Privacy Policy
Hipflask collects the following data from the Facebook API:
- Your user details (including your name, email and location)
- Events you are attending
- Your friends list
- Events your friends are attending
Hipflask stores this data in our database in order to:
- Recommend events based on your behaviour and that of your friends
- Use the data and metadata in aggregate to provide insights into how to make Hipflask better for users and;
- Recommend featured events to users by providing access to aggregate data (e.g. bar graphs and pie charts) to third-parties
- Speed up your user experience by minimising calls to facebook
We will never:
- Allow direct access to the Hipflask database to any third party except when required by the laws of Australia
- We will do our very best not to let this happen (ala PRISM in the US)
- Compromise on our efforts to keep your data secure. Hipflask uses security best practices regarding encryption, passwords, API keys and access control


Do not include a receipt in the packageSubmit Order
Field groups automatically receive responsive styling, swapping to one field per row on mobile devices.
To specify an approximate text area size use the rows attribute.

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That e-mail has been subscribed, but you have not yet clicked the verification link in your e-mail.


Class RewardNodeDataBuilder
Inheritance
System.Object
RewardNodeDataBuilder
Assembly: MonsterTrainModdingAPI.dll
Syntax
public class RewardNodeDataBuilder : Object
Constructors
RewardNodeDataBuilder()
Declaration
public RewardNodeDataBuilder()
Properties
BaseAssetPath
Set automatically in the constructor. Base asset path, usually the plugin directory.
Declaration
public string BaseAssetPath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
Description
Description for the node.
Declaration
public string Description { get; set; }
Property Value
| Type |
Description |
| System.String |
|
DisabledSpritePath
Sprite used when the node is on a different path.
Declaration
public string DisabledSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
DisabledVisitedSpritePath
Sprite used when the node cannot be visited because it already has been.
Declaration
public string DisabledVisitedSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
EnabledSpritePath
Sprite used when the node is on the same path but has not been visited.
Declaration
public string EnabledSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
EnabledVisitedSpritePath
Sprite used when the node is on the same path and has been visited.
Declaration
public string EnabledVisitedSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
FrozenSpritePath
Sprite used when the node is on a path in a future zone, which is still frozen.
Declaration
public string FrozenSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
GlowSpritePath
Sprite used for the mouseover glow effect. Currently unused.
Declaration
public string GlowSpritePath { get; set; }
Property Value
| Type |
Description |
| System.String |
|
Declaration
public bool GrantImmediately { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
|
IgnoreIfNodesPresent
Declaration
public List<MapNodeData> IgnoreIfNodesPresent { get; set; }
Property Value
| Type |
Description |
| System.Collections.Generic.List<MapNodeData> |
|
MapIcon
Declaration
public Sprite MapIcon { get; set; }
Property Value
| Type |
Description |
| UnityEngine.Sprite |
|
MapIconPrefab
Clickable game object representing the node
Declaration
public MapNodeIcon MapIconPrefab { get; set; }
Property Value
| Type |
Description |
| MapNodeIcon |
|
MapNodePoolIDs
The IDs of all map node pools the reward node should be inserted into.
Declaration
public List<string> MapNodePoolIDs { get; set; }
Property Value
| Type |
Description |
| System.Collections.Generic.List<System.String> |
|
MinimapIcon
Declaration
public Sprite MinimapIcon { get; set; }
Property Value
| Type |
Description |
| UnityEngine.Sprite |
|
Name
Declaration
public string Name { get; set; }
Property Value
| Type |
Description |
| System.String |
|
NodeSelectedSfxCue
Declaration
public string NodeSelectedSfxCue { get; set; }
Property Value
| Type |
Description |
| System.String |
|
OverrideTooltipTitleBody
Declaration
public bool OverrideTooltipTitleBody { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
|
RequiredClass
This node will not be selected for your run's map unless your clan matches the one specified here
Declaration
public ClassData RequiredClass { get; set; }
Property Value
| Type |
Description |
| ClassData |
|
RewardBuilders
Declaration
public List<IRewardDataBuilder> RewardBuilders { get; set; }
Property Value
RewardNodeID
Declaration
public string RewardNodeID { get; set; }
Property Value
| Type |
Description |
| System.String |
|
Rewards
Declaration
public List<RewardData> Rewards { get; set; }
Property Value
| Type |
Description |
| System.Collections.Generic.List<RewardData> |
|
SkipCheckIfFullHealth
Declaration
public bool SkipCheckIfFullHealth { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
|
SkipCheckInBattleMode
Declaration
public bool SkipCheckInBattleMode { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
|
TooltipBodyKey
Localization key for the node's description.
If both this and Description are set, Description will override this.
Declaration
public string TooltipBodyKey { get; set; }
Property Value
| Type |
Description |
| System.String |
|
Localization key for the node's name.
If both this and Name are set, Name will override this.
Declaration
public string TooltipTitleKey { get; set; }
Property Value
| Type |
Description |
| System.String |
|
Methods
Build()
Builds the RewardNodeData represented by this builder's parameters recursively;
all Builders represented in this class's various fields will also be built.
Declaration
public RewardNodeData Build()
Returns
| Type |
Description |
| RewardNodeData |
The newly created RewardNodeData
|
BuildAndRegister()
Builds the RewardNodeData represented by this builder's parameters recursively
and registers it and its components with the appropriate managers.
Declaration
public RewardNodeData BuildAndRegister()
Returns
| Type |
Description |
| RewardNodeData |
The newly registered RewardNodeData
|


If there’s anything but cheese in your grilled cheese sandwich it’s _not_ grilled cheese; it’s some grilled sandwich which happens to include cheese.
5/11/2018, 8:20:53 PM
Favs: 5
Retweets: 1
link--- layout: tweet ---
If there’s anything but cheese in your grilled cheese sandwich it’s _not_ grilled cheese; it’s some grilled sandwich which happens to include cheese.
5/11/2018, 8:20:53 PM
Favs: 5
Retweets: 1
link


Psalms 60:2
Thou hast made the earth to tremble; thou hast broken it: heal the breaches thereof; for it shaketh.


