * | serviceName | ) |
Writes the service name only to the communication channel.
| serviceName | Name of the service. |
|
protected |
| void(* VirtualShield::onConnect) (ShieldEvent *)=0 |
| void(* VirtualShield::onEvent) (ShieldEvent *)=0 |
| void(* VirtualShield::onRefresh) (ShieldEvent *)=0 |
| void(* VirtualShield::onResume) (ShieldEvent *)=0 |
| void(* VirtualShield::onSuspend) (ShieldEvent *)=0 |


The Saga of Asia/Kolkata
Apologies for the misleading title, it’s not really a saga for Asia/Kolkata. I just wondered why, even to this day, the Indian timezone is recognized by Asia/Kolkata
, even after Kolkata lost its status as the most populous or important city of India (there’s no official benchmark for the latter, but with a bold claim we can say that if such a title exists it should go to either BOM, BLR, DEL, HYD, or MAA).
And as I looked into it, I found some interesting facts about IST (Full Disclosure: Citation Needed).
Long before IST, there was:
| Time Zone | Offset | Abandoned in |
|---|---|---|
| Calcutta Time | UTC +5:53 | 1948 |
| Madras Time | UTC +5:21 | - |
| Bombay Time | UTC +4:51 | 1955 |
Madras Time was also called Railway time of India (since Madras Time lay between Calcutta and Bombay time) and of all the three, it was the closest to the current IST.
So, why Asia/Kolkata?
Kolkata (then Calcutta) was the administrative capital of India and one of the most prominent city. The name Asia/Calcutta and later Asia/Kolkata was used since it was the most populous city in the zone at when the timezone was set up [1]. This is no longer true [2].
Technically, it should have been changed, preferably to Asia/Mumbai.ia The last known conversation on this happened in 2012 and in 2015 [3][4].
Mayuresh Kathe mayuresh at wolfman.devio.us
Fri Dec 21 05:23:03 UTC 2012
may i know the reason why asia/kolkata represents +0530 in india?
logically, technically and politically speaking, it's incorrect.
~mayuresh
and
Sujay Phadke sujay.phadke at gmail.com
Thu Mar 5 00:08:29 UTC 2015
Could you please add "New Delhi" or "Mumbai" to the +5:30 UTC timezone
list?
So, will the tzinfo be changed for India to Asia/Mumbai? It’s unnecessary and unlikely. There can only be one zone representation for a country, and for all pratical purposes Asia/Kolkata does just that. It’s a representation for the Indian Time Zone.
But given that Mumbai is the most populus city in India, should it be changed? The last answer on this topic answers the question for good and pretty much seals the fate of Asia/Kolkata [5]
Clive D.W. Feather clive at davros.org
Fri Mar 6 18:23:17 UTC 2015
...
...
We don't need two names for the same zone.
I don't think we should make the change just because populations have
altered. That way lies madness as the most populous place keeps changing.
Moreover, the problems from updating the same the legacy systems from changing the tzinfo might cause an unnecessary overhead.
PS: https://github.com/eggert/tz/blob/master/asia#L1263
References:
[1] https://mm.icann.org/pipermail/tz/2012-December/018487.html
[2] http://pibmumbai.gov.in/scripts/detail.asp?releaseId=E2011IS3
[3] https://mm.icann.org/pipermail/tz/2012-December/018482.html
[4] https://mm.icann.org/pipermail/tz/2015-March/022065.html
[5] http://<IP_ADDRESS>:4000/misc/2020/05/18/the-saga-of-asia-kolkata.html


What’s your favourite day of the week? Check if it's the most common day of the week in a year.
You are given a year as an integer (e. g. 2001). You should return the most frequent day(s) of the week in that particular year. The result has to be a list of days sorted by the order of days in a week (e. g. ['Monday', 'Tuesday']). Week starts with Monday.
Input: Year as an int.
Output: The list of most common days sorted by the order of days in a week (from Monday to Sunday).
Example:
{% if interpreter.slug == "js-node" %}most_frequent_days(1084) == ['Tuesday', 'Wednesday'] most_frequent_days(1167) == ['Sunday']{% else %}
most_frequent_days(1084) == ['Tuesday', 'Wednesday'] most_frequent_days(1167) == ['Sunday']{% endif %}
Preconditions: Year is between 1 and 9999. Week starts with Monday.


