Some of the information here has been made redundant by later changes.
Improved Layout Customization
Work has been done to reduce the likelihood of new projects needing to override the default Spree layout template application.html.erb. The title, stylesheets, and logo now can all be customized without creating your own copy of the layout.
New title methods
There are some new methods for manipulating the page title: the title and set_title helper methods in Spree::BaseController.
Use set_title to set a page title either from a controller method, or a view template. You can also override the default_title and title methods in Spree::BaseController for further control.
The title method is used in application.html.erb of the new release, however if you are upgrading and want to take advantage, use this in between your <title> tags of your layout template
And to set the title in a view template:
Customize default stylesheets
Spree::Config+ is a new config option for customizing the stylesheets used by the default application layout. The value ofSpree::Config[:stylesheets]+ is a comma-separated string of stylesheet names without the file extensions. See the customization guide for more information.
If you are upgrading, to take advantage of this use the new stylesheet_tags helper method.
Customize logo
*Spree::Config+ is a new config option for customizing the logo image path.
If you are upgrading, take advantage of this by using the new*logo+ helper method.
Polymorphic Calculators
There has been significant refactoring to the implementation of calculators. Calculators are now polymorphic and belong to calculable. This will have a non trivial impact on your existing store configuration. After upgrading to Spree 0.9.0 you are likely going to have to make several manual adjustments to the existing tax and shipping configurations. Ultimately we feel this is outweighed by the superior design of the new calculator system which will allow for a more modular design.
Many of the existing calculator extensions are not yet updated to support Spree 0.9.0. Please check the extension registry to see which versions are supported. Our goal is to back port most of the useful calculators out there shortly after the release.
All calculators need to implement the following method
def compute(something=nil) … end
The calculator is passed an optional “target” on which to base their calculation. This method is expected to return a single numeric value when the calculation is complete. A value of nil should be returned in the event that a charge is not applicable.
Since calculators are now instances of ActiveRecord::Base they can be configured with preferences. Each instance of ShippingMethod is now stored in the database along with the configured values for its preferences. This allows the same calculator (ex. Calculator::FlatRate) to be used with multiple ShippingMethods, and yet each can be configured with different values (ex. different amounts per calculator.)
Calculators are configured using Spree’s flexible preference system. Default values for the preferences are configured through the class definition. For example, the flat rate calculator class definition specifies an amount with a default value of 0.
class Calculator::FlatRate < Calculator preference :amount, :decimal, :default =\> 0 … end
Spree now contains a standard mechanism by which calculator preferences can be edited. The screenshot below shows how the amounts for the flat rate calculator are now editable directly in the admin interface.
Calculators are now stored in a special calculator directory located within app/models. There are several calculators included that meet many of the standard store owner needs. Developers are encouraged to write their own extensions to supply additional functionality or to consider using a third party extension written by members of the Spree community.
Calculators need to be “registered” with Spree in order to be made available in the admin interface for various configuration options. The recommended approach for doing this is via an extension. Custom calculators will typically be written as extensions so you need to add some registration logic to the extension containing the calculator. This will allow the calculator to do a one time registration during the standard extension activation process.
The CalculatorExtenion that is included in the Spree core is a good example of how you can achieve this in your own custom extensions.
def activate [ Calculator::FlatPercent, Calculator::FlatRate, Calculator::FlexiRate, Calculator::PerItem, Calculator::SalesTax, Calculator::Vat, ].each(&:register) end
This calls the register method on the calculators that we intend to register. Spree provides a mechanism for extension authors to specify the operations for which the calculator is intended. For example, a flat rate calculator might be useful for all operations but another calculator may be appropriate only for coupons and not shipping or taxes.
Models that are declared with has_calculator maintains their own set of registered calculators. Currently this includes Coupons, ShippingMethods, ShippingRates and TaxRates. The following example shows how to configure a calculator to make it available for use with Coupons.
def self.register super Coupon.register_calculator(self) end
Spree automatically configures your calculators for you when using the basic install and/or third party extensions. This discussion is intended to help developers and others interested in understanding the design behind calculators.
Once your calculators have been registered correctly by your extensions, then they will become available as options in the appropriate admin screens.
Simplified Tax Configuration
There are also minor changes to how taxes are configured. You no longer need to specify sales tax or VAT but you do need to choose a calculator type. Tax rates are configured as preferences for the calculator itself.
Your tax rates will be lost when you run the migrations. You will have to recreate them manually in the admin interface.
Unified Adjustment Model
Spree 0.9.0 provides a new flexible system of adjustments associated with orders. The orders table no longer has separate columns for tax_total, ship_total, etc. This information is now captured more generically as an Adjustment. This allows a Spree application to add more then one tax or shipping charge per order as well as to support new types of charges that might be required. For instance, some products for sale (like cell phones) require a separate activation fee.
Adjustments come in two basic flavors: Charges and Credits. From an implementation perspective, they are both modeled in a single database table called adjustments and use the single table inheritance mechanism of Rails. Charges add to the order total, and credits work in the opposite direction.
Orders have one or more adjustments associated with them and each adjustment also belongs to an adjustment source. This allows charges and credits to recalculate themselves when requested. Adjustments are always recalculated before they are saved which includes every time and order is updated. This provides a very flexible system by which an adjustment can determine that it is no longer relevant based on changes in the order.
Consider a coupon that takes $5 off all orders over $20. If the order exceeds the required amount during checkout the coupon will create the proper adjustment. If the customer then decides to edit their cart (before completing checkout) then you will want to make sure that the coupon still qualifies. If the order total drops below the required amount the source of the adjustment (in this case the coupon) will have the ability to remove the adjustment based on its own internal logic.
There are significant changes to the database to support the new adjustment system. The migrations should update your legacy data and create the necessary tax and shipping adjustments for existing orders but you should backup your database before running.
Coupons and Discounts
Spree now supports a flexible coupon system. Coupons in an online store are virtual and can be thought of as “codes” that must be entered during the checkout process. Coupons serve two important functions. First, they determine whether or not they are eligible to be used for the offer in question. Second, they calculate the actual credit/discount that should be applied to the specific order (assuming that the eligibility requirement is satisfied.)
Eligibility
Coupon eligibility is completely customizable on a per coupon basis. Eligibility is determined by the following factors.
- Start Date - coupons can be configured to be invalid before a specific date
- Expiration Date - coupons can be configured so that they are not usable passed a certain date
- Expiration Date - coupons can be configured so that they are not usable passed a certain date
- Number of Uses - coupons can be restricted to an arbitrary number of uses (typically a single use if there’s a limit at all)
- Combination - there is an option to restrict specific coupons so that they cannot be combined with other coupons in the same order.
Any other restriction on eligibility is intended to be provided by custom calculators. The compute method has access to the complete order (including shipping and other related information) and can simply return nil if the coupon is not to be applied in a specific situation
The next version of Spree will also provide built in filtering for coupons based on product properties and taxon information. This will provide a standard way to restrict coupons to certain types of products. As a workaround, you can accomplish this by hard coding restrictions in your calculator.
Discount Calculation
The create_discount method in Coupon is responsible for the actual calculation of the credit to be applied for the cooupon. By default, Spree will not allow the credit amount to exceed the item total. The credit adjustment associated with a coupon is subject to recalculation based on changes in the order. This is no different then any other adjustment to the order total (such as shipping or tax charges.)
RESTful Checkout
There have been several minor but crucial changes to the checkout process. The primary motivation for these changes was to improve maintenance of the checkout process and to simplify checkout customization.
Checkout Module has been Replaced by Controller
Prior to the refactoring, much of the checkout logic was contained in lib/checkout.rb. The idea was to isolate this logic from the OrdersController and to make it easier to extend. In this release we have just taken this another step further and made the checkout its own resource.
Changes to the Checkout Partials
The views have been shuffled around a bit due to this refactoring. This shouldn’t affect you too much unless you have an existing Spree application in which you customized some of the checkout partials. For instance, app/views/orders/_billing.html.erb has been moved to app/views/checkouts/_billing.html.erb. So you may need to rename your custom partials if you have any.
Additional Details
For more detailed information on the nature of these changes, please see the relevant commit in Github.
Variant Images
Some changes have been made to allow you to attach images to both the Product model and each individual variant for a product. The Images administration has been relocated from the main product details form to it’s own tab accessible via the right hand side bar on the product details screen.
This new admin interface enables you to select from a drop-down list which object (product or variant) the image represents. Note if a product does not contain any variants then the drop-down is not displayed to ensure that basic implementations are not cluttered with unnecessary administration options.
The front-end product details interface has also been updated to filter the displayed images depending on which variant is selected, and the cart view now displays the image of the selected variant.
Improvements to image handling
We’ve upgraded the paperclip gem to take advantage of recent changes. Paperclip is the library which handles creation of and access to the various formats of image. On top of this, we’re explicitly catching errors in the image creation stage and returning these via the validation mechanism - also adding a more meaningful message in the errors list. This will avoid the silent failures that some people have experienced when they don’t have image magick installed correctly.
Another change is to store the original image’s width and height: this info is sometimes useful when working with a set of images with different ‘shapes’, e.g. where your images might all have a width of 240 but (minor) variation on height. Knowing the height of the original allows you to calculate the max height of your images and thus to create a suitable bounding box.
Finally, note that the processing tools behind paperclip can do many transformations on the images, such as cropping, color adjustment, … - and these can be requested by passing the options to paperclip, or you can run the conversions on a batch of images in advance of loading into Spree. Automatic cropping is particularly useful to make best use of screen area.
Update to SearchLogic
Spree now runs with version 2.1.13 of SearchLogic. It has meant some minor recoding of how searches are set up and paginated, and allowed some of the existing forms to be simplified (by taking advantage of new functionality) and opened the door to more sophistication in selecting products, e.g. for handling faceted search or product groups.
There’s an overview of what the new SearchLogic offers on the Spree blog, and full documentation is at rdoc.info.
Some new named scopes for products
To make it easier to construct sets of products for various uses, we’ve added some more named scopes whichhelp with taxon, property, and availability of option values. The first kind (taxons_id_in_tree and taxons_id_in_tree_any) allows restriction to a set of taxons and their combined descendents. The property scope with_property takes a property object (or its id - the definition uses Rails’ automatic conversion) and an optional argument for uniquifying the table names in complex queries, eg where you are filtering by two distinct properties. This scope does not take a property value: the design is that you add further condition(s) on the value in a subsequent scope. It will handle cases where the property is absent or null for a product. There is a simpler scope with_property_value for simpler cases. The option type scope (with_option, with its prerequisite with_variant_options) follows the pattern of option type object or id, and an optional table name, and is intended as a basis for further conditions on the value of that option type. See lib/product_scopes.rb for the definitions, and see lib/product_filters.rb for examples of their use.
Basic support for filtering of results
It is often useful to cut down the results in a taxon via certain criteria, such as products in a price range or with certain properties, and sometimes you want a set of restrictions selectable via checkboxes etc. Using ideas from SearchLogic version 2, Spree now contains a basic framework for this kind of filtering. You can some basic filtering by visiting /products?taxon=1000 (unless you have overridden the products controller), where it allows you to select zero or more of a taxon’s children and to select some price ranges and product brands.
File lib/product_filters.rb explains the mechanism in detail, with several concrete examples. Basically, a filter definition associates a named scope with a mapping of human readable labels to internal labels. The named scope should be defined to test the relevant product attribute(s), and to convert a set of these internal labels into tests on the attributes. For example, you may want to filter by price range, so should set up labels for price ranges like 0-20, 20-50, 50-100, 100 or more; then define a named scope which maps these into a combined test on the (master) price attribute of products.
The partial app/views/shared/_filters.html.erb displays a checkbox interface for the filters returned by the method applicable_filters for the selected taxon. This method allows you to control which filters are used for some taxon, eg a filter on fabric type may be required for clothing taxons, but not suitable for mugs etc.
To use this framework, you should override and extend lib/product_filters.rb and define a suitable applicable_filters method for taxons. The new named scopes (above) are useful building blocks for adding application-specific filters.
Miscellaneous improvements
Default ship and bill addresses
Spree now saves the last used bill and ship addresses for logged in users and uses these as the defaults in their next checkout. If the ship or bill addresses are edited in checkout, then the old addresses are left unchanged and new addresses saved as the defaults. This is a very simple form of address book.
Extension initializers
It is now possible to include initializers in your extensions. This makes it a lot easier to configure extensions and to make site-specific customizations, and to keep them with the relevant extension code.
Improved handling of requests for invalid objects
If a method object_missing for a controller, Spree will pass all requests for invalid objects to this method. This provides an easy way for applications to add specific handlers for invalid requests. For example, you may wish to direct customers back to the front page. If no method has been defined, Spree will use its default 404 response.
Reduced silent failures in checkout
The checkout code is now more careful about returning and checking results from key operations, and a few more handlers for exceptions and invalid responses have been added. In normal use these should not occur, but they may sometimes occur if you have an error in your database or configuration.
Improvements to Upgrade Process
The rake spree:upgrade task has been eliminated. It turns out there were some crucial flaws that caused issues when the older version of Spree used a different version of Rails or a different version of upgrade.task than the newer version of Spree. The rake task has been replaced by a new gem command:
spree —update
You can also use the abbreviated form:
spree —u
After installing a new version of the Spree gem, simply run either one of these commands from inside RAILS_ROOT (your application directory) and your application will be upgraded.
The update process is also now less “destructive” than in previous versions of Spree. Instead of silently replacing crucial files in your application, Spree now checks the content of files it needs to replace, and if the old version differs, it will be saved with a \~ suffix.
This makes it easier to see when and how some file has changed - which is often useful if you need to update a customized version. The update command will also no longer copy the routes.rb file - the original version just loads the core Spree routes file, so has no need to change. (Recall that you can define new routes in your extensions.)