The debugger supports code breakpoints (or simply breakpoints), and memory breakpoints (also called watchpoints).
A watchpoint is activated when a memory location is read or written, whereas a code breakpoint is activated when an instruction is being executed.
To set a code breakpoint, go to the Breakpoints menu, and select New Breakpoint. In the entry dialog, type either the fully qualified name of a function, or an address.
If the specified function is inside of a shared object that has not been loaded into memory yet, the debugger scans recursively the DT_NEEDED information in the main executable and all libraries, and locates the shared object that contains the specified function. It then creates a "deferred breakpoint", which becomes a true breakpoint once the shared object is loaded.
Shared objects which are loaded explicitly with dlopen
are
not listed in the DT_NEEDED area of the ELF program, so you need
to provide the information to the debugger by using the View
--> Modules menu, then click on the Add Shared Object
button, at the bottom of the dialog box.
Note: The debugged program has to be stopped in the debugger in order to be able to set or modify breakpoints. When the program is running, the user interface controls for setting and editing breakpoints are disabled (grayed out).
Another way for inserting breakpoints is to use the right-click menu. You can insert a breakpoint at a given source line by right-clicking on it and selectind the Insert Breakpoint menu entry.
Watchpoints (or memory breakpoints) allow you to monitor when a program variable has changed value.
A watchpoint can be set by selecting the Breakpoints --> Watch... menu, or by right-clicking a variable (in either the local variables view or the expression evaluation view) and selecting Set Watchpoint from the contextual menu.
In the first case, the dialog that pops up will prompt you to enter the address that you wish to monitor. In the second case, the address is automatically assumed to be the address of the variable that you have clicked on. If the variable is local (stack-based), then the watchpoint will fire only when the current function is active.
See also: Modifying Breakpoints
See also: Conditional Breakpoints
See also: Article on Debugger Breakpoints and i Wikipedia Definition of Breakpoint


Two-Dimensional(2D) Array:-
The two-dimensional array can be defined as an array of arrays.
And it is organized as matrices which can be represented as the collection of rows and columns i.e [m x n]
where m = rows;
n = columns
| Keyword | variable name | [no. of elements in rows] | [no. of elements in columns] | data type | value | ||
|---|---|---|---|---|---|---|---|
| var | numbers | [5] | [5] | int | [5][5]int{ {12,23,34,56,70}, {2,3,4,1,5}, {4,5,6,3,5}, {1,2,3,4,5}, {21,23,45,26,28}, } |
In this var is the Keyword.
numbers is the name of the variable.
[5][5] is the no. of elements in rows and columns.
And int is the data type.
Indexing of rows and columns starts from 0.
[5][5]int{
{12,23,34,56,70}, // 0 row
{2,3,4,1,5}, // 1 row
{4,5,6,3,5}, // 2 row
{1,2,3,4,5}, // 3 row
{21,23,45,26,28}, // 4 row
}
An element in two dimensional array is accessed by using the subscripts, i.e., row index and column index of the array.
For example from above example- x := numbers[1][2]
In this it print the value = 3
Because it take the value from 1 row & column 2. So the value at 1 row 2 column is 3.


Pig Dice Game
Test your luck here
Create name of player 1 and player 2
Name of player 1
Name of player 2
Start
Player 1 :
Roll
Dice Roll :
Score :
New Game
Player 2 :
Roll
Dice Roll :
Score :


Glosatra is a little computer program, that helps to translate from and into Glosa by simply looking up the words of a text in a dictionary.
You will find the following files in the zip-archive >>glosatra.zip<<:
| glosatra.exe | (MS-DOS/Windows executable, 181 kB. Runs under Win95. I was told: it runs under Windows NT, too, and limited under Win98, there you cannot use options. I cannot fix it, because I haven't got Win98. Sorry.) | ||
| glosatrb.exe | (Another (inferior) MS-Win-version, 144 kB. Invoke with glosatrb or rename it.) | ||
| glosatre.exe | (Yet another MS-Win-version, 181 kB. This one behaves exactly the other way round: glosatre for English-Glosa and glosatre -e for Glosa-English. By means of this you can use the direction English to Glosa also under Win98.) | ||
| glosatra | (Linux executable, 30 kB) | ||
| glosatra.cc | (source code, 29 kB) |
You also need the files >>engl.txt<< (dictionary English-Glosa) and >>glen.txt<< (dictionary Glosa-English).
glosatra intext.txt outtext.txtYour text with a vocabulary list will then be in the file outtext.txt. You can read it with an editor or just on the screen
more outtext.txt.
glosatra -i(On MS-Win/DOS you can call the options also with "/", e. g. glosatra /i.)
glosatra -e intext.txt outtext.txt
glosatra -d:mydictionary.txt intext.txt outtext.txtYou can try to translate from and into other languages with this option, if you would have a dictionary file in a Glosatra-readable format for it. But note, that no special characters are supported and that you will get problems to find anything if your languages have a lot of inflections.
c:\dir1\glosatra.exe -d:c:\dir2\glen.txt c:\dir3\intext.txt c:\dir4\outtext.txt
glosatra -t intext.txt outtext.txt
echo " ... solo pusi textu ... "|glosatraand apply Glosatra in a pipe, a shell script or by or within another program.
glosatraor - for English
glosatra -esimply type in your text. After each <Return> you will get a vocabulary list. The program ends with <Control>-C.
After
echo "Nu tu pote uti tu puta-me te cerka plu verba. " | glosatra
you get:
GLOSATRA, u pusi programa te auxi translati Glosa. Optio -i pro info. "Nu tu pote uti tu puta-me te cerka plu verba. " ------------------------------ nu 1++ now; present; present {now}; present {tense}; up-to-date tu 1++ you {singular}; your {singular}; thou pote 1++ able; can; capable; may uti 1++ use; employ; treatment; useful tu 1++ you {singular}; your {singular}; thou puta 1++ calculate; compute; idea; reckon; think; thought; trim {v} me[-] {short affix form of mekani} 1++ device; mechanism puta-me 1++ computer puta-me sporta 1 computer game te {short form of tende} 1+ aim; deliberate; in order to; intend; intention; intentional; object {purpose}; purpose; tend; tendency te[-] {short affix form of textili} 1+ cloth; fabric; textile cerka 1++ grope; quest; look for; search; seek plu 1++ s[-] {plural sign}; more than one; plural; some verba 1++ word ==============================
Model for Glosatra has been a program by Charles Ganson (October 1999). Unfortunately it does not seem to be online any more.
Another program is Glosaread, written by Eike Preuß, November 2005. It supports mouse and GUI-windows. It works under MS-Windows and Linux.
“Ernobe” wrote programs using the Icon language, November 2006.
When you have a text file, that crashes down the program, please send it to me under glosa.org. It would be great, if you tell me, when you use Glosatra with other languages or on other systems. Please do not complain about my programming style or missing features. Thank you for visiting this website.
Marcel Springer, www.glosa.org, 2002-08-07 ... 2013-02-27