Hi, My name is Shirisma Shavers! I have 5 years experience in Public Relations, Marketing, and Blogging and now can add a year experience as a Junior Developer. My passions are helping others, blogging, pinning and then eating my pin, and Jesus Christ. I am currently working as an event planner/marketer at a fun little start-up in Louisville (pro-nouced:Loovuhle). My aspiration is to be a consultant in Public Relations and marketing for small business and start-ups.


{% for post in site.categories.about %}
{% if post.subType == "aboutShort" %}
{{post.content}}
{% endif %}
{% endfor %}
{% for post in site.categories.about %}
{% if post.subType == "aboutLong" %}
{{post.content}}
Questions? You can find me on
LinkedIn
or send me a an
.
Public projects in this portfolio (and other random stuff) can be found on my
Github. You might also want to check out my Blog.


An example of the ability of the SVG Horizontal Bar chart to have a right-hand side Y-axis.
This goes in the documents header: Put this where you want the chart to show up:

This is the code that generates the chart - it should be placed AFTER the

tag:


Generate HTML code optimal for social media, SEO, mobile for your single-page app. This uses web standards from Open Graph (Facebook) and Twitter to provide optimal results. Also generates social media posts.
I haven't found a good enough tool that would do this basic thing as generate text for my meta tags.
To speed up the process of building small apps, I built this. I also saw that other tools available are unnecessarily complicated.
I am a software engineer in Hawaii. Find more stuff like this here.
If you like to support me in building these apps:


We helps you live smarter, giving you time to focus on what's most important.
Read MoreAll of our Helpers undergo rigorous identity checks and personal interviews. Your safety is even our concern too.
Read MoreOur experienced taskers perform their tasks with dedication and perfection. We appreciate your reviews about the service.
Read MoreLet us know if you have any specific equirement, otherwise our guys carry their own supplies.
Read MoreBook your service online on one tap, keep a track of your service status and also keep in touch with your Helper.
Read Morewe are always ready to welcome you!


The window.history object contains the browsers history.
The window.history object can be written without the window prefix.
To protect the privacy of the users, there are limitations to how JavaScript can access this object.
Some methods:
The history.back() method loads the previous URL in the history list.
This is the same as clicking the Back button in the browser.
The history forward() method loads the next URL in the history list.
This is the same as clicking the Forward button in the browser.


{% extends 'base.html' %} {% load social %} {% block title %} | Sign in{% endblock %} {% block main %} {% get_social_apps as social_apps %}
Please sign in to continue.
Don't have an account yet? Please {% if social_apps %}use your social account, or {% endif %}sign up using an email address.


To be able to book for reservation, register online. Create an account for free.
Last Name
First Name
Username
Password
Confirm Password
Choose your recovery question.
Answer
Copyright 2017 © Marco Polo Hotels. All Rights Reserved.


Before Change
// Don"t save embeddings here.
// TODO: There has to be a prettier way to do this.
keys_to_skip = []
for key in model_state:
if "token_embedder_words" in key:
keys_to_skip.append(key)
for key in keys_to_skip:
del model_state[key]
torch.save(model_state, model_path)
After Change
// Don"t save embeddings here.
// TODO: There has to be a prettier way to do this.
keys_to_skip = [key for key in model_state if dont_save(key)]
for key in keys_to_skip:
del model_state[key]
torch.save(model_state, model_path)


Home of wholesome Brand!
Capwel Industries Limited is a leading producer of wheat flour ,maize flour,Rice and even Yola juice in Kenya,including well known brands such as Soko, Amaize,Ranne and Yola .
First Processor
Second Processor
Final Processor