My name is Jason Shan, a third-year computer science major at the University of California, Berkeley . My focus is on theory, particularly approximation algorithms, game theory, control theory, auction theory, and machine learning.
Currently, I am a Technical Product Management Intern in the DTLP program at General Electric . My assignment is in implementing a new financial modelling software designed to replace the current one. At University, I am an undergraduate researcher currently working on the Berkeley Bell Labs team participating in the second iteration of the DARPA Spectrum Collaboration Challenge under the supervision of professors Anant Sahai, Jean Walrand and John Wawrzynek, working on algorithmic game theory.
In my free time, I like to write and play music, both instrumental and vocal, trade in the stock market, work out, and learn through reading publications finance and the theory fields.
I am constantly looking for opportunities especially in algorithmic game theory. If you have desires to keep connected or talk about a possible opportunity, feel free to email me.
Feel free to contact me about anything!


API¶
DragonTravel offers an API which can be accessed by other plugins. Currently, the API is still bery limited, but it will grow over time.
Currently implemented features:
- Create and remove stationary dragons
- Send player on a travel to a specified location
Import RyeDragonAPI:
import eu.phiwa.dragontravel.api.RyeDragonAPI;
Use it to do stuff:
Player player = ...; # Get player object
Location loc = ...; # Get location object
RyeDragonAPI api = RyeDragonAPI.getAPI();
# Send player on travel to location
try {
api.sendOnTravel(player, loc);
} catch (DragonException e1) {
// Handle problem
e1.printStackTrace();
}
# Create stationary dragon
try {
api.makeStationaryDragon(loc, "statdragon", "Fancy Dragon Name", player.getUniqueId());
} catch (DragonException e2) {
// Handle problem
e2.printStackTrace();
}
# Remove stationary dragon
try {
api.removeStationaryDragon("statdragon");
} catch (DragonException e3) {
// Handle problem
e3.printStackTrace();
}


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Polygon Overlay example that demonstrates the use of parallel_for.
This example is a simple implementation of polygon overlay, as described in
Parallelizing the Polygon Overlay Problem Using Orca, by H.F. Langendoen.
The solution was implemented in three forms:
For the most up to date system requirements, see the release notes.
For information about the minimum supported version of IDE, see release notes.
General build directions can be found here.
For the various UI options, see the common GUI code build instructions.
Building via the above make commands, or via Microsoft* Visual Studio* projects on Windows* systems, produces executable files named pover.exe. To run these executables directly, use one or more of the following commands:
Intel, Intel Core and the Intel logo are trademarks of Intel Corporation in the U.S. and/or other countries.
* Other names and brands may be claimed as the property of others.
© 2018, Intel Corporation


--- layout: default --- {% include paragraph.html %} {% include image-card.html %} {% include cta-subpages.html %}


Block vs Inline
He's Not Wide he's my brother.
A couple of things about Blocks
- A Block takes all the width. It will fill the entire width of its parent
- Since its as wide as can be it will naturally go below what ever came before it.
- Like A lot if things its height is determined by what ever is in it.
but the chief take away is: its as wide as the screen so things can go above it or below it, but not next to it.
A couple of things about Inline Elements
- They "flow" so they will fill in where there is space. If the previous element is NOT as wide as the page and inline item will start where it ends. It won't clear to the next line.
- Like a lot of things it doesn't care how tall it is just the things inside it.
But the chief takeaway is: Inline Elements Do NOT take up all the width so things can apear on the side of an inline element. Be prepared for that.
The fun is when you start taking things that are Blocks and making them act Inline or vice-versa. Go nuts.


Qt Sensors - C++ Sensor Gestures Example
QSensorGestures class defines one predefined signal, void detected(const QString &)
As well, Sensor Gesture Recognizers may implement any number of their own custom signals.
Our shake recognizer defines one custom signal, void shake()
, as well as the predefined detected signal.
SensorGestures Class Implementation
In order to know about custom signals that may be available, we need to ask the QSensorGestureManager about them,
Using the QSensorGesture::gestureIds() function, the manager will return a QStringList of known and valid gesture Ids.
QSensorGestureManager manager; Q_FOREACH (const QString &gesture, manager.gestureIds()) { QTreeWidgetItem *gestureId = new QTreeWidgetItem(ui->treeWidget); QStringList recognizerSignals = manager.recognizerSignals(gesture); gestureId->setText(0,gesture); for (int i = 0; i < recognizerSignals.count(); i++) { QTreeWidgetItem *oneSignal = new QTreeWidgetItem(gestureId); oneSignal->setText(0,recognizerSignals.at(i)); } ui->treeWidget->insertTopLevelItem(0,gestureId); }
We can then use this to create a QSensorGesture object that we can use to connect signals to, and start the detection process. A QSensorGesture object will take a list of one or more recognizer ids in it's constructor.
QSensorGestureManager manager; QSensorGesture *thisGesture = new QSensorGesture(QStringList() << currentRecognizer, this); if (currentRecognizer.contains("QtSensors.shake")) { connect(thisGesture,SIGNAL(shake()), this,SLOT(onShake())); } connect(thisGesture,SIGNAL(detected(QString)), this,SLOT(detectedShake(QString))); thisGesture->startDetection();
and later stop the detection process.
recognizerMap[currentRecognizer]->stopDetection(); if (currentRecognizer == "QtSensors.shake") { disconnect(recognizerMap[currentRecognizer],SIGNAL(shake()), this,SLOT(onShake())); } disconnect(recognizerMap[currentRecognizer],SIGNAL(detected(QString)), this,SLOT(detectedShake(QString)));
The QSensorGesture object will contain all the signals of the valid requested recognizers found on the system.
You can discover which of the requested recognizer ID's that were not found by using QSensorGesture::invalidIds();
By using QSensorGesture::gestureSignals(), you can get a QStringList of usable signals.
Files:


Click one of the images in the left window to start a search to retrieve and display similar images in the right window. The search is based on matching tags, images with the most matches are listed first. The search query that is used is shown below.
|
?filter=similar&similar-source-id= 00000000-0000-0000-0000-000000000000 &similar-source-classification=asset &fq=assetType:image&q=*:*&fl=name,tags,id,resource&rows=100 |
|


Make sure you are actually making your buttons button-y.
Because you can't really find the button here...
For more information about Pikachu, click here.
For more information, visit Serebii's Pikachu Page.