MEME results in plain text format.
MEME results in XML format.
Help poup.
The statistical significance of the motif. MEME usually finds the most statistically significant (low E-value) motifs first. It is unusual to consider a motif with an E-value larger than 0.05 significant so, as an additional indicator, MEME displays these partially transparent.
The E-value of a motif is based on its log likelihood ratio, width, sites, the background letter frequencies (given in the command line summary), and the size of the training set.
The E-value is an estimate of the expected number of motifs with the given log likelihood ratio (or higher), and with the same width and site count, that one would find in a similarly sized set of random sequences (sequences where each position is independent and letters are chosen according to the background letter frequencies).
The number of sites contributing to the construction of the motif.
The width of the motif. Each motif describes a pattern of a fixed width, as no gaps are allowed in MEME motifs.
Click on the blue symbol below to reveal more information about this motif.
Click on the blue symbol below to reveal options allowing you to submit this motif to another MEME Suite motif analysis program, to download this motif in various text formats, or to download a sequence "logo" of this motif PNG or EPS format.
The log likelihood ratio of the motif.The log likelihood ratio is the logarithm of the ratio of the probability of the occurrences of the motif given the motif model (likelihood given the motif) versus their probability given the background model (likelihood given the null model). (Normally the background model is a 0-order Markov model using the background letter frequencies, but higher order Markov models may be specified via the -bfile option to MEME.).
The information content of the motif in bits. It is equal to the sum of the uncorrected information content, R(), in the columns of the motif. This is equal relative entropy of the motif relative to a uniform background frequency model.
The Bayes Threshold.
The strand used for the motif site.
The position in the sequence where the motif site starts. If a motif started right at the beginning of a sequence it would be described as starting at position 1.
The probability that an equal or better site would be found in a random sequence of the same length conforming to the background letter frequencies.
A motif site with the 10 flanking letters on either side.
When the site is not on the given strand then the site and both flanks are reverse complemented so they align.
The name of the sequences as given in the FASTA file.
The number to the left of the sequence name is the ordinal of the sequence.
These are the motif sites predicted by MEME and used to build the motif.
These sites are shown in solid color and hovering the cursor over a site will reveal details about the site. Only sequences that contain a motif site are shown.
These are the motif sites predicted by MEME plus any additional sites detected using a motif scanning algorithm.
These MEME sites are shown in solid color and additional scanned sites are shown in transparent color. Hovering the cursor over a site will reveal details about the site. Only sequences containing a predicted or scanned motif site are shown.
The scanned sites are predicted using a log-odds scoring matrix constructed from the MEME sites. Only scanned sites with position p-values less than 0.0001 are shown.
These are the same sites as shown by selecting the "Motif Sites + Scanned Sites" button except that all sequences, including those with no sites, are included in the diagram.
This is the combined match p-value.
The combined match p-value is defined as the probability that a random sequence (with the same length and conforming to the background) would have position p-values such that the product is smaller or equal to the value calculated for the sequence under test.
The position p-value is defined as the probability that a random sequence (with the same length and conforming to the background) would have a match to the motif under test with a score greater or equal to the largest found in the sequence under test.
Hovering your mouse over a motif site in the motif location block diagram will show its position p-value and other information about the site.
This diagram shows the location of motif sites.
Each block shows the position and strength of a motif site. The height of a block gives an indication of the significance of the site as taller blocks are more significant. The height is calculated to be proportional to the negative logarithm of the p-value of the site, truncated at the height for a p-value of 1e-10.
For complementable alphabets (like DNA), sites on the positive strand are shown above the line, sites on the negative strand are shown below.
Placing the cursor over a motif site will reveal more information about the site including its position p-value. (See the help for the p-value column for an explanation of position p-values.)
The name of the file(s) of sequences input to MEME.
The position specific priors file used by MEME to find the motifs.
The alphabet used by the sequences.
The number of FASTA sequences provided in this input file.
The number of characters in the sequences provided in this FASTA input file.
The name of the alphabet symbol.
The frequency of the alphabet symbol in the dataset.
The frequency of the alphabet symbol as defined by the background model.
| Motif | 1 |
|---|---|
| p-value | 8.23e-7 |
| Start | 23 |
| End | 33 |
| Motif | 1 |
|---|---|
| p-value | 8.23e-7 |
| Start | 23 |
| End | 33 |
For further information on how to interpret these results or to get a copy of the MEME software please access http://meme-suite.org.
If you use MEME in your research, please cite the following paper:
Timothy L. Bailey and Charles Elkan,
"Fitting a mixture model by expectation maximization to discover motifs in biopolymers",
Proceedings of the Second International Conference on Intelligent Systems
for Molecular Biology, pp. 28-36, AAAI Press, Menlo Park, California, 1994.
[pdf]
Please wait... Loading...
If the page has fully loaded and this message does not disappear then an error may have occurred.
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If the page has fully loaded and this message does not disappear then an error may have occurred.
| Role | Source | PSP Source | Alphabet | Sequence Count | Total Size |
|---|---|---|---|---|---|
| Primary Sequences | |||||
| Control Sequences |