Emacs Configuration
This post contains sample configuration for my emacs in an org file
Table of Contents
- Emacs init.el
- Emacs Customization Group
- Emacs Repositories
- Personal Information
- Emacs : Add Info directory
- Emacs: Backups
- Emacs: SaveHist
- Emacs Additional Infopath
- Utility Functions
- Splash Screen and bars
- Configure Emacs for use-package
- Improve performance on Windows
- Emacs Custom Theme
- Setup Ido and smex
- Setup Guru Mode
- Setup Magit
- Setup Company Mode
- Org-Mode Settings
- Nikola Blog Settings
- Games
Emacs init.el
(package-initialize) (require 'org) (org-babel-load-file (expand-file-name "configuration.org" user-emacs-directory))
Emacs Customization Group
(setq custom-file
(expand-file-name "custom.el"
user-emacs-directory))
Emacs Repositories
(require 'package)
;;;(add-to-list 'package-archives
;;;' '("marmalade" . "http://marmalade-repo.org/packages/") t)
(add-to-list 'package-archives
'("melpa-stable" . "https://stable.melpa.org/packages/") t)
(add-to-list 'package-archives
'("melpa" . "http://melpa.org/packages/")
t)
(add-to-list 'package-archives
'("org" . "http://orgmode.org/elpa/")
t)
(when (< emacs-major-version 24)
;; For important compatibility libraries like cl-lib
(add-to-list 'package-archives '("gnu" . "http://elpa.gnu.org/packages/")))
(package-initialize)
Personal Information
(setq user-full-name "Rahul Saraf"
user-mail-address<EMAIL_ADDRESS>Emacs : Add Info directory
(setq Info-default-directory-list
(append
Info-default-directory-list
'("~/info" )))
(add-hook 'Info-mode-hook ; After Info-mode has started
(lambda ()
(setq Info-additional-directory-list Info-default-directory-list)
))
Emacs: Backups
(setq backup-directory-alist '(("." . "~/.emacs.d/backups")))
(setq delete-old-versions -1)
(setq version-control t)
(setq vc-make-backup-files t)
Emacs: SaveHist
(setq savehist-file "~/.emacs.d/savehist")
(savehist-mode 1)
(setq history-length t)
(setq history-delete-duplicates t)
(setq savehist-save-minibuffer-history 1)
(setq savehist-additional-variables
'(kill-ring
search-ring
regexp-search-ring))
Emacs Additional Infopath
(add-to-list 'Info-default-directory-list "~/.emacs.d/info")
Utility Functions
Function to open this configuration file
(defvar config-file-name "configuration.org")
(defun my-config()
"Function to open org configuration file"
(interactive)
(find-file (expand-file-name config-file-name
user-emacs-directory)))
Splash Screen and bars
(setq inhibit-splash-screen t
;; initial-scratch-message nil
;; initial-major-mode 'org-mode
)
(scroll-bar-mode -1)
(tool-bar-mode -1)
;; (menu-bar-mode -1)
Configure Emacs for use-package
(unless (package-installed-p 'use-package)
(package-refresh-contents)
(package-install 'use-package))
;; (setq use-package-verbose t)
;; (setq use-package-always-ensure t)
;; (eval-when-compile
;; (require 'use-package))
;; (use-package auto-compile
;; :config (auto-compile-on-load-mode))
;; (require 'diminish)
;; ;;
(require 'bind-key)
Improve performance on Windows
Improving File Saving Performance on windows.
(setq w32-get-true-file-attributes nil)
Emacs Custom Theme
(use-package monokai-theme
:ensure t
:init (load-theme 'monokai t))
Setup Ido and smex
;; Activate ido
(require 'ido)
(ido-mode t)
;; Set up smex
(use-package smex
:ensure t
:bind (("M-x" . smex))
:config (smex-initialize))
Setup Guru Mode
Guru mode works by disabling common key bindings and pushing for Emacs standard key bindings. Instead of global hook up Textmode and other so that it plays nice with ido-mode.
(use-package guru-mode
:ensure t
:init
(setq-default major-mode 'text-mode)
:config
(add-hook 'prog-mode-hook 'guru-mode)
(add-hook 'text-mode-hook 'guru-mode)
)
Setup Magit
Magit is a git porcelain. With this we can stay within emacs for configuration modifications and commiting to git.
(use-package magit
:ensure t
:bind ("C-x g" . magit-status))
Setup Company Mode
Company mode is used for autocompletion in Emacs.
(use-package company
:ensure t
:defer t
:config
(global-company-mode)
;; :config
;; (global-company-mode))