Virtual Training
The world changed forever over the last year and the time has come to accept that there is no longer any argument around “is virtual training effective?” Done right, it definitely is!
Over the course of the last few months, organizations everywhere have converted to the virtual classroom in the absence of a physical one.
We find the idea of people being unaware of virtual training unlikely at this point, but for those of you asking, “how does a virtual classroom work?” and “is virtual training effective?” – don’t worry, we have you covered in this pillar page.
Virtual Training vs Classroom Training
Done correctly, the only difference between a virtual classroom and an in-person classroom is the physical environment.
In a well-constructed virtual, or online classroom , you can perform all the same functions to the same degree and efficiency as a physical one.
Virtual instructor-led training can also take place live and in real-time with the attending participants, allowing for collaboration and active skill building.
The only difference in virtual vs classroom training is that the participants log in via an online platform such as Zoom or MS Teams rather than traveling to a central location to physically inhabit the same space.
How to conduct virtual training
It will come as little surprise following the above information, that hosting virtual training is very much the same as facilitating physical in-classroom training.
Participants arrive by logging into the chosen virtual meeting platform, where they are met by their trainer, who is ready to engage them from the beginning. Great facilitators get participants talking and interacting as the other participants arrive, getting conversation going and relationship building off to a good start.
Once everyone is logged in, the workshop can begin.
Throughout the experience, a good facilitator will ensure that all participants are engaged and have equal opportunity to speak and interact with both themselves as the trainer and also the other participants.
Facilitators make full use of the platform functionality, using a variety of features and tools in order to further engagement and interaction while achieving learning transfer and better retention of content.
Read more: Virtual Training: Debunking 5 Myths and Misunderstandings
How to make virtual training effective
As with any training, virtual training will be effective provided that the content is strong and the delivery is the best it can be.
That being said, the virtual learning environment calls for different skills than the physical one, so virtual facilitation needs to be reflected in this. As you have no doubt heard us say before, simply taking the slides from a physically classroom workshop and delivering them online isn’t going to cut it.
We have pulled together the 5 best practices for virtual delivery that will give you and your colleagues the tools to be even better virtual trainers, creating stronger and more impactful engagement and enhanced learning transfer.
Know the virtual training tech
It is vitally important to get really familiar with whatever tech platform has been chosen to run the virtual workshop on, whether it is MS Teams, Cisco WebEx Training Centre, Zoom etc.
Good virtual trainers know that in order to conduct virtual training to a high standard, they need to have invested the time in ensuring they know the functionality of the platform, have discovered its limitations and have practiced until its use is seamless in all aspects.
Being able to navigate a platform with confidence throughout the workshop is key, so that any complications that arise during the session can be dealt with quickly and effectively.
For extra help with some of the popular virtual training platforms, check out our YouTube channel for some virtual training platform tutorials.
Use a video camera
Making the most of the video function available on almost all virtual training platforms is key for making virtual training effective. It enhances the interactivity and feelings of co-location and connectivity, making it easier for participants to form relationships and read the body language of other participants.
Encouraging participants to enable their camera can also be beneficial. Helping them get over any shyness they may be feeling can really help them to feel more connected to the group and make communication easier.
Time management
By now, many have experienced how time feels very different in the virtual environment, and so in order to delivery virtual training effectively, trainers must be prepared for tasks to take longer.
This means that trainers must adopt a more ruthless approach to editing their included content, which includes keeping that which is critical to the required learning objectives and knowing where they can flex.
This means that natural, rich conversations can be allowed to take place, without facilitators needing to rush through content later.
Learn 3 Different Time Tips to Make Your Virtual Workshop Brilliant
Create Conversations
In the virtual classroom, it is key to facilitate conversations between participants. This is one of the aspects that new virtual facilitators dread; they expect the ‘tumbleweed’ moment, the long and heart-breaking silence that follows an asked question.
This is why it is important for facilitators to direct their participants how they want participants to respond when the workshop begins. This can be through the functionality through the platform; for example, a whiteboard, chat box or by sharing an emoji.
Preparing questions in advance, keeping them short and to the point, and including them in the slide deck, will help trainers to create conversation and engagement more easily.
Be Yourself
New trainers will be forgiven for feeling overwhelmed with everything they need to think about; the tech, the slide deck, the timekeeping, monitoring the chat etc. But a key aspect that makes virtual training effective is the facilitator themselves.
Virtual training is a lot more fun when the trainer is relaxed and enjoying themselves. If facilitators can unwind and bring their ‘full selves’ to the workshop, they will usually see an improvement in the experience for the participants, allowing for easier conversations and an increase in trust within groups.
How to make virtual training interactive
Interaction is a huge part of any training workshop. It is having steady and regular interaction that will enhance learning transfer for the participants and give them a good experience of a virtual workshop, thus making them more likely to attend future sessions.
So how do you make the virtual training interactive?
Ask questions
A fantastic way of keeping virtual training effective is by asking regular questions of the participants. This way, they feel engaged and involved in the discussions that are taking place, as active learners as opposed to passive bystanders to a webinar.
Getting them involved in discussions by asking questions is a great way to keep virtual training interactive and engaging for all participants involved.
Do polling
Polling, or voting, is a function which is included in almost all virtual training platforms available to date. It is a quick way of asking your participants questions and getting them to weigh in with opinions or thoughts, especially, if the facilitator is looking to start a group discussion.
A poll enables participants with the click of their mouse to show their position on a question or statement easily. Most of the polling systems in the virtual training platforms are straightforward and easy to use, so we recommend you do so!
Breakout groups
Further to this idea of getting participants engaged with a group discussion it can also be a great idea to split them into smaller groups in order to facilitate more intimate discussions with their classmates.
As with the polling ability, most platforms come with a breakout room function which enables trainers to split their full group into closer groups. This can encourage the interactivity, build trust and establish relationships between participants.
Encourage feedback
Asking for regular feedback at the end of the workshop can help interactivity in a variety of ways. It can make participants feel that their input is genuinely valued and that their experience of the workshop is important.
It fosters interactivity through stimulating participants to give their thoughts and opinions on their experience, and in turn can help facilitators and designers alike see where the workshops are performing well and where they may require some adjustments to achieve optimum learning transfer.
Encourage facilitators to keep a learner log
A learner log is a diary of engagement that a trainer keeps during the delivery of their workshop. It allows them to keep track of which participants have contributed and how often. This helps keep virtual training interactive by encouraging participation from all, rather than a handful of individuals.
Learn how to use a learner log in this short video
Want more tips on how to deliver great virtual training? Check out our
20 tips to facilitate a virtual workshop – the Rookie’s Handbook
How to design virtual training
So, by now, facilitators should know better than to adopt the mindset that they can simply take an existing physical delivery slide deck and present it online. Doing delivery this way will not yield the results that L&D teams are looking for.
So how do you design virtual training from scratch?
Consider the end goal
When getting ready to design virtual training, opening up PowerPoint whilst thinking, “Alright, slide 1…” is entirely the wrong approach.
At VTT, we frequently ask: how can designers know what they want to include in the content if they haven’t carefully considered the outcome that the facilitator wants to achieve from this virtual workshop?
Starting at the end, with the end result clearly in mind, can make the design process smoother and much more focused.
Read More: Starting with the End in Mind with Westminster City Council Case Study
Westminster City Council are proud to consider themselves a world class organization. They approached VTT to ask if we would create a bespoke workshop tailored to their requirements which would focus on helping individuals to foster a sense of responsibility and take ownership of their development progress.
Consider all the content
Considering how to make virtual training interactive is a huge part of successful design. That being said, it is important to work through the key messages and skills that the designers want participants to absorb from the workshop.
If they’re seeking to convert something that already exists as physical in-person material into a virtual workshop design, the designers may have some content to begin with.
Don’t rule out replacing models and processes with those that are more appropriate for the virtual environment. It is key for designers to set time aside to really consider what could be included.
Even if designing virtually from scratch, designers need to be creative and remember to always keep sight of what you are trying to achieve from this virtual workshop.
Choose the content
This must be one of the most ruthless steps in a virtual design studio.
There is a plethora of good models and processes that exist, and it is possible for designers to get overwhelmed by the amount of choice available.
But it is key that designers come back to the purpose of the virtual workshop. If there is content that doesn’t help get the participants to the required outcome of the workshop, then it should be sacrificed.
Virtual workshops are best delivered in a bite-sized format, so it is worth considering having shorter, more regular workshops to achieve the levels of content required, rather than simply increasing the length of the workshop’s runtime.
Plan the design process
To make virtual training interactive and effective, the designers need to plan the timings delicately. As we’ve highlighted above, everything takes longer in the virtual space, so it is key that timings are considered carefully in the virtual design process.
For example; if you have included a particular model in the virtual workshop to explore, how will the trainer do this? Will they explain the model and then have a discussion via chat? Will they put people into smaller breakout groups to complete posters?
Designers should aim to achieve variety in the approaches, but always with purpose and taking into consideration the best practice for each suggested model and how it feeds back into the required goal.
Make the content engaging
It comes as no surprise that people love stories, examples, questions, imagery, and science. This section is all about adding flair and character to the content.
It is by adding this that the content becomes even more interesting, memorable, and engaging. Designers may decide to start investigating photos to use in the deck, or research case studies to further bring the content to life.
Bring it together
This is where designers need to think about sequencing the virtual workshop. They need to double check the timings and content order and decide how the content is going to come together. How does all of this fuel the overall goal of the virtual workshop?
At this point in the designing studio process it can be helpful to consider some alternative options for various groups, if there are timing issues. Where can cuts be made? Where is the flex?
These are important things for trainers to know, before delivering the virtual workshop.
Create the intro
One the very last things to do is to consider how to get the virtual workshop going.  They have to start with a bang in order to get participants engaged right off the bat, so designers should ensure it starts with flair.
Consider how the trainer will grab the participants’ attention as they enter the session, and get them interacting with the delivery platform.
The welcome slide is the opportunity to start creating context for the participants straight away, and get them into the zone for the topic at hand.
By putting the thought in and really considering how to kick things off, virtual designers can ensure that the workshop gets off to the best start.
Create the slides and extra materials
Alright, now you can go into PowerPoint. We know you want to.
It’s time to pull all your hard work into a seamless, flowing, simple to follow slide deck, plus any extra materials you might need.
Final thoughts
Well done for reaching the bottom of this pillar page. We would like to think that by now the world has gotten much more used to the idea of hosting training session virtually, but if there are still such questions as “how do I deliver virtual training?” and “is virtual training effective?” we hope that these queries have been answered in the above information.
Transitioning to the virtual world can be challenging, but there are plenty of resources available to help facilitators and designers alike to make the shift.
If you are still feeling uncertain and need a helping hand, that’s where we come in.
If you would like help from the experts, get in touch with us today.


Starting December 1st!
By signing up to our e-mail digest, you'll get the daily update delivered straight to your inbox. We’ll only spam you until December 24th, scout’s honour (insert evil grin here).
Or, if newsletters aren't your thing, follow us on Twitter @digitpaint!
Want to be entertained while you wait for the 1st? Check last year's HTML & CSS Advent!