This interactive demo shows what it would be like to live on a Möbius strip and other manifolds. The manifolds are modeled with graphs that are built out of rooms, each having doors pointing left, up, right, and down. Rooms with the same number are in fact the same room. The view is what you would see if you were on the manifold.
Use the arrow keys to move, and Shift + left/right arrows to rotate. Explore as many rooms as you can.
1n2s 2n1e
. Use
!
or '
to flip orientation.


Find Train Schedule Using Train Name
Find Your Train Info Using Train No.
Check PNR Status
Find Station Code


Welcome to Commonlist, {{User}}! We're happy you're here.
Please login to Spotify to continue. If it's your first time here, we'll walk you through importing your music tastes.
After you've logged in, search to find a friend and combine your music tastes!
{{Message}}
{{#albumCovers}}
{{/albumCovers}}


Invalid SPEC® CINT2006 Result
Copyright 2006-2019 Standard Performance Evaluation Corporation
Intel
(Test Sponsor: PLASMA)
Intel Core i7-4558U
'numactl' was used to bind copies to the cores.
See the configuration file for details.
'ulimit -s unlimited' was used to set environment stack size
Sysinfo program /spec/Docs/sysinfo
$Rev: 6775 $ $Date:: 2011-08-16 #$ 8787f7622badcf24e01c368b1db4377c
running on a780e99e7b83 Tue Feb 19 11:59:08 2019
This section contains SUT (System Under Test) info as seen by
some common utilities. To remove or add to this section, see:
http://www.spec.org/cpu2006/Docs/config.html#sysinfo
From /proc/cpuinfo
model name : Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz
1 "physical id"s (chips)
8 "processors"
cores, siblings (Caution: counting these is hw and system dependent. The
following excerpts from /proc/cpuinfo might not be reliable.


public class Loan
extends java.lang.Object
| Constructor | Description |
|---|---|
Loan() |
Creates a new default Loan.
|
Loan(double annualInterestRate,
int numberOfYears,
double loanAmount) |
Creates a new Loan given the annual interest rate in percent, number of years, and loan amount.
|
| Modifier and Type | Method | Description |
|---|---|---|
double |
getAnnualInterestRate() |
|
double |
getLoanAmount() |
|
java.util.Date |
getLoanDate() |
|
double |
getMonthlyPayment() |
|
int |
getNumberOfYears() |
|
double |
getTotalPayment() |
|
void |
setAnnualInterestRate(double annualInterestRate) |
|
void |
setLoanAmount(double loanAmount) |
|
void |
setNumberOfYears(int numberOfYears) |
|
java.lang.String |
toString() |
public Loan()
public Loan(double annualInterestRate, int numberOfYears, double loanAmount)
annualInterestRate
- annual interest rate in percentnumberOfYears
- number of yearsloanAmount
- loan amountpublic double getAnnualInterestRate()
public void setAnnualInterestRate(double annualInterestRate)
public int getNumberOfYears()
public void setNumberOfYears(int numberOfYears)
public double getLoanAmount()
public void setLoanAmount(double loanAmount)
public double getMonthlyPayment()
public double getTotalPayment()
public java.util.Date getLoanDate()
public java.lang.String toString()
toString
in class java.lang.Object


Please Enter Your Details For Our Dating Website!


{%extends "base/page.html"%} {%load markup%} {%block title%}Event archive{%endblock%} {%block contents%} {%for eventblock in eventblocks%}
Note: The PostgreSQL Global Development Group does not endorse any events run by third parties. No guarantee of the quality of events is offered whatsoever.
{%for event in eventblock.events %}{{event.summary|markdown:"safe"}}
{%endfor%} {%endfor%} {%endblock%}


EmptyCallback()
Empty instance of operation callback
Useful when passing callback is unnecessary
Author Dmitriy Bushuev


John's DBC Blog
Cultural Blog: Chefs in the Kitchen
August 10, 2014
I want to start by saying that I loved Shereef's talk. But I guess i'm here to talk about my view of DBC as a whole. To tell the truth... i'm terrified (definitly got some of that imposters syndrome going on), but that fear makes me think that this experience will be entirely worth it! If I can use that as an extra source of motivation then I just might make it. It will really just make the accomplishment all the more sweet. As for the culture, it seems it's like one of DBC's strongets points. I'm going into the program nervous, but also open minded and incrediby excited about what I can learn in just 18 weeks. I hope that I can contribute to the environment of DBC and help others just and much as I plan on reaching out for help. I really can't wait to check on everyone's blog posts over the next few days and steal some ideas to get some inspiration on how to spice mine up a bit. Good bye! It's time for me to be a chef and start creating. See you in week 2.