)
Org-Mode Settings
Global settings for all the org-mode buffers.
(use-package org-mode
:init (remove-hook 'org-mode-hook 'guru-mode)
:bind (("\C-cl" . org-store-link)
("\C-ca" . org-agenda)
("\C-cc" . org-capture)
("\C-cb" . org-iswitch))
:config
(remove-hook 'org-mode-hook 'guru-mode))
Additional Org Mode plugins
-
Org Mode with Twitter bootstrap(ox-twbs)
(use-package ox-twbs :ensure t :defer t)
Nikola Blog Settings
(use-package htmlize
:ensure t)
(require 'org)
(require 'ox-html)
;;; Custom configuration for the export.
;;; Add any custom configuration that you would like to 'conf.el'.
(setq nikola-use-pygments t
org-export-with-toc nil
org-export-with-section-numbers nil
org-startup-folded 'showeverything)
;; Load additional configuration from conf.el
(let ((conf (expand-file-name "conf.el" (file-name-directory load-file-name))))
(if (file-exists-p conf)
(load-file conf)))
;;; Macros
;; Load Nikola macros
(setq nikola-macro-templates
(with-current-buffer
(find-file
(expand-file-name "macros.org" (file-name-directory load-file-name)))
(org-macro--collect-macros)))
;;; Code highlighting
(defun org-html-decode-plain-text (text)
"Convert HTML character to plain TEXT. i.e. do the inversion of
`org-html-encode-plain-text`. Possible conversions are set in
`org-html-protect-char-alist'."
(mapc
(lambda (pair)
(setq text (replace-regexp-in-string (cdr pair) (car pair) text t t)))
(reverse org-html-protect-char-alist))
text)
;; Use pygments highlighting for code
(defun pygmentize (lang code)
"Use Pygments to highlight the given code and return the output"
(with-temp-buffer
(insert code)
(let ((lang (or (cdr (assoc lang org-pygments-language-alist)) "text")))
(shell-command-on-region (point-min) (point-max)
(format "pygmentize -f html -l %s" lang)
(buffer-name) t))
(buffer-string)))
(defconst org-pygments-language-alist
'(("asymptote" . "asymptote")
("awk" . "awk")
("c" . "c")
("c++" . "cpp")
("cpp" . "cpp")
("clojure" . "clojure")
("css" . "css")
("d" . "d")
("emacs-lisp" . "scheme")
("F90" . "fortran")
("gnuplot" . "gnuplot")
("groovy" . "groovy")
("haskell" . "haskell")
("java" . "java")
("js" . "js")
("julia" . "julia")
("latex" . "latex")
("lisp" . "lisp")
("makefile" . "makefile")
("matlab" . "matlab")
("mscgen" . "mscgen")
("ocaml" . "ocaml")
("octave" . "octave")
("perl" . "perl")
("picolisp" . "scheme")
("python" . "python")
("r" . "r")
("ruby" . "ruby")
("sass" . "sass")
("scala" . "scala")
("scheme" . "scheme")
("sh" . "sh")
("sql" . "sql")
("sqlite" . "sqlite3")
("tcl" . "tcl"))
"Alist between org-babel languages and Pygments lexers.
lang is downcased before assoc, so use lowercase to describe language available.
See: http://orgmode.org/worg/org-contrib/babel/languages.html and
http://pygments.org/docs/lexers/ for adding new languages to the mapping.")
;; Override the html export function to use pygments
(defun org-html-src-block (src-block contents info)
"Transcode a SRC-BLOCK element from Org to HTML.
CONTENTS holds the contents of the item. INFO is a plist holding
contextual information."
(if (org-export-read-attribute :attr_html src-block :textarea)
(org-html--textarea-block src-block)
(let ((lang (org-element-property :language src-block))
(code (org-element-property :value src-block))
(code-html (org-html-format-code src-block info)))
(if nikola-use-pygments
(pygmentize (downcase lang) (org-html-decode-plain-text code))
code-html))))
;; Export images with custom link type
(defun org-custom-link-img-url-export (path desc format)
(cond
((eq format 'html)
(format "<img src=\"%s\" alt=\"%s\"/>" path desc))))
(org-add-link-type "img-url" nil 'org-custom-link-img-url-export)
;; Export function used by Nikola.
(defun nikola-html-export (infile outfile)
"Export the body only of the input file and write it to
specified location."
(with-current-buffer (find-file infile)
(org-macro-replace-all nikola-macro-templates)
(org-html-export-as-html nil nil t t)
(write-file outfile nil)))
Games
Chess
(use-package chess
:ensure t
:defer t)
Comments
Comments powered by Disqus