- Gang - Class in world
-
Represents the game client.
- Gang(int, String) - Constructor for class world.Gang
-
- getAlivePlayersCount() - Method in class world.Team
-
Returns the number of alive players in the team.
- getBx() - Method in class utilities.maths.ParametricLine
-
Returns the bx factor (x0)
- getBy() - Method in class utilities.maths.ParametricLine
-
Returns the by factor (y0)
- getCurrentAction() - Method in class world.PlayerState
-
Returns the current action being executed by the player.
- getCurrentFrame() - Method in class world.World
-
Returns the current frame of the game
- getCurrentTeam() - Method in class world.World
-
Returns the current team.
- getDamage() - Method in class world.Snowball
-
Returns the damage induced to a player if the snowball hits.
- getDestination() - Method in class world.action.MoveAction
-
Returns the expected destination of the player.
- getDestination() - Method in class world.action.ThrowAction
-
Returns the expected snowball destination.
- getDestination() - Method in class world.Snowball
-
Returns the destination where the snowball will land.
- getDotProduct(double, double, double, double) - Static method in class utilities.maths.Math
-
Returns the dot product of vectors u(x,y) and v(x,y).
- getEuclidianDistance(double, double, double, double) - Static method in class utilities.maths.Math
-
Returns the Euclidian distance between the 2 points (x0, y0) and (x1, y1).
- getEuclidianDistance(Point, Point) - Static method in class utilities.maths.Math
-
Returns the Euclidian distance between the 2 points p0 and p1.
- getFlag() - Method in class world.World
-
Returns the flag of the game.
- getFlagHolder() - Method in class world.Team
-
Returns the flag holder (null if no one holds the flag)
- getHealth() - Method in class world.Player
-
Returns the health of the player.
- getHeight() - Method in class world.Map
-
Returns the height of the map.
- getHolder() - Method in class world.Flag
-
Returns the current flag holder.
- getId() - Method in class world.Player
-
Returns the player id.
- getId() - Method in class world.Snowball
-
Returns the snowball id.
- getId() - Method in class world.Team
-
Returns the id of the team.
- getLine(Point, Point) - Static method in class utilities.maths.Math
-
Returns the Parametric line from point p0 to p1.
- getLine(double, double, double, double) - Static method in class utilities.maths.Math
-
Returns the Parametric line from point p(x0, y0) to p(x1, y1).
- getMap() - Method in class world.World
-
Returns the map of the game.
- getMx() - Method in class utilities.maths.ParametricLine
-
Returns the mx factor (x1 - x0).
- getMy() - Method in class utilities.maths.ParametricLine
-
Returns the my factor (y1 - y0)
- getOrientation() - Method in class world.Player
-
Returns the unit vector (length of 1) of the orientation of the player.
- getOrientation() - Method in class world.Snowball
-
Returns the unit vector (length of 1) of the orientation of the snowball.
- getOtherTeams() - Method in class world.World
-
Returns an array containing all teams other than the current one.
- getP0() - Method in class utilities.maths.ParametricLine
-
Returns the source point (x0, y0).
- getP1() - Method in class utilities.maths.ParametricLine
-
Returns the destination point (x1, y1).
- getPendingAction() - Method in class world.PlayerState
-
Returns the pending action for the player.
- getPlayer() - Method in class world.action.Action
-
Returns the player that executes this action.
- getPlayerById(int) - Method in class world.Team
-
Returns a player by its id (null if the id is not valid).
- getPlayers() - Method in class world.Team
-
Returns an array of the players contained in the team
- getPlayerState() - Method in class world.Player
-
Returns the player state, which includes the state type, current action, pending action.
- getPoint() - Method in class world.Entity
-
Returns the position of the entity.
- getRemainingFrames() - Method in class world.action.ThrowAction
-
Returns the remaining charging frames of the throw action.
- getSnowballs() - Method in class world.World
-
Returns a list of snowballs visible to the current team.
- getSpeed() - Method in class world.Player
-
Returns the distance traveled per frame the player, which is directly related to its health.
- getSpeed() - Method in class world.Snowball
-
Returns the distance traveled per frame by the snowball.
- getStartingPosition() - Method in class world.Team
-
Returns the starting position of the team in the map
- getStateType() - Method in class world.PlayerState
-
Returns the type of state the player is in.
- getTeam() - Method in class world.Player
-
Returns the team containing the current player.
- getTeamId() - Method in class world.Gang
-
Returns the current team id.
- getTeams() - Method in class world.World
-
Returns the array of teams.
- getVertices() - Method in class world.Wall
-
Returns the list of vertices in clockwise order.
- getWalls() - Method in class world.Map
-
Returns the array of walls.
- getWidth() - Method in class world.Map
-
Returns the width of the map.
- getX(double) - Method in class utilities.maths.ParametricLine
-
Returns X from the specified t value.
- getX() - Method in class world.Entity
-
Returns the X coordinate of the entity.
- getX() - Method in class world.Point
-
Returns X
- getX0() - Method in class utilities.maths.ParametricLine
-
Returns x0.
- getX1() - Method in class utilities.maths.ParametricLine
-
Returns x1.
- getY(double) - Method in class utilities.maths.ParametricLine
-
Returns Y from the specified t value.
- getY() - Method in class world.Entity
-
Returns the Y coordinate of the entity.
- getY() - Method in class world.Point
-
Returns Y
- getY0() - Method in class utilities.maths.ParametricLine
-
Returns y0.
- getY1() - Method in class utilities.maths.ParametricLine
-
Returns y1.


ADDICTED TO LOVE A film review by Ben Hoffman Copyright 1997 Ben Hoffman
It would be difficult to find two more charming actors than Matthew Broderick and Meg Ryan but it takes more than charm to sustain a movie. Somewhere between the reading of the script and getting it on film, something went a bit wrong; not very much but enough. The premise of a young man and woman losing their respective significant others, only to discover that the "others" they lost are now in love with each other, certainly sounds as if it would have made a light romantic comedy.
Sam (Broderick), who is an astronomer in a small midwest town, is a young romantic. Maggie (Ryan), a New Yorker who has seen enough to make her wary, is a photographer who by chance meets our astronomer when both she and he are spying on the two lovers who had jilted them. The cynic in Maggie convinces the romantic in Sam that the best way to get back their respective lovers is by humiliating them. But how?
Suffice it to say, Sam and Maggie establish themselves in a run-down loft that just happens to have a one way view into the apartment of their ex-lovers, Linda (Kelly Preston) and Anton (Tcheky Karyo) where they sit around watching their exes cavort. This is where the movie bogs down. After a while the spying becomes a bit tiresome but continues through a good part of the film. That may have been the funniest gimmick in the movie but it soon becomes a one- note gimmick. That screenwriter Robert Gordon was experienced in breakups of longtime relationships because he had had one of his own is really irrelevant. One would hope his breakup had more humor than does the story he wrote . . . and that is too bad because whatever entertainment there is in the film falls mainly on the aforementioned charm of the two leads, too heavy a burden.
In a cameo, Maureen Stapleton appears as Maggie's mother.
Directed by Griffin Dunne.
2.5 bytes
4 Bytes = Superb 3 Bytes = Too good to miss 2 Bytes = Average 1 Byte = Save your money
Ben Hoffman
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


| V |
aluED |
| Collaborate |
| Exchange |
| Learn |
|
| Welcome to ValuED, the University of Edinburgh's
blockchain-powered distributed platform for student peer trading and collaboration. |
| You don't seem to be logged in to MetaMask |
|
|
© Aydin Abadi, Dave Cochran and Richard Shillcock 2019. Ethereum Smart Contract powered by geth, remix, and MetaMask. Lovingly coded by the exceptionally smart and attractive people of the Blockchain Technologies Laboratory at the University of Edinburgh.


Use the filters below to find activities! Once you have some saved, you can view them in your suitcase.


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Donor Name
Donation Amount
Date of Donation
Michael Gingras
$20
August 5th 2016
Andrew Peterson
$20
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Chris Welker
$20
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Claudia Neilsen
$20
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If the default unit of a keyword is explicitly undefined, all possible units of measurement can be used to define a proper value.
internal_cp2k
Energy
Possible units of measurement for Energies. The [energy] entry acts like a dummy flag (assumes the unit of measurement of energy is in internal units), useful for dimensional analysis.
hartree
wavenumber_e
joule
kcalmol
kjmol
Ry
eV
K_e
energy
Length
Possible units of measurement for Lengths. The [length] entry acts like a dummy flag (assumes the unit of measurement of length is in internal units), useful for dimensional analysis.
bohr
m
pm
nm
angstrom
length
Temperature
Possible units of measurement for Temperature. The [temperature] entry acts like a dummy flag (assumes the unit of measurement of temperature is in internal units), useful for dimensional analysis.
K
au_temp
temperature
Pressure
Possible units of measurement for Pressure. The [pressure] entry acts like a dummy flag (assumes the unit of measurement of pressure is in internal units), useful for dimensional analysis.
bar
atm
kbar
Pa
MPa
GPa
au_p
pressure
Angle
Possible units of measurement for Angles. The [angle] entry acts like a dummy flag (assumes the unit of measurement of angle is in internal units), useful for dimensional analysis.
rad
deg
angle
Time
Possible units of measurement for Time. The [time] entry acts like a dummy flag (assumes the unit of measurement of time is in internal units), useful for dimensional analysis.
s
fs
ps
au_t
wavenumber_t
time
Mass
Possible units of measurement for Masses. The [mass] entry acts like a dummy flag (assumes the unit of measurement of mass is in internal units), useful for dimensional analysis.
kg
amu
m_e
mass
Potential
Possible units of measurement for potentials. The [potential] entry acts like a dummy flag (assumes the unit of measurement of potential is in internal units), useful for dimensional analysis.
volt
au_pot
potential
Force
Possible units of measurement for forces. The [force] entry acts like a dummy flag (assumes the unit of measurement of force is in internal units), useful for dimensional analysis.