{% extends 'base.html' %} {% block body %}This is my body of about{% endblock body %} {% block title %}This is about block{% endblock title %}


Automagically create HTTP JSON-RPC 2.0 endpoints for any node module!
Installation is straight forward with npm:
npm i rpc-automagic
As simple as it gets: create a new RPC server, register an endpoint and start listening:
const { RpcServer } = require('rpc-automagic');
const server = new RpcServer({ host: 'localhost', port: 1337 });
server.addEndpoint('/math', Math);
server.start();
Send a POST request to http://localhost:1337/math
--> { "jsonrpc": "2.0", "id": 1, "method": "pow", "params": [2, 10] }
<-- { "jsonrpc": "2.0", "id": 1, "result": 1024}
In this example, we add two endpoints:
/console
: this endpoint exposes the console
object/custom
: this endpoint exposes a custom module we createdconst { RpcServer } = require('rpc-automagic');
const server = new RpcServer({ host: 'localhost', port: 1337 });
server.addEndpoint('/console', console);
server.addEndpoint('/custom', {
pick(...items) {
return `I like this one best: ${items[Math.floor(Math.random() * items.length)]}`;
},
});
server.start();
As console.log
does not return anything, we send a notification to the server by omitting the id
member of the request object. This way, the server immediately answers our request but with an empty response object.
// POST localhost:1337/console
--> { "jsonrpc": "2.0", "method": "log", "params": ["Hello World"] }
<-- { "jsonrpc": "2.0", "result": {} }
// POST localhost:1337/custom
--> { "jsonrpc": "2.0", "id": 1, "method": "pick", "params": ["Margherita", "Frutti di Mare", "Quattro Formaggi"] }
<-- { "jsonrpc": "2.0", "id": 1, "result": "I like this one best: Margherita" }
The full API documentation can be found here: https://decentro-gmbh.github.io/rpc-automagic/
The following configuration options are available:
host
: Server host (default: 'localhost')port
: Server port (default: 1337)disabled
: Whether the server is disabled by default. Results in the start() method exiting immediately (default: false)authentication
: Enable authentication (default: false)apikeyhash
: Provide the SHA256 hash (in hexadecimal format) of the API key that is used for authenticationThere are multiple ways to configure the RPC server during initialization:
RpcServer
instance.--port=1234
, --disabled
, ...)RPC_SERVER_
but you can customize it using the envPrefix
option while creating a new RpcServer
instance. Examples: RPC_SERVER_PORT=1234
, RPC_SERVER_DISABLED=true
The order in which the sources of configuration options are considered is the following:
For example, starting a server like this:
RPC_SERVER_PORT=1234 ./start-rpc-server --port=4321
would result in the server listening on port 4321 as command line flags are considered before environment variables.
You can globally enable authentication for all endpoints of the RPC server by setting authentication=true
and providing the hash of an API key, e.g.:
apikeyhash= '959c9f50aef1bc129a0e16564319a1b36515d570513079b6c73c72a5709abdce', // sha256('secr3t')
If authentication is enabled, each request must provide the configured API key using the Authorization
HTTP header. Example request:
POST /math HTTP/1.1
Host: localhost:1337
Authorization: secr3t
{ "jsonrpc": "2.0", "id": 123, "method": "pow", "params": [2, 11] }
Some modules might require special care so that they can be transformed into an RPC endpoint. A common problem is the occurrence of callback parameters, as we cannot pass functions over JSON. However, it is quite simple to extend the RpcEndpoint
class and override the execute()
method to solve these kind of issues.
As an example, we want to create an RPC endpoint for the pm2 API, which uses callbacks for each of its functions:
const bluebird = require('bluebird');
const pm2Sync = require('pm2');
const { RpcEndpoint } = require('rpc-automagic');
// Promisify pm2 to eliminate callbacks
const pm2 = bluebird.promisifyAll(pm2Sync);
class Pm2Endpoint extends RpcEndpoint {
constructor() {
super('/pm2', pm2);
}
/** Execute pm2 RPCs, use the async pendant of the requested method */
async execute(method, params) {
return super.execute(`${method}Async`, params);
}
}
We can now use our custom RpcEndpoint class to create an /pm2
endpoint:
const server = new RpcServer();
server.addEndpoint(new Pm2Endpoint());
server.start();
The default logger simply uses console.log
and console.error
for printing log messages:
logger = {
info: (msg) => console.log(`[INFO] ${msg}`),
warn: (msg) => console.log(`[WARNING] ${msg}`),
err: (msg) => console.error(`[ERROR] ${msg}`),
};
However, a custom logger object can be provided as the logger
member of the options object while creating a new RPC server. This way, you can also disable all logging:
logger = {
info: (msg) => {}),
warn: (msg) => {}),
err: (msg) => {}),
};
The format of the request logging can be changed with the requestLoggingFormat
option to any of the available morgan logging formats ('common', 'dev', 'short', 'tiny', ...).


_My_Name_Is_Joe_ *** (out of ****)
"...and I am an alcoholic." British director Ken Loach has made a name for himself for gritty films of social realism, and his latest is no exception. Peter Mullan, who won the Best Actor award at this past year's Cannes Film Festival, indeed gives an award-worthy performance as the Joe of the title, a recovering alcoholic who falls for a nice and stable health care worker named Sarah (Louise Goodall). A romance between such polar opposites has a number of strikes against it as it is, but their relationship is further threatened, in a psychological sense, by demons from Joe's past; and, in a physical sense, by thugs after his ex-junkie friend Liam (David McKay) and his girlfriend Sabine (Anne-Marie Kennedy).
The latter threat takes over the film's final act, which is a wrongheaded turn by Loach and writer Paul Laverty; what had been a thoughtful, complex, yet subtle character study suddenly devolves into violent theatrics more befitting an action picture. Loach and Laverty are apparently at a loss as to how to recover from that misstep, and the film abruptly "stops" rather than "ends." But Loach's keen eye for unpolished reality (down to the gravy-thick Scottish accents; thankfully the film, while in English, is subtitled) and Mullan's passionate, well-modulated turn keeps the film well worth watching. (opens February 5)
Michael Dequina
<EMAIL_ADDRESS>|<EMAIL_ADDRESS>Mr. Brown's Movie Site: http://welcome.to/mrbrown
CompuServe Hollywood Hotline: http://www.HollywoodHotline.com
___________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html
or call Juno at (800) 654-JUNO [654-5866]
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