Kamakazi Casper
Baaaa. Down Sheeba.
Registered: Oct 2001
Location: Out keeping the fish in the liffy well fed
Posts: 3588 |
Hey, if you're new to Stargate, try going over to www.gateworld.net or other stargate sites to get caught up(www.rdanderson.com www.thesgc.org are another two) . They might offer better information than here
And important episodes to watch -
In the Line of Fire (season 2), Tok'Ra 1 and 2 (season 2), Summit, Last Stand (both season 5) for the Tok'Ra storyline
Touchstone (season 2), Shades of Grey (season 3), The Sentinal (not really though, season five) for the rouge teams storylines
The Fifth Race (season 2)
Fair Game (season 3), Nemisis (season 3), Small Victories (season 4), Menace (season 5) for the Protected Planets, Asgard and Replicators storylines.
Enigma (season 1), Between two fires (season 5) for the Tollan.
If you want to find out what happens to Skaara and Shar'ui - Secrets (season 2), Forever in a Day (season 3), Pretense (season 3), Maternal Instinct (season 4) and Absolute Power (season 4).
__________________
Virginia was a lot lizard from F.L.A.
She had a compound fracture in the trunk
It started when she ran away, thumbs out on the interstate
She hitched a ride to misery
Report this post to a moderator | ? + *
|