{% load static %}
This applet lets you explore the data on any running Terracotta Django server. Just search for a dataset to get started!
host: {{ request.get_host }}
×
current layer:


The feature of this approach is that automata, used for developing, are defined with the help of transition graphs. For distinguishing of the nodes of these graphs the term “state coding” is to be introduced. When using “multiple state coding” with the help of single variable it is possible to distinguish amount of states which is equal to the amount of variables values. This allows to introduce in programming the term “program observability”. Using the offered approach, programming is to be performed using the concept of “state”, not the concept of “flag variables”. It allows to understand and specify the task and its parts (subtasks) better.
Henceforth automata approach was spread to the event-based (reactive) systems. In systems of this kind all limitations, mentioned above are taken away. It is obvious from the name of these systems that events are used among the input actions. Role of output actions could be played by arbitrary functions. Any real-time operating system could be used as an environment.
For programming for event-based systems with the help of automata a procedural approach to software developing was used. So this king of programming was called as “state-based programming”.
Using this method output actions are assigned to the arcs, loops or nodes of the transition graphs (mixed automata are to be used – Moore-Mealy automata). This allows to present sequences of actions, which are reactions to the corresponding input actions, in the compact form.
On of the features of programming for the reactive systems is that liquidation of logic in the event handlers and forming of system of interacting automata, which are called from these handlers, causes logic centralization. Automata in such system can interact by nesting, by calling ability and with the help of state numbers interchange. Last type of interaction is described in work, which declares that “this type of interaction may be used as powerful tool for program verification”.
System of interconnected automata forms system-independent part of software. At the same time system-dependent part is formed by functions of input and output actions, event handlers and so on. Another important feature of this approach is that automata in it are used thrice: for specification, for implementation (they stay in the source code) and for drawing up the protocol, which is performed, as said above, in terms of automata. Last property allows to verify the propriety of automata system functioning. Logging is performed automatically, it is based on the created program. This mechanism could be also used for large scale tasks and for task with difficult, smeared software logic.
The composite approach may be rather useful for solving task from a very large spectrum, it is based on object-oriented and automata-based programming paradigms. In work this method was called as “state-based object-oriented programming”.
A Finite State Machine (FSM) is the representation of a system in terms of its states and events. A state is simply a decision point at the system level , and an event is a stimulus that causes a state transition within the system. Therefore , a state machine stays in the current state until n event is received causing a state transition. If the state to transition to is the current state, a new state is not entered event though a state transition occurs.
Two well known types of state machine are the Mealy and Moore machines. The difference between these state machines is their output. The output of the Mealy state machine depends on the received event, while the output of the Moore state machine does not.
The functions defining the Moore state machine at transition t are: S(t+1) = Function (S(t),I(t)); O(t+1) = Function (S(t))
The functions defining the Mealy state machine at transition t are: S(t+1) = Function (S(t),I(t)); O(t+1) = Function (S(t),I(t))
While the state transition function S is same for both states machine, the output function O is different. The output of the Moore machine depends solely on the current state, while the output of the Mealy machine depends on both the current state and input.
In a state transition diagram, if no two outgoing edges of a state have the same label, then the corresponding machine is called a deterministic finite state machine …if two or more outgoing edges of a state have the same label, then it is called a non-deterministic finite state machine.
State diagrams (also called State Chart diagrams) are used to help the developer better understand any complex/unusual functionalities or business flows of specialized areas of the system. In short, State diagrams depict the dynamic behavior of the entire system, or a sub-system, or even a single object in a system. This is done with the help of Behavioral elements.
You have already seen how to describe finite state machines in terms of state diagrams and tables. However, it can be difficult to describe complex finite state machines in this way. Recently, hardware designers have shifted toward using alternative representations of FSM behavior that look more like software descriptions. In this section, we introduce algorithmic state machine (ASM) notation. ASMs are similar to program flowcharts, but they have a more rigorous concept of timing.
You may wonder what is wrong with state diagrams. The problem is that they do not adequately capture the notion of an algorithm-a well-defined sequence of steps that produce a desired sequence of actions based on input data. State diagrams are weak at capturing the structure behind complex sequencing. The representations discussed next do a better job of making this sequencing structure explicit.
S0 [W0] = { S1(X01/Y01)[V0] }
S1 [W1] = { S0(X10/Y10)[V0], S2(X12/Y12)[V2], S3(X13/Y13)[V3] }
S2 [W2] = { S0(X20/Y20)[V0], S4(X24/Y24)[V4] }
S3 [W3] = { S2(X32/Y32)[V2], S3(X33/Y33)[V3] }
S4 [W4] = { S0(X40/Y40)[V0], S3(X43/Y43)[V3] }
There are several action types:
Entry action - V which is performed when entering the state
Exit action - W which is performed when exiting the state
Input action - X which is performed depending on present state and input conditions
Transition action - Y which is performed when performing a certain transition


BEEP BOOP
insert a number to find out how many beeps or boops you get from it!
Enter a number here
Sumbit your number
Here is your reult of your number:


If your application has some type of activity feed, there’s a reasonable chance that a polymorphic relationship is right or you.
In this example, we’re going to allow a user to bookmark jobs and events, then view those in one bookmarks feed.
When it comes to building our data model, we have at least three options:
- Users have many Jobs and many Events.
Having separate relationships will require separate database queries. Huge performance red flag. - Users have many Jobs and many Events, through a join table.
The disadvantage here is that the join table will have columns to account for both relationships:job_id
andevent_id
. Everytime a job is bookmarked, the value for theevent_id
will be left blank/unused. Similarly, for every row representing a bookmarked event, there will be no value for thejob_id
. As our application grows, this inefficiency may result in a performance loss. - Users have many Bookmarks, which may be Jobs or Events, using a polymorphic relationship.
As you suspected, we’re going to explore this option.
First, create the migration:
1 2 3 4 5 6 7 8 9 |
|
Our concern is here: t.references :bookmarkable, polymorphic: true
.
The result of this reference is that our bookmarks table will have column values for bookmarkable_type
and bookmarkable_id
.
So, if a job is bookmarked, the row in the bookmarks table will have an id
, the appropriate user_id
, a bookmarkable_type
of “Job”,
and a bookmarkable_id
of that job’s id
. Notice that we waste no fields on event-related properties. When an event is bookmarked,
the row will look similar, but have a bookmarkable_type
of “Event”.
To complete this polymorphic association, we’ll have to complete the related relationships:
1 2 3 |
|
1 2 3 4 |
|
Now in our views, we’re free to display a user’s bookmarks however we choose to scope them.


Fans think Selena Gomez and Bella Hadid may have reignited their feud
Cape Town – Selena Gomez and Bella Hadid had fans on Instagram in a frenzy over a mysteriously deleted post.
In case you missed it, Selena and Bella haven't always been friends – Instagram or otherwise – after Selena was spotted with The Weeknd who had been dating Bella. The model unfollowed the Lose You To Love Me singer before Selena did the same. But for a while it seemed like the two had put that behind them – Selena refollowed Bella and Bella also started dating The Weeknd again – but after a back and forth on Tuesday, fans think the two may have reignited their feud.
According to E! News, Selena commented "stunning" on Bella's post, but then the image disappeared. Selena noticed fans picked up on the model's move writing, "She's all about supporting women. You all just can't take it nicely."
"That sucks," Selena wrote with a crying face emoji.
Having a fan base as big as Selena's would undoubtedly have troops rallying behind the Look At Her Now hitmaker. So Selena quickly cleared things up. "I shouldn't of [sic] spoken without knowing the truth. I'm sorry. Please don't be hurtful."
She told Selenators, "She is a wonderful person and it was all a misunderstanding."
Compiled by Bashiera Parker (Sources: Channel24, E! News )


In Ghana, children are given their first name as a day name so this web page is an application whereby the application takes the user's birthday and calculates the day of the week they were born and depending on their gender, they get their Akan name.
Here are some Ghananian names;
FEMALE:
MALE:
ENTER DETAILS TO GET A NAME:


All the terms and services required by app hosts.
Please send an email to Mitch at: mtsmithdesign@gmail.com


| lambdata_urena1.df_utils | index /home/urenajose/github_repos/lambdata_urena/lambdata_urena1/df_utils.py |
Functions and class
Class Dead_poet_society that holds english poem information
Function isit_float check to see if a str is formated as a float
| Modules | ||||||
|
| Classes | ||||||||||
|
|
| Functions | ||
|
| Data | ||
| ONES = 0 1.0
1 1.0
2 1.0
3 1.0
4 1.0
5 ... 1.0
7 1.0
8 1.0
9 1.0
dtype: float64 ZEROS = 0 0.0 1 0.0 2 0.0 3 0.0 4 0.... 0.0 17 0.0 18 0.0 19 0.0 dtype: float64 poem1 = (O Captain! My Captain!,Walt Whitman, ...yfoundation.org/poems/45474/o-captain-my-captain) poem2 = (To the Virgins, to Make Much of Time,Robert Her.../poems/46546/to-the-virgins-to-make-much-of-time) poem3 = (She Walks In Beatuty,Lord Byron, ...ryfoundation.org/poems/43844/she-walks-in-beauty) poem4 = (If—,RUDYARD KIPLING, 283, https://www.poetryfoundation.org/poems/46473/if---) poem5 = (The Cremation of Sam McGee,ROBERT W. SERVICE, ...ation.org/poems/45081/the-cremation-of-sam-mcgee) |


Sonoff adapter settings
Connection settings
Port:
Authentication settings
User:
Password:
Password confirmation:


Chase
问题描述 :
Let us assume that the town can be described as N spots (numbered from 0 to N-1) and M bidirectional roads between those N spots. Jack the Robber starts running from Spot 0. After several rounds of chasing and fleeing in the past, Don summarized Jack’s rules of escape:
1.He will never visit a spot more than once.
2.He is an expert about the geography of this town, so no matter which spot he reaches, the route he has traveled is always the shortest path from Spot 0 to that spot. To simplify the situation, we assume that there is only one shortest path from Spot 0 to any other spot.
3.He has no certain destination spot to go. He just runs AS FAR AS HE CAN, following the two rules above. As you may see, if he never gets caught, he will definitely come to a spot where he has to stop because if he keeps running, he will violate the two rules above. When he reaches a spot where he has to stop and is not arrested by FBI at that spot, he hides and FBI will never find him.
4.When he comes to a spot and is NOT captured by FBI at that spot, he will randomly choose a road to continue running. Of course, his choice can’t conflict with the above mentioned rules. The term “randomly” means that he chooses each valid road on the same probability.
Even if Jack gets to a spot where agents are already deployed, he may still get a chance to run away. For example, if the spot is very crowded, even all agents are deployed there, Jack may still run away easily. So Charlie finds out an N×(P+1) probability matrix PT. PT(i, j) represents the probability of j FBI agents deployed at spot i arresting Jack when Jack comes to Spot i. For example, PT(0, 1) can be only 5%, which means sending only 1 agent to the initial spot may miss the target in large probability, because the agent may be killed by Jack. In another case, if Spot 5 is suitable for capturing and 10 agents are deployed there, PT(5, 10) may be over 80%. Of cause, PT(i, 0) is always 0.
According to the given matrix PT, you need to help Charlie to figure out the best way to deploy agents in which the probability of catching the robber reaches the maximum.
输入:
Next M lines describe all roads. In each line, there are three integers a, b and c (0<=a, b<N, 0<c<=10000), representing a road of length c between Spot a and Spot b. Pay attention that there may be more than one roads between two spots, as well as some roads may come into a self-loop (a=b).
The following line contains an integer P (0<P<=50), representing the total number of agents. Following N lines describe the probability matrix PT. PT(i,j) (0<= PT(i,j)<=1) represents the probability that robber can be captured by j FBI agents in Spot i when he comes to Spot i . We don’t give the leftmost column of the matrix for they are all zero, so the matrix only has P columns. In other words, the first number you read from the matrix is PT(0,1) .
The input file ends with a line that contains “0 0”.
输出:
Next M lines describe all roads. In each line, there are three integers a, b and c (0<=a, b<N, 0<c<=10000), representing a road of length c between Spot a and Spot b. Pay attention that there may be more than one roads between two spots, as well as some roads may come into a self-loop (a=b).
The following line contains an integer P (0<P<=50), representing the total number of agents. Following N lines describe the probability matrix PT. PT(i,j) (0<= PT(i,j)<=1) represents the probability that robber can be captured by j FBI agents in Spot i when he comes to Spot i . We don’t give the leftmost column of the matrix for they are all zero, so the matrix only has P columns. In other words, the first number you read from the matrix is PT(0,1) .
The input file ends with a line that contains “0 0”.
样例输入:
4 4 0 1 1 0 2 2 1 3 3 2 3 1 2 0.01 0.1 0.5 0.8 0.5 0.8 0.7 0.9 0 0
样例输出:
60.00
题目链接：http://acm.hdu.edu.cn/showproblem.php?pid=3409
参考博客：http://www.cnblogs.com/woaishizhan/p/3189813.html
#include<cstdio> #include<cstring> #include<cmath> #include<iostream> #include<algorithm> #include<queue> #include<vector> using namespace std; const int maxn = 205; const int maxe = 20500; const int INF = 0x3f3f3f; struct Edge{ int u,v,w; int next; void assign(int u_,int v_,int w_,int next_){ u = u_; v = v_; w = w_; next = next_; } bool operator < (const Edge& e) const { return w > e.w; //这个地方害我WA了6次；这错太隐蔽了!!!!。 } }edges[maxe]; int head[maxn]; vector<int> G[maxn]; int cnt; int N,M,P; double PT[maxn][maxn/2]; double dp[maxn][maxn/2]; //dp[i][j]表示以i为根、部署j个警察逮到robber的最大概率； void addedge(int u,int v,int w){ edges[cnt].assign(u,v,w,head[u]); head[u] = cnt++; edges[cnt].assign(v,u,w,head[v]); head[v] = cnt++; } void Dijkstra(){ priority_queue<Edge> Q; int d[maxn]; bool vis[maxn]; memset(d,0x3f,sizeof(d)); memset(vis,0,sizeof(vis)); for(int i=0;i<N;i++) G[i].clear(); Q.push((Edge){0,0,0}); d[0] = 0; while(!Q.empty()){ Edge e = Q.top(); Q.pop(); int u = e.u; if(vis[u]) continue; vis[u] = true; if(e.u != e.v){ G[e.v].push_back(e.u); } for(int i=head[u];i!=-1;i=edges[i].next){ int v = edges[i].v; if(d[v] > d[u] + edges[i].w){ d[v] = d[u] + edges[i].w; Q.push((Edge){v,u,d[v]}); //把u存进去是为了方便建最短路图； } } } } void dfs(int u){ int child = G[u].size(); double son[maxn]; //son[i]表示u的所有儿子节点总共部署i个人逮住robber的概率； for(int i=0;i<=P;i++) son[i] = 0; if(child == 0){ for(int i=1;i<=P;i++){ dp[u][i] = PT[u][i]; } return; } for(int i=0;i<child;i++){ int v = G[u][i]; dfs(v); // 求出了dp[v][...]的所有不同概率； for(int j=P;j>=0;j--) for(int k=0;k<=j;k++) son[j] = max(son[j],dp[v][k]/child+son[j-k]); //u的v这个儿子及其子节点部署k个人的最大概率； } for(int i=P;i>=0;i--) //总共i个人 for(int j=0;j<=i;j++){ //u这个节点放j个人 dp[u][i] = max(dp[u][i],PT[u][j] + (1-PT[u][j])* son[i-j]); } } int main() { //freopen("E:\\acm\\input.txt","r",stdin); while(scanf("%d%d",&N,&M) == 2 && N+M){ cnt = 0; memset(dp,0,sizeof(dp)); memset(head,-1,sizeof(head)); for(int i=1;i<=M;i++){ int a,b,c; scanf("%d%d%d",&a,&b,&c); if(a == b) continue; addedge(a,b,c); } scanf("%d",&P); for(int i=0;i<N;i++) PT[i][0] = 0; for(int i=0;i<N;i++) for(int j=1;j<=P;j++){ scanf("%lf",&PT[i][j]); } Dijkstra(); //形成以0为根的最短路树；存在G[u]中； dfs(0); double ans = 0; for(int i=0;i<=P;i++) ans = max(ans,dp[0][i]); printf("%.2lf\n",ans*100); } }
View Code
参考：http://www.cnblogs.com/acmdeweilai/archive/2013/08/10/3250515.html
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
这车就在我们楼底下停着的……
正确性是关键，冲突是都会有的，主要是那种算法冲突的概率低
很好的题，还是能做出几道的，嘿嘿
第二个方法很不错啊
int half(int *array,int len,int key)
{
int l=0,r=len;
while(l<r)
{
int m=(l+r)>>1;
if(key>array )l=m+1;
else if(key<array )r=m;
else return m;
}
return -1;
}
这种就能避免一些Bug
l,m,r
左边是l,m;右边就是m+1,r;
正在学习搜索，很好
已更新
神奇的网站
为什么暴力求解方法循环到sqrt(n) 就可以了呢
输入样例作为一个整体输入，带回车
这个方法是错的，不信你试试：
20 5
1 A:9
1 A:9
1 A:9
1 A:6
1 A:4
正确答案应该是19，这个答案是18
helpful！！ mark
很好，找的就是这一题
[…] 如果此题没有要求 相对位置不变，可以参考文章：http://www.acmerblog.com/interview-9-2427/ […]
第二块代码if(it != mp.end())应改为if(it != mp.end() && (i+1)!=(it->second +1))；因为第二种解法如果数组有重复元素 就不正确