[PART I. OFFICE OF AUDITOR PROPER]
Revision Note
Sections 23-1 to 10 have been designated Part I in view of addition of Part II.
§23-1 Definition. As used in this chapter:
"Departments, offices, and agencies" means and includes all executive departments, boards, commissions, bureaus, offices, agencies, and all independent commissions and other establishments of the state government (excepting the legislature) and all quasi-public institutions and all courts which are supported in whole or in part by, or which handle state or public funds; and
"Political subdivision" means and includes all counties and municipalities of the State insofar as they are supported by or handle state or public funds. [L Sp 1959 1st, c 14, pt of §1; Supp, §2-30; HRS §23-1]


Canvas-based UI with visualization options. Note: Spectrum/EQ visualizations disabled for IE < 9 (too slow.) Data is not implemented under HTML5.
You can also show FPS or customize the UI, or see the hi-fi version. Check the basic template for a minimal code example; also see the default 360° UI.
Artist thank-yous: "Blue Belle Lament" courtesy of Adrian Glynn. "I Tried" and "People Asking" courtesy of SonReal.
56K Modem sound (Creative Commons license) via dialup.mp3, from freesound.org user Jlew.
SoundManager 2 project page (not an MP3 link)


--- layout: api title: "v2.1.3 JavaScript Library: L.MultiPolyline" categories: api version: v2.1.3 permalink: /api/v2.1.3/l-multipolyline/ ---
Extends FeatureGroup to allow creating multi-polylines (single layer that consists of several polylines that share styling/popup).
| Factory | Description |
|---|---|
L.multiPolyline(
|
Instantiates a multi-polyline object given an array of arrays of geographical points (one for each individual polyline) and optionally an options object. |
MultiPolylines accept all Polyline methods but have different behavior around their coordinate contents since they can contain multiple line features:
| Method | Returns | Description |
|---|---|---|
setLatLngs(
|
this |
Replace all lines and their paths with the given array of arrays of geographical points. |
getLatLngs() |
|
Returns an array of arrays of geographical points in each line. |
openPopup() |
this |
Opens the popup previously bound by bindPopup. |
toGeoJSON() |
Object |
Returns a GeoJSON representation of the multipolyline (GeoJSON MultiLineString Feature). |


A front-end developer (or indeed UI developer) really depends on the technologies being used. If it is a web application then yes, the front-end is going to be using a mix of technologies such as HTML, CSS, jQuery, Javascript, and perhaps Flash and even Silverlight
Get Started!


Your Profile
Input Evidence
HTML
Your Profile
Employee Name
asdasdas
NIK
234343553
Job Title
asdsadsad
Department
asdasdas
area
234343553
Username
asdsadsad
List of Subordinates by Role(s)


Pistol Slut
by
maryrosecook
2D platform shooter in JavaScript
Use Google
Chrome
. Clear your cache and do a hard refresh.
New: speedups, a bridge, smashable windows, a nice park.
Follow Pistol Slut
on Twitter.
The
code
is open source, under the
MIT license
. It includes
The Render Engine
by B. Fattori.


{% extends 'base.html' %} {% block content %} {% if initial_dm_length != filtered_dm_length %}
Warning: Some samples were filtered from the input distance matrix
because they were missing metadata values.
The input distance matrix
contained {{ initial_dm_length }} samples but {{ method }} was computed on
only {{ filtered_dm_length }} samples.
{% endif %}


An 😄 header
Paragraphs are separated by a blank line.
2nd paragraph. Italic, bold, and monospace
. Itemized lists
look like:
- this one
- that one
- the other one
Note that — not considering the asterisk — the actual text content starts at 4-columns in.
Block quotes are written like so.
They can span multiple paragraphs, if you like.
Use 3 dashes for an em-dash. Use 2 dashes for ranges (ex., “it’s all in chapters 12–14”). Three dots … will be converted to an ellipsis. Unicode is supported. ☺
An h2 header
Here’s a numbered list:
- first item
- second item
- third item
Note again how the actual text starts at 4 columns in (4 characters from the left side). Here’s a code sample:
# Let me re-iterate ...
for i in 1 .. 10 { do-something(i) }
As you probably guessed, indented 4 spaces. By the way, instead of indenting the block, you can use delimited blocks, if you like:
define foobar() {
print "Welcome to flavor country!";
}
(which makes copying & pasting easier). You can optionally mark the delimited block for Pandoc to syntax highlight it:
import time
# Quick, count to ten!
for i in range(10):
# (but not *too* quick)
time.sleep(0.5)
print i
Some table
| Name | Age |
|---|---|
| Bob | 27 |
| Alice | 23 |
An h3 header
Now a nested list:
First, get these ingredients:
- carrots
- celery
- lentils
Boil some water.

Please yes
Todo Input
Notice again how text always lines up on 4-space indents (including that last line which continues item 3 above).
Here’s a link to a website, to a local doc, and to a section heading in the current doc. Here’s a footnote 1.
Tables can look like this:
| size | material | color |
|---|---|---|
| 9 | leather | brown |
| 10 | hemp canvas | natural |
| 11 | glass | transparent |
Table: Shoes, their sizes, and what they’re made of
(The above is the caption for the table.) Pandoc also supports multi-line tables:
Here’s a definition list:
- apples
- Good for making applesauce.
- oranges
- Citrus!
- tomatoes
- There’s no “e” in tomatoe.
Again, text is indented 4 spaces. (Put a blank line between each term/definition pair to spread things out more.)
Here’s a “line block”:
Line one
Line too
Line tree
and images can be specified like so:
- Footnote text goes here. ↩