use Red::AST; use Red::Column; #| Represents a value class Red::AST::Value does Red::AST is Any { has $.value is required; has Red::Column $.column; has Mu:U $.type = $!value.WHAT; # $!column.DEFINITE ?? $!column.attr.type !! $!value.WHAT method gist { $!value.gist } method returns { $!type } method args { $!value } method find-value { $!value } method find-column-name {} method get-value() { do if $!column.DEFINITE { $!column.deflate.($!value) } else { $!value } } } multi ast-value(Red::AST $value) is export { $value } multi ast-value($value, :$type = $value.WHAT) is export { Red::AST::Value.new: :$value, :$type } multi ast-value($value, Mu :$type!) is export { Red::AST::Value.new: :$value, :type(Any) }


The Disruptor is a concurrent programming framework for exchanging and coordinating work as a continuous series of events. It can be used as an alternative to wiring processing stages together via queues. The Disruptor design has the characteristics of generating significantly less garbage than queues and separates the concurrency concerns so non-locking algorithms can be employed resulting in greater scalability and performance.
It works on the principle of having a number of stages that are each single threaded with local state and memory. No global memory exists and all communication is achieved by passing messages/state via managed ring buffers.
Almost any graph or pipeline structure can be composed via one or more Disruptor patterns.
UniCast a series of items between 1 publisher and 1 EventProcessor.
track to prevent wrap +------------------+ | | | v +----+ +-----+ +----+ +====+ +====+ +-----+ | P1 |--->| EP1 | | P1 |--->| RB |<---| SB | | EP1 | +----+ +-----+ +----+ +====+ +====+ +-----+ claim get ^ | | | +--------+ waitFor
Sequence a series of messages from multiple publishers
track to prevent wrap +--------------------+ | | | v +----+ +----+ +====+ +====+ +-----+ | P1 |-------+ | P1 |--->| RB |<---| SB | | EP1 | +----+ | +----+ +====+ +====+ +-----+ v ^ get ^ | +----+ +-----+ +----+ | | | | P2 |--->| EP1 | | P2 |------+ +---------+ +----+ +-----+ +----+ | waitFor ^ | +----+ | +----+ | | P3 |-------+ | P3 |------+ +----+ +----+
Pipeline a series of messages
+----+ +-----+ +-----+ +-----+ | P1 |--->| EP1 |--->| EP2 |--->| EP3 | +----+ +-----+ +-----+ +-----+ track to prevent wrap +----------------------------------------------------------------+ | | | v +----+ +====+ +=====+ +-----+ +=====+ +-----+ +=====+ +-----+ | P1 |--->| RB | | SB1 |<---| EP1 |<---| SB2 |<---| EP2 |<---| SB3 |<---| EP3 | +----+ +====+ +=====+ +-----+ +=====+ +-----+ +=====+ +-----+ claim ^ get | waitFor | waitFor | waitFor | | | | +---------+---------------------+---------------------+
Multicast a series of messages to multiple EventProcessors
+-----+ track to prevent wrap +----->| EP1 | +--------------------+----------+----------+ | +-----+ | | | | | | v v v +----+ +-----+ +----+ +====+ +====+ +-----+ +-----+ +-----+ | P1 |--->| EP2 | | P1 |--->| RB |<---| SB | | EP1 | | EP2 | | EP3 | +----+ +-----+ +----+ +====+ +====+ +-----+ +-----+ +-----+ | claim get ^ | | | | +-----+ | | | | +----->| EP3 | +---------+----------+----------+ +-----+ waitFor
Replicate a message then fold back the results
+-----+ track to prevent wrap +----->| EP1 |-----+ +-------------------------------+ | +-----+ | | | | v | v +----+ +-----+ +----+ +====+ +=====+ +-----+ | P1 | | EP3 | | P1 |--->| RB |<--------------| SB2 |<---| EP3 | +----+ +-----+ +----+ +====+ +=====+ +-----+ | ^ claim ^ get | waitFor | +-----+ | | | +----->| EP2 |-----+ +=====+ +-----+ | +-----+ | SB1 |<---| EP1 |<-----+ +=====+ +-----+ | ^ | | +-----+ | +-------| EP2 |<-----+ waitFor +-----+
// Event holder for data to be exchanged public final class ValueEvent { private long value; public long getValue() { return value; } public void setValue(final long value) { this.value = value; } public final static EventFactory<ValueEvent> EVENT_FACTORY = new EventFactory<ValueEvent>() { public ValueEvent newInstance() { return new ValueEvent(); } }; } // Callback handler which can be implemented by EventProcessors final EventHandler<ValueEvent> eventHandler = new EventHandler<ValueEvent>() { public void onEvent(final ValueEvent event, final long sequence, final boolean endOfBatch) throws Exception { // process a new event as it becomes available. } }; RingBuffer<ValueEvent> ringBuffer = new RingBuffer<ValueEvent>(ValueEvent.EVENT_FACTORY, new SingleThreadedClaimStrategy(BUFFER_SIZE), new SleepingWaitStrategy()); SequenceBarrier<ValueEvent> sequenceBarrier = ringBuffer.newBarrier(); BatchEventProcessor<ValueEvent> batchProcessor = new BatchEventProcessor<ValueEvent>(sequenceBarrier, eventHandler); ringBuffer.setGatingSequences(batchProcessor.getSequence()); // Each processor runs on a separate thread EXECUTOR.submit(batchProcessor); // Publishers claim events in sequence long sequence = ringBuffer.next(); ValueEvent event = ringBuffer.get(sequence); event.setValue(1234); // publish the event so it is available to EventProcessors ringBuffer.publish(sequence);


Amrut & Pooja
We Are Getting Married
28th Dec 2020
We said yes to each other
Amrut Bolishetty
Pooja Nadakatti
The Wedding
Our Special Events
Wedding Ceremony
09:00 AM
Monday 28
December, 2020
At Maratha Mandir, Goaves, Belagavi
Reception Party
12:25 PM
Monday 28
December, 2020
At Maratha Mandir, Goaves, Belagavi
Pre-Wedding Gallery
Our Memories
Getting there
Maratha Mandir, Goaves,
Khanapur Road, Ramtirth Nagar,
Tilakwadi,
Near Railway over Bridge,
Belgaum,
Karnataka - 590001