[ all classes ]
[ core.components ]
Coverage Summary for Class: Station (core.components)
| Class | Class, % | Method, % | Line, % |
|---|---|---|---|
| Station | 100% (1/ 1) | 60% (21/ 35) | 53.6% (59/ 110) |
1 package core.components;
2
3 import core.components.factories.ParkingSlotsFactory;
4
5 import java.awt.*;
6 import java.util.List;
7 import java.util.Objects;
8
9 /**
10 * The Station class : This class defines what stations are and how they behave
11 */
12 public abstract class Station {
13
14 /**
15 * The unique id of the station
16 */
17 private final int id = generateUniqueID();
18
19 /**
20 * The number of stations in the application
21 */
22 private static int numberOfStations = 0;
23
24 /**
25 * The coordinate of the station
26 */
27 private Point coordinate;
28
29 /**
30 * The onService parameter
31 * <p>
32 * if true, the station is on service
33 * if false, the station is not on service
34 */
35 private boolean onService; // Can be "on service" (true) of "offline" (false)
36
37 /**
38 * A list of parking slots that is in the station
39 */
40 private List<ParkingSlot> parkingSlots;
41
42 /**
43 * The terminal of the station, it is used by the users to rent or drop bicycles
44 */
45 private final Terminal terminal;
46
47 /**
48 * The amount of money that the user has in the application
49 */
50 private double money;
51
52 /**
53 * The number of droppings (that is to say, the number of times that a bicycle was dropped in the station)
54 */
55 private int numberOfDroppings;
56
57 /**
58 * The number of rentings (that is to say, the number of times that a bicycle was rented)
59 */
60 private int numberOfRentings;
61
62
63 /**
64 * This method generate an unique id
65 *
66 * @return the unique id
67 */
68 private int generateUniqueID() {
69 return ++numberOfStations;
70 }
71
72 // Constructors
73
74 /**
75 * A Station constructor
76 *
77 * @param coordinate coordinate that will be used to place a plus station
78 * @param onService a boolean parameter to know if the station will be on service
79 * @param parkingSlots a list of parking slots that will populate the plus station
80 * @param money the initial money that the station will have
81 * @param numberOfDroppings the number of droppings (or locations)
82 */
83 public Station(Point coordinate, boolean onService, List<ParkingSlot> parkingSlots, double money, int numberOfDroppings) {
84 this.coordinate = coordinate;
85 this.onService = onService;
86 this.parkingSlots = parkingSlots;
87 this.terminal = new Terminal(onService, this.id);
88 this.money = money;
89 this.numberOfDroppings = numberOfDroppings;
90 }
91
92 /**
93 * A (simpler) Station constructor
94 *
95 * @param coordinate coordinate that will be used to place a plus station
96 * @param onService a boolean parameter to know if the station will be on service
97 * @param parkingSlots a list of parking slots that will populate the plus station
98 */
99 public Station(Point coordinate, boolean onService, List<ParkingSlot> parkingSlots) {
100 this.coordinate = coordinate;
101 this.onService = onService;
102 this.parkingSlots = parkingSlots;
103 this.terminal = new Terminal(onService, this.id);
104 this.money = 0; // the initial money of the station is zero
105 this.numberOfDroppings = 0; // the number of droppings is set to zero
106 }
107
108 // Getters and setters
109
110 /**
111 * getter for id
112 *
113 * @return the id
114 */
115 public int getId() {
116 return this.id;
117 }
118
119 /**
120 * getter for onService parameter
121 *
122 * @return onService parameter
123 */
124 public boolean isOnService() {
125 return onService;
126 }
127
128 /**
129 * setter for onService parameter
130 *
131 * @param onService a boolean that will be used to set onService parameter
132 */
133 public void setOnService(boolean onService) {
134 this.onService = onService;
135 this.terminal.setOnService(onService);
136 }
137
138 /**
139 * getter for coordinate
140 *
141 * @return coordinate
142 */
143 public Point getCoordinate() {
144 return coordinate;
145 }
146
147 /**
148 * setter for coordinate (maybe the relevance of this method could be discussed)
149 *
150 * @param coordinate coordinate that will be used to set the station coordinate
151 */
152 public void setCoordinate(Point coordinate) {
153 this.coordinate = coordinate;
154 }
155
156 /**
157 * getter for the list of parking slots
158 *
159 * @return parkingSlots (a list of parking slots)
160 */
161 public List<ParkingSlot> getParkingSlots() {
162 return parkingSlots;
163 }
164
165 /**
166 * setter for parkingSlots
167 *
168 * @param parkingSlots a list of parking slots
169 */
170 public void setParkingSlots(List<ParkingSlot> parkingSlots) {
171 this.parkingSlots = parkingSlots;
172 }
173
174 /**
175 * getter for the terminal of the station
176 *
177 * @return the terminal object
178 */
179 public Terminal getStationTerminal() {
180 return terminal;
181 }
182
183 /**
184 * getter for the number of stations
185 *
186 * @return number of stations in the application
187 */
188 public static int getNumberOfStations() {
189 return numberOfStations;
190 }
191
192 /**
193 * getter for the money parameter
194 *
195 * @return the total amount of money that stations has (it can be used to see the station profit)
196 */
197 public double getMoney() {
198 return money;
199 }
200
201 /**
202 * setter for the money parameter
203 *
204 * @param money the total amount of money that the station has
205 */
206 public void setMoney(double money) {
207 this.money = money;
208 }
209
210 /**
211 * getter for the number of droppings (or complete locations)
212 *
213 * @return the number of droppings
214 */
215 public int getNumberOfDroppings() {
216 return numberOfDroppings;
217 }
218
219 /**
220 * setter for the number of droppings
221 *
222 * @param numberOfDroppings the number of complete locations (or droppings)
223 */
224 public void setNumberOfDroppings(int numberOfDroppings) {
225 this.numberOfDroppings = numberOfDroppings;
226 }
227
228 /**
229 * getter for the number of rentings
230 *
231 * @return the number of rentings
232 */
233 public int getNumberOfRentings() {
234 return numberOfRentings;
235 }
236
237 /**
238 * setter for the number of rentings
239 *
240 * @param numberOfRentings the number of rentings to be used in the setting process
241 */
242 public void setNumberOfRentings(int numberOfRentings) {
243 this.numberOfRentings = numberOfRentings;
244 }
245
246 /**
247 * toString method for Station
248 *
249 * @return a string that represents the station
250 */
251 @Override
252 public String toString() {
253 return "Station{" +
254 "id=" + id +
255 ", coordinate=" + coordinate +
256 ", onService=" + onService +
257 ", parkingSlots=" + parkingSlots +
258 ", terminal=" + terminal +
259 ", money=" + money +
260 ", numberOfDroppings=" + numberOfDroppings +
261 ", numberOfRentings=" + numberOfRentings +
262 '}';
263 }
264
265 /**
266 * equals method for Station
267 *
268 * @param o an object
269 * @return true or false
270 */
271 @Override
272 public boolean equals(Object o) {
273 if (this == o) return true;
274 if (o == null || getClass() != o.getClass()) return false;
275 Station station = (Station) o;
276 return id == station.id &&
277 onService == station.onService &&
278 Double.compare(station.money, money) == 0 &&
279 numberOfDroppings == station.numberOfDroppings &&
280 numberOfRentings == station.numberOfRentings &&
281 Objects.equals(coordinate, station.coordinate) &&
282 Objects.equals(parkingSlots, station.parkingSlots) &&
283 Objects.equals(terminal, station.terminal);
284 }
285
286 /**
287 * hashCode method for Station
288 *
289 * @return hash(id, coordinate, onService, parkingSlots, terminal, money, numberOfDroppings, numberOfRentings)
290 */
291 @Override
292 public int hashCode() {
293 return Objects.hash(id, coordinate, onService, parkingSlots, terminal, money, numberOfDroppings, numberOfRentings);
294 }
295
296
297 // Written methods
298
299 /**
300 * This method generates free parking slots and return all the parking slots (with memory allocation)
301 *
302 * @param parkingSlots a list of parking slots (that may be empty)
303 * @return a complete list of parking slots (that has memory allocation)
304 */
305 private List<ParkingSlot> generateAllSlots(List<ParkingSlot> parkingSlots) {
306 for (int cpt = 0; cpt < this.parkingSlots.size(); cpt++) {
307 ParkingSlot slot = ParkingSlotsFactory.createFreeParkingSlot();
308 parkingSlots.add(slot);
309 }
310 return parkingSlots;
311 }
312
313 /**
314 * This method will return a boolean that represents the existence or not of give bicycle type
315 *
316 * @param bicycle a bicycle object, either electrical or mechanical bicycle
317 * @return true, if the station has a bicycle of the same type. false, otherwise
318 */
319 public boolean getExistTypeBike(Bicycle bicycle) {
320 if (bicycle instanceof ElectricalBicycle) {
321 return hasAvailableElectricalBicycle();
322 } else if (bicycle instanceof MechanicalBicycle) {
323 return hasAvailableMechanicalBicycle();
324 } else {
325 return false;
326 }
327
328 }
329
330 /**
331 * This method is used to see if a station has an available electrical bicycle to be rented
332 *
333 * @return true, if the station has an available electrical bicycle. false, otherwise
334 */
335 public boolean hasAvailableElectricalBicycle() {
336 for (ParkingSlot slot : parkingSlots) {
337 // System.out.println(slot.getBicycle());
338 if (slot.getBicycle() instanceof ElectricalBicycle) {
339 return true;
340 }
341 }
342 return false;
343 }
344
345 /**
346 * This method is used to see if a station has an available mechanical bicycle to be rented
347 *
348 * @return true, if the station has an available mechanical bicycle. false, otherwise
349 */
350 public boolean hasAvailableMechanicalBicycle() {
351 for (ParkingSlot slot : parkingSlots) {
352 // System.out.println(slot.getBicycle());
353 if (slot.getBicycle() instanceof MechanicalBicycle) {
354 return true;
355 }
356 }
357 return false;
358 }
359
360 /**
361 * This method checks if a station has a free slot
362 *
363 * @return true, if the station has a free slot. false, otherwise
364 */
365 public boolean hasOneSlotFree() {
366 for (ParkingSlot slot : parkingSlots) {
367 if (slot.getState() == 0) {
368 return true;
369 }
370 }
371 return false;
372 }
373
374 /**
375 * This method is a getter for a free slot. If it has not a free slot, it returns null
376 *
377 * @return a free slot if the station has any. null, otherwise
378 */
379 public ParkingSlot getOneFreeSlot() {
380 for (ParkingSlot slot : parkingSlots
381 ) {
382 if (slot.getState() == 0) {
383 return slot;
384 }
385 }
386 return null;
387 }
388
389
390 /**
391 * This method gets a parking slot for the type of bicycle that is passed as argument
392 *
393 * @param bicycle any bicycle in the application (can be electrical or mechanical)
394 * @return a slot of the give bicycle if there is any. null, otherwise
395 */
396 public ParkingSlot getParkingSlotTypeBicycle(Bicycle bicycle) {
397 ParkingSlot slot;
398 if (bicycle instanceof ElectricalBicycle) {
399 slot = getElectricalParkingSlot();
400 } else if (bicycle instanceof MechanicalBicycle) {
401 slot = getMechanicalParkingSlot();
402 } else {
403 slot = null;
404 }
405
406 return slot;
407 }
408
409 /**
410 * This method get an electrical parking slot (that is a parking slot that has an electrical bicycle) if there is any
411 *
412 * @return an electrical parking slot if there is any in the station. null, otherwise
413 */
414 public ParkingSlot getElectricalParkingSlot() {
415 ParkingSlot slot = null;
416 for (ParkingSlot slot_i : parkingSlots) {
417 if (slot_i.getBicycle() instanceof ElectricalBicycle) {
418 slot = slot_i;
419 break;
420 }
421 }
422 return slot;
423 }
424
425 /**
426 * This method get a mechanical parking slot (that is a parking slot that has an mechanical bicycle) if there is any
427 *
428 * @return a mechanical parking slot if there is any in the station. null, otherwise
429 */
430 public ParkingSlot getMechanicalParkingSlot() {
431 ParkingSlot slot = null;
432 for (ParkingSlot slot_i : parkingSlots) {
433 if (slot_i.getBicycle() instanceof MechanicalBicycle) {
434 slot = slot_i;
435 break;
436 }
437 }
438 return slot;
439 }
440
441 /**
442 * This methods adds money in the station
443 *
444 * @param money The amount of money to be added to the station
445 */
446 public void addMoney(double money) {
447 this.money += money;
448 }
449
450 /**
451 * This methods removes money in the station
452 *
453 * @param money The amount of money to be removed from the station
454 */
455 public void removeMoney(double money) {
456 if (this.money - money < 0) {
457 System.out.println("ERROR: You don't have the money.");
458 } else {
459 this.money -= money;
460 }
461 }
462
463 /**
464 * This methods adds the number of droppings
465 *
466 * @param number The number that will be used to increase the number of droppings
467 */
468 public void addNumberOfDroppings(int number) {
469 this.numberOfDroppings += number;
470 }
471
472 /**
473 * This methods adds the number of rentings
474 *
475 * @param number The number that will be used to increase the number of rentings
476 */
477 public void addNumberOfRentings(int number) {
478 this.numberOfRentings += number;
479 }
480 }


NumPy introduces the np.array data structure
NumPy is not a library you can learn by reading, it is really needs to be used. Once you have the basic concepts down, there is so much functionality that can be expored.
import matplotlib.pyplot as plt
import numpy as np
x = np.linspace(0, 2, 100)
plt.plot(x, x, label='linear')
plt.plot(x, x**2, label='quadratic')
plt.plot(x, x**3, label='cubic')
plt.xlabel('x label')
plt.ylabel('y label')
plt.title("Simple Plot")
plt.legend()
Matplotlib is not a subject to be lectured, it is much better to learn by example and doing, so here are some links below to get you started
Advice: find something that you like and alter it rather than trying to do from scratch
Matplotlib can be embedded in Jupyter Notebooks, one needs to add the following:


Overview
In this tutorial we'll use Classy OOP to create and use some classes in an RPG setting.
While the focus will be on two main categories; Characters and Weapons, the concepts demonstrated can be applied to a variety of use cases.
Concept
Build some classes and subclasses to support the following Character types:
- Warrior
- Mage
- Boss (Warrior)
Build some classes and subclasses to create the following Weapon types:
- Sword
- Magic Wand
- Battle Axe
Create a mock battle using these classes and watch it play out (via code).
Discussion
Writing OOP classes themselves is fairly simple, the true test of good OOP is how and where you abstract your functionality.
It's real easy to abstract out your functionality too far, so the most important part of the process is thinking through your classes, and their relationships way before your start coding them.
With OOP there are many ways to approach the same problem, so there is always room for debate on best practices. Here we will try and work with a balanced approach of usability and abstraction.
Class Trees
The first thing to think about is what our class trees will look like. In our case we know we want a Character and Weapon type, so those will most likely be our base classes.
From there we will need to create some subclasses to support the differences between the types, like a Warrior and Mage. We will also need to support the differences between a wand and melee weapons.
We also need to think about the characteristics that types will have in common. For instance we can be fairly sure that all Character types will have health (HP), and other attributes like strength, etc.
This is true of Weapon types as well, which will most likely have an attack rating attribute at the very least.
As noted above, our boss character will be a warrior, so our Character class tree might look something like:
Character Warrior *Boss Mage
While our Weapon class tree might be:
Weapon Melee *Sword *Battle Axe Magic Wand
Note: The asterisk (*) represents a direct instance of the preceding subclass.
Just by looking at these class trees, we can get a good idea of how we need to build out our classes and subclasses, which we will start doing in the proceeding sections.
Project Layout
As a best practice all classes should live in their own Lua files. Additionally, we will store the class files in a classes sub-directory. It's a common practice to capitalize class files.
We could of course have additonal sub-directories in the classes directory for characters and weapons, but we'll skip that for now.
Project classes/ Character.lua Mage.lua Melee.lua Wand.lua Warrior.lua Weapon.lua main.lua
The main.lua file will be our "battleground" for the mock battle.


val audioStreamType: AudioStreamType
: AudioStreamType - the audio stream type in which the audio client should operate during a meeting session.
audioStreamType
- : AudioStreamType - the audio stream type in which the audio client
should operate during a meeting session.


PG-Learn (Parallel Graph Learning) offers a new way of doing graph-based semi-supervised classification by combining graph construction and label inference in a loop to enable supervised hyper-parameter tuning.
PG-Learn infers the edge weights towards the best performance of a specific classification task. To this end, PG-Learn optimizes a learning-to-rank validation loss function with a gradient-based, parallel, and resource-adaptive scheme.
PG-Learn is proved to outperform a variety of existing graph construction methods in accuracy (per fixed time budget for hyperparameter tuning), and scales more effectively to high dimensional, potentially noisy feature space.
Please cite the following paper should you use any of the code, datasets, or ideas from our work:
Xuan Wu∗, Lingxiao Zhao∗ and Leman Akoglu. (∗ equal contribution) A Quest for Structure: Jointly Learning the Graph Structure and Semi-Supervised Classification. In 27th ACM International Conference on Information and Knowledge Management (CIKM) . 2018.


--- layout: post title: Mute George Takei stories from your Facebook News Feed date: 2012-05-16 05:37:17.000000000 -07:00 type: post parent_id: '0' published: true password: '' status: publish categories: [] tags: - Facebook - george - greasemonkey - Programming - takei - tampermonkey meta: _edit_last: '1' _jetpack_related_posts_cache: a:1:{s:32:"8f6677c9d6b0f903e98ad32ec61f8deb";a:2:{s:7:"expires";i:1543573630;s:7:"payload";a:3:{i:0;a:1:{s:2:"id";i:1164;}i:1;a:1:{s:2:"id";i:325;}i:2;a:1:{s:2:"id";i:1320;}}}} author: login: Philihp email<EMAIL_ADDRESS>display_name: Philihp first_name: '' last_name: '' ---
George Takei (aka Lt. Sulu from Star Trek), I like how you've positioned yourself along with Wil Wheaton as this hybrid nerd celebrity and gay rights activist, and the stories you post on the facebook sometimes make me chuckle, but it's very annoying how you'll post something, then my friends will keep clicking that Share button on it over the course of the next few weeks and I get to see it again and again.
So I wrote this Greasemonkey/Tampermonkey script that will ignore thing shared from you.
It's really simple. Here's the code:
$(document).bind('DOMSubtreeModified',function() {
$('.actorName, .uiAttachmentDetails').each(function() {
if($(this).text() == 'George Takei')
$(this).parents('.uiUnifiedStory').hide();
});
});
Basically it finds instances where elements have the class "actorName
", and if the content is "George Takei
", then it goes up the DOM tree and finds the root element that contains the entire story, and it hides it.
Update: Thanks Norah Riley (@super_triangle) for finding that the class was sometimes "uiAttachmentDetails
" as well.


确定
测试
下载保存到本地
{{batch_name}}
{{index}}
{{ props.row.school_name }}
{{ props.row.school_num }}
{{ props.row.school_nature }}
{{ props.row.school_type }}
{{ props.row.school_province }}
{{ props.row.school_city }}
{{ props.row.school_name }}
{{ props.row.school_num }}
{{ props.row.school_type }}
{{ props.row.school_province }}
{{index}}
{{ props.row.school_name }}
{{ props.row.school_num }}
{{ props.row.school_nature }}
{{ props.row.school_type }}
{{ props.row.school_province }}
{{ props.row.school_city }}
{{ props.row.school_name }}
{{ props.row.school_num }}
{{ props.row.school_type }}
{{ props.row.school_province }}


My journey towards the sciences began with an interest in biology, which I pursued as a major in university. I enjoyed the aspect of always being able to learn new things that came with the sciences. However, when I had a chance to participate in biological research, I found that wet lab work wasn't for me.
I decided to change my major to computer science, which interested me for its engineering aspects. I always liked the idea of being able to build and modify programs. The fact that programs are intangible and can be made anywhere also interested me.
Part way through my progress toward a computer science degree I had the desire to work on real world projects both in groups and alone. In order to get practice working in groups and on projects I attended learning fuze which taught me how to use many tools and technologies related to web development. Now I am ready to bring what I've learned to the work place!
Feel free to email me and check out my github or linkedin!


 The PyCon UK Science Track will offer you three days of learning, collaboration and fun, and a chance to meet other scientists using Python.
The PyCon UK Science Track will feature:
- tutorials on Python suitable for beginner Python programmers where you can learn to automate common data analysis and visualisation tasks
- talks from other scientists and professional software engineers on Python in science and best practices for developing your own code
- a collaborative open science sprint where you can bring along a task to automate, or a piece of code you want to open source, and we will put you in groups to turn your existing scripts or workflow into an reproducible piece of open science! Watch this space -- there may be prizes :)
Our sponsors
The PyCon UK Science Track has been made possible by our generous sponsors:
- Software Sustainability Institute, who exists to secure a sustainable future for research software in the UK.


PSALMS 92
A psalm that is to be sung on Sabbath days.
1 Yahweh, it is good for people to thank you
and to sing praise to you who are greater than any other god.
2 It is good to proclaim every morning that you faithfully love us
and to sing songs each night that declare that you always do what you have promised to do,
3 accompanied by musicians playing harps that have ten strings
and by the sounds made by a lyre.
4 Yahweh, you have caused me to be glad;
I sing joyfully because of what you have done.
5 Yahweh, the things that you do are great!
But it is difficult to understand all that you think.
6 There are things that you do that foolish people cannot know about,
things that stupid people cannot understand.
7 They do not understand that although the number of wicked people increases as blades of grass do
and that those who do what is evil prosper,
they will be completely destroyed.
8 But Yahweh, you will be king forever.
9 Yahweh, your enemies will certainly die,
and those who do wicked things will be defeated.
10 But you have caused me to be as strong as a wild ox;
you have caused me to be very joyful.
11 I have seen you defeat my enemies,
and I have heard those evil men wail while they were being slaughtered.
12 But righteous people will prosper like palm trees that grow well,
like the cedar trees that grow in Lebanon.
13 They are like the trees that people plant at the temple of Yahweh in Jerusalem,
the trees that are close to the courtyard of the temple of our God.
14 Even when righteous people become old, they do many things that please God.
They remain strong and full of energy like trees that remain full of sap.
15 That shows that Yahweh is just;
he is like a huge rock on which I am safe,
and he never does anything that is wicked.


for i : 1 .. 12
const angle := i * 30
put "Cos of ", angle, " is ", cosd (angle)
end for
the cos function which finds the cosine of an angle given in radians. (2p radians are the same as 360 degrees.)
See also predefined unit Math.


The internal eventing interface extends the OSGI eventing system. It is targeted at eventing between bundles running within the same Virgo container. These events are not visible outside of that node, in other terms, they are not available between CSS nodes of the same CSS. As we are contained within the Virgo container, developers are free to add their own Java object types as the payload or event info.
See TestInternalEventing class for full code listing from the Git code repository.
As we are extending the OSGI EventListener, you need to add the following reference in your POM file:
You do need a dependency injection so you should get a reference to the IEventMgr service by registering in the Bundle-context-osgi.xml and Bundle-context.xml. In the Bundle-context-osgi.xml file, get a reference to the IEventMgr service by registering in the Bundle-context-osgi.xml and Bundle-context.xml.:
In the Bundle-context.xml file, ensure you set a property to receive a reference to the IEventMgr:
In your Virgo Plan ensure that the Event Manager Bundle (org.societies.comm.event.mgmt) is deployed:
If needed, ensure that Communications Bundles are also deployed on your Virgo plan.
Add your custom event types to the EventTypes.java class in the External API project, org.societies.api.osgi.event. eg,
The interface for subscribing to an internal event is:
As the EventTypes paramater is an array, you can subscribe to multiple events at the same time. You can also set a filter option using the LDAP style filter spec, based on any of the CSSEventConstants such that the event filter string looks like:
And the filtering subscription is set up as:
InternalEvent is the object type that is published.
The EventInfo property is where developers will add their own object types. In the following example, an instance of the TestObject Class represents the payload:
Developers must extend the org.societies.api.osgi.event.EventListener abstract class to react to the receiving of a given event type. As there may be multiple events occuring within the same class, you should check which eventsType has raised this event by calling the getEventType() method of the InternalEvent. You can then extract your payload using the getEventInfo() method.