Position of the Cabin, head and hook
Initialise a positionData object
This is position of the joint around which the cabin rotates. This attribute might be not present if the vehicle does not have a separate cabin.
Note that this value might change rapidly as result of the user switching between cameras or camera presets.
Represents a cabin space position and orientation delta of the driver head from its default position.
Represents a vehicle space position and orientation delta of the cabin from its default position.
Position values for the Head in Cabin Space. More interesting for the calculation head in world space.
Head position in the Vehicle Space
Head position in the World Space. Head is the Player models (viewable e.g. in camera perspective 2) head.
At The MOMENT ONLY A TEST Position values of the Cabin in world space
AT THE MOMENT ONLY A TEST Hook position of the truck in world space


stream Aoife Nessa Frances’ new single “Here in the Dark” from Ba Da Bing debut
by Amanda HatfieldIrish singer and songwriter Aoife Nessa Frances is releasing her debut album, Land of No Junction, on January 17 via Ba Da Bing Records. “The album title is a result of a mishearing,” Aoife says. “Cian Nugent [Aoife’s musical collaborator and co-producer] was telling me about childhood trips he made to Llandudno in Wales, passing through a station called Llandudno Junction… Land of No Junction later became a place in itself. A liminal space – a dark vast landscape to visit in dreams… A place of waiting where I could sit with uncertainty and accept it. Rejecting the distinct and welcoming the uncertain and the unknown.” You can see the cover art and tracklisting below.
We’ve already heard one single from the album, “Blow Up,” and today we’re premiering a second, “Here in the Dark,” which you can watch the video for below. It’s another mellow track full of dreamy psychedelic touches and a yearning closing string passage, well-complimented by Aoife’s dulcet voice. “‘Here in the Dark’ is a song about forgiveness and the fragility of love,” she says, “making mistakes and owning up to them.” Aoife directed the video, which features archival footage found by Ralph Sheridan of the 1939 New York Worlds Fair parade.
Tracklisting: Aoife Nessa Frances – Land of No Junction
1. Geranium
2. Blow Up
3. Here In The Dark
4. A Long Dress
5. Less Is More
6. Libra
7. In The End
8. Heartbreak
9. Land of No Junction


| In the midst of a searing Florida heat wave, a woman convinces her lover, a small-town lawyer, to murder her rich husband. | |
| Genres: | Crime, Drama, Romance, Thriller |
| Director: | Lawrence Kasdan |
| Writer: | Lawrence Kasdan |
Cast: | Ned Racine - William Hurt Matty Walker - Kathleen Turner Edmund Walker - Richard Crenna Peter Lowenstein - Ted Danson Oscar Grace - J.A. Preston Teddy Lewis - Mickey Rourke Mary Ann - Kim Zimmer Stella - Jane Hallaren Roz Kraft - Lanna Saunders Heather Kraft - Carola McGuinness Miles Hardin - Michael Ryan Judge Costanza - Larry Marko Beverly - Deborah Lucchesi Angela - Lynn Hallowell Michael Glenn - Thom Sharp Mrs. Singer - Ruth Thom Glenda - Diane Lewis Prison Trustee - Robert Traynor Nurse - Meg Kasdan Betty The Housekeeper - Ruth P. Strahan Hostess at Tulio's - Filomena Triscari Man on Beach - Bruce A. Lee Cuban Trio - Ramiro Velasco Cuban Trio - Tomas Choy Cuban Trio - Servio T. Moreno |