{% extends 'base.html' %} {% block content %}
Are you sure you want to delete Comment "{{ object.comment|safe }}"


--- layout: post title: Brighton Nightwalk date: 2006-10-17 00:00:00 category: digital-media ---
I've just seen this advertised on the SCIP mailing list: "The Brighton Nightwalk will be a live online soundscape of Brighton at night, taking place in real time from 11pm-midnight, walking through the town, and relaying whatever's going on at the time. There won't be any commentary, so the only clues to your location will be the sea, traffic, sirens, and clubbers fighting/ vomiting/ revelling etc. "


Pagalpanti has a decent start at the box-office
by Akash NihalaniThe multi-starrer madcap comedy Pagalpanti has just completed its first weekend at the box-office and has gone on to have a decent run so far. Talking about the film’s collection, Pagalpanti had managed to collect a total of Rs 5 crore on the first day. The numbers saw a slight rise on Saturday and Sunday as the film collected Rs. 6.25 crore and between Rs. 7-8 crore respectively. The film’s total collections now stand at Rs 18 crore. Pagalpanti is also facing stiff completion from Frozen 2 which has managed to collect over Rs.10 crore over the weekend.
Directed by Anees Bazmee, the film stars John Abraham, Anil Kapoor, Ileana D’cruz, Arshad Warsi, Kriti Kharbanda, Pulkit Samrat and Urvashi Rautela.


Game Of Life¶
-
class
GameOfLifeLod.
GolBoard
(rows=20, cols=20, populate=False, density=0.25, generation=0, seed=None)¶ COMPLETE!
An introduction to python using the game of life as a problem to solve in class. Not the most pythonic or succinct solution, but it’s not meant to be.
Any live cell with fewer than two live neighbours dies, as if caused by under-population. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by over-population. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
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compute_nextgen
()¶ Computes the next generation.
Description: Computes the next generation of board based on liveorDie method. Overwrites the old board with new board. Adds new boards to map and checks if they exist or not. Map consists of node and edge. Edge represents the future of a board based on the fact that a unique generation can only have one outcome for next generation. Param: None Returns: None
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hexafy
(hexme)¶ Computes hex value of string
Description: Takes the binary value of a board computes hex value and creates a single string. Used for faster map compares.  Param: None Returns: board - 2D list containing False
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init_randgen
(density)¶ Creats a game table
Description: Initializes a random generation table. Uses density to approx a spread of random binary values. Param: density - (how many lives to create) Returns: gen - 2D list containing False and True
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liv_or_die
(r, c)¶ Calculates whether a cell lives of dies.
Description: Uses % to wrap table edges in the event of search ‘falling’ off edge. Checks 8 neighbors for values, If cell is alive and 2 or 3 neighbors are alive then cell stays alive. If more than 3 neighbors cell dies. If a dead cell has exactly 3 neighbors it comes to life. Param: c - Column to check Param: r - Row to check Returns: true or false
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make_alive
(row, col)¶ sets cell to True.
Description: Adds a life to specified location on the board by setting that cell to True.
Parameters: - col – Column to add life
- row – Row to add life
Returns: None
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play_game
()¶ Runs game of life.
Description: Calls next gen with a while loop that is gated by generation. Generation is incremented by nextgen when compairing the generations to a map. Calls stringify_world to print board. Param: None Returns: None
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print_debug
()¶ debug utility
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random_life
()¶ Used by randgen to create random life.
Description: Generates a random life (zero or one) with 50/50 odds Param: none Returns: bool - zero or one (alive or dead)
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stringify_world
()¶ Creates a string version of board
Description: Creates a string version of the 2D list representing our world Param: none Returns: string - a string version of board
-
-
GameOfLifeLod.
clear_screen
()¶
-
GameOfLifeLod.
print_list
(mylist)¶


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This file contains all the changes in documentation in the packagecom.google.inject.servlet
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Wraps the given callable in a contextual callable that "continues" the HTTP request in another thread. This acts as a way of transporting request context data from the request processing thread to to worker threads.Class ServletScopes, Callable<T> scopeRequest(Callable<T>, Map<Key<?>, Object>)There are some limitations:
- Derived objects (i.e. anything marked @RequestScoped will not be transported.
- State changes to the HttpServletRequest after this method is called will not be seen in the continued thread.
- Only the HttpServletRequest, ServletContext and request parameter map are available in the continued thread. The response and session are not available.
The returned callable will throw a ScopingException when called if the HTTP request scope is still active on the current thread. @param callable code to be executed in another thread, which depends on the request scope. @param seedMap the initial set of scoped instances for Guice to seed the request scope with. To seed a key with null, use {@code null} as the value. @return a callable that will invoke the given callable, making the request context available to it. @throws OutOfScopeException if this method is called from a non-request thread, or if the request has completed. @since 3.0
Scopes the given callable inside a request scope. This is not the same as the HTTP request scope, but is used if no HTTP request scope is in progress. In this way, keys can be scoped as @RequestScoped and exist in non-HTTP requests (for example: RPC requests) as well as in HTTP request threads.The returned callable will throw a ScopingException when called if there is a request scope already active on the current thread. @param callable code to be executed which depends on the request scope. Typically in another thread, but not necessarily so. @param seedMap the initial set of scoped instances for Guice to seed the request scope with. To seed a key with null, use {@code null} as the value. @return a callable that when called will run inside the a request scope that exposes the instances in the {@code seedMap} as scoped keys. @since 3.0


|
Class Summary |
| CompareGui |
Class for the window that compares profiles |
| CompareGui.SigComparator |
Sorts individual profiles by p-value with reference profile in row, then profile ID |
| CompareGui.SigRowComparator |
Sorts rows based on reference profile most significant intersection p-value, then profile ID |
| CompareGui.SupriseRowComparator |
Sorts rows based on minimum correlation with reference profile, then profile ID |
| CompareInfo |
Class encapsulates information on the comparison of two STEM data sets
focusing on identifying pairs of profiles with significant intersections
between them. |
| DefineGeneSet |
Class encapsulates the window slecting which genes to select and unselect |
| FilteredTable |
Class for the table of genes that have been filtered |
| GenePlotPanel |
Class controls the panel for displaying interface options |
| GeneTable |
Class for a table of genes assigned to a profile or cluster |
| GOGeneTable |
Class responsible for displaying the genes indicated to be assigned to
a GO category in a gene table |
| GOTable |
Encapsulates a table for a GO enrichment analysis where
enrichment is based on the actual number of genes assigned to a profile. |
| GOTableExpected |
Encapsulates a Gene Ontology enrichment analysis
where the enrichment calculation is based on the expected number of genes
to the profile |
| MAINGUI2 |
The class for the overview interface window that shows all the profiles or k-means clusters |
| MAINGUI2.ProfileComparator |
The default profile comparison. |
| MAINGUI2.ProfileexpComparator |
Compares profiles based on expectected number of genes assigned then by ID |
| MAINGUI2.ProfileIDComparator |
Compares profiles based on profile IDs |
| MAINGUI2.ProfilenumComparator |
Compares profiles based on number of genes assigned then by ID |
| MAINGUI2.ProfilesigComparator |
Compares profiles based on the p-valu signficance, then based on number of
genes assigned, number expected, and then ID |
| MainTable |
Class which contains table for all genes that were not filtered. |
| ProfileGui |
Class for interface display for all the genes assigned to the same profile |
| SortTable |
Class for the interface to select how profiles or cluster of profiles should be sorted |
| ST |
Class implementing the main input interface |
| STEM_DataSet |
Class implementing clustering methods implemented in STEM |
| STEM_DataSet.ProfileRec |
Class implements a record for a profile, storing its ID,
the number of genes assigned, the number of genes expected,
and the uncorrected p-value of the number of genes assigned versus expected |
| STEM_DataSet.Profilerecdistcomparator |
Compares two profiles records based on their dprofiledist variable |
| STEM_GoAnnotations |
Extends GoAnnotations with methods specific to STEM for analyzing GoAnnotations |