Contents of this page:
VB has many pre-defined constants. These have been translated into a module vbconstants.py which is automatically imported into the current namespace by the vbfunctions module. This means that the VB constants will be resolved in any module which does a from vb2py.vbfunctions import *. It does also mean that you get a fair amount of namespace polution. On the positive side, the vb constants begin with the vb prefix so clashes are not very likely.
Here is the list:
"""VB Constants""" # Key Codes vbKeyLButton = 0x1 # Left mouse button vbKeyRButton = 0x2 # Right mouse button vbKeyCancel = 0x3 # CANCEL key vbKeyMButton = 0x4 # Middle mouse button vbKeyBack = 0x8 # BACKSPACE key vbKeyTab = 0x9 # TAB key vbKeyClear = 0xC # CLEAR key vbKeyReturn = 0xD # ENTER key vbKeyShift = 0x10 # SHIFT key vbKeyControl = 0x11 # CTRL key vbKeyMenu = 0x12 # MENU key vbKeyPause = 0x13 # PAUSE key vbKeyCapital = 0x14 # CAPS LOCK key vbKeyEscape = 0x1B # ESC key vbKeySpace = 0x20 # SPACEBAR key vbKeyPageUp = 0x21 # PAGE UP key vbKeyPageDown = 0x22 # PAGE DOWN key vbKeyEnd = 0x23 # END key vbKeyHome = 0x24 # HOME key vbKeyLeft = 0x25 # LEFT ARROW key vbKeyUp = 0x26 # UP ARROW key vbKeyRight = 0x27 # RIGHT ARROW key vbKeyDown = 0x28 # DOWN ARROW key vbKeySelect = 0x29 # SELECT key vbKeyPrint = 0x2A # PRINT SCREEN key vbKeyExecute = 0x2B # EXECUTE key vbKeySnapshot = 0x2C # SNAPSHOT key vbKeyInsert = 0x2D # INSERT key vbKeyDelete = 0x2E # DELETE key vbKeyHelp = 0x2F # HELP key vbKeyNumlock = 0x90 # NUM LOCK key # Form Codes vbModeless = 0 # UserForm is modeless. vbModal = 1 # UserForm is modal (default). # Colour Codes vbBlack = 0x0 # Black vbRed = 0xFF # Red vbGreen = 0xFF00 # Green vbYellow = 0xFFFF # Yellow vbBlue = 0xFF0000 # Blue vbMagenta = 0xFF00FF # Magenta vbCyan = 0xFFFF00 # Cyan vbWhite = 0xFFFFFF # White # Dir etc Codes vbNormal = 0 # Normal (default for Dir and SetAttr) vbReadOnly = 1 # Read-only vbHidden = 2 # Hidden vbSystem = 4 # System file vbVolume = 8 # Volume label vbDirectory = 16 # Directory or folder vbArchive = 32 # File has changed since last backup # File Attribute Codes Normal = 0 # Normal file. No attributes are set. ReadOnly = 1 # Read-only file. Attribute is read/write. Hidden = 2 # Hidden file. Attribute is read/write. System = 4 # System file. Attribute is read/write. Volume = 8 # Disk drive volume label. Attribute is read-only. Directory = 16 # Folder or directory. Attribute is read-only. Archive = 32 # File has changed since last backup. Attribute is read/write. Alias = 64 # Link or shortcut. Attribute is read-only. Compressed = 128 # Compressed file. Attribute is read-only. # Miscellaneous Codes vbCrLf = "\n" # Carriage returnlinefeed combination vbCr = chr(13) # Carriage return character vbLf = chr(10) # Linefeed character vbNewLine = "\n" # Platform-specific new line character; whichever is appropriate for current platform vbNullChar = chr(0) # Character having value 0 vbNullString = chr(0) # String having value 0 Not the same as a zero-length string (""); used for calling external procedures vbObjectError = -2147221504 # User-defined error numbers should be greater than this value. For example: Err.Raise Number = vbObjectError + 1000 vbTab = chr(9) # Tab character vbBack = chr(8) # Backspace character vbFormFeed = chr(12) # Not useful in Microsoft Windows vbVerticalTab = chr(11) # Not useful in Microsoft Windows # MsgBox Codes vbOKOnly = 0 # OK button only (default) vbOKCancel = 1 # OK and Cancel buttons vbAbortRetryIgnore = 2 # Abort, Retry, and Ignore buttons vbYesNoCancel = 3 # Yes, No, and Cancel buttons vbYesNo = 4 # Yes and No buttons vbRetryCancel = 5 # Retry and Cancel buttons vbCritical = 16 # Critical message vbQuestion = 32 # Warning query vbExclamation = 48 # Warning message vbInformation = 64 # Information message vbDefaultButton1 = 0 # First button is default (default) vbDefaultButton2 = 256 # Second button is default vbDefaultButton3 = 512 # Third button is default vbDefaultButton4 = 768 # Fourth button is default vbApplicationModal = 0 # Application modal message box (default) vbSystemModal = 4096 # System modal message box vbMsgBoxHelpButton = 16384 # Adds Help button to the message box VbMsgBoxSetForeground = 65536 # Specifies the message box window as the foreground window vbMsgBoxRight = 524288 # Text is right aligned vbMsgBoxRtlReading = 1048576 # Specifies text should appear as right-to-left reading on Hebrew and Arabic systems vbOK = 1 # OK button pressed vbCancel = 2 # Cancel button pressed vbAbort = 3 # Abort button pressed vbRetry = 4 # Retry button pressed vbIgnore = 5 # Ignore button pressed vbYes = 6 # Yes button pressed vbNo = 7 # No button pressed # Shell Codes vbHide = 0 # Window is hidden and focus is passed to the hidden window. vbNormalFocus = 1 # Window has focus and is restored to its original size and position. vbMinimizedFocus = 2 # Window is displayed as an icon with focus. vbMaximizedFocus = 3 # Window is maximized with focus. vbNormalNoFocus = 4 # Window is restored to its most recent size and position. The currently active window remains active. vbMinimizedNoFocus = 6 # Window is displayed as an icon. The currently active window remains active. # Special Folder Codes WindowsFolder = 0 # The Windows folder contains files installed by the Windows operating system. SystemFolder = 1 # The System folder contains libraries, fonts, and device drivers. TemporaryFolder = 2 # The Temp folder is used to store temporary files. Its path is found in the TMP environment variable. # StrConv Codes vbUpperCase = 1 # Converts the string to uppercase characters. vbLowerCase = 2 # Converts the string to lowercase characters. vbProperCase = 3 # Converts the first letter of every word in string to uppercase. vbWide = 4 # Converts narrow (single-byte) characters in string to wide (double-byte) characters. Applies to Far East locales. vbNarrow = 8 # Converts wide (double-byte) characters in string to narrow (single-byte) characters. Applies to Far East locales. vbKatakana = 16 # Converts Hiragana characters in string to Katakana characters. Applies to Japan only. vbHiragana = 32 # Converts Katakana characters in string to Hiragana characters. Applies to Japan only. vbUnicode = 64 # Converts the string to Unicode using the default code page of the system. vbFromUnicode = 128 # Converts the string from Unicode to the default code page of the system. # System Colour Codes vbScrollBars = 0x80000000 # Scroll bar color vbDesktop = 0x80000001 # Desktop color vbActiveTitleBar = 0x80000002 # Color of the title bar for the active window vbInactiveTitleBar = 0x80000003 # Color of the title bar for the inactive window vbMenuBar = 0x80000004 # Menu background color vbWindowBackground = 0x80000005 # Window background color vbWindowFrame = 0x80000006 # Window frame color vbMenuText = 0x80000007 # Color of text on menus vbWindowText = 0x80000008 # Color of text in windows vbTitleBarText = 0x80000009 # Color of text in caption, size box, and scroll arrow vbActiveBorder = 0x8000000A # Border color of active window vbInactiveBorder = 0x8000000B # Border color of inactive window vbApplicationWorkspace = 0x8000000C # Background color of multiple-document interface (MDI) applications vbHighlight = 0x8000000D # Background color of items selected in a control vbHighlightText = 0x8000000E # Text color of items selected in a control vbButtonFace = 0x8000000F # Color of shading on the face of command buttons vbButtonShadow = 0x80000010 # Color of shading on the edge of command buttons vbGrayText = 0x80000011 # Grayed (disabled) text vbButtonText = 0x80000012 # Text color on push buttons vbInactiveCaptionText = 0x80000013 # Color of text in an inactive caption vb3DHighlight = 0x80000014 # Highlight color for 3-D display elements vb3DDKShadow = 0x80000015 # Darkest shadow color for 3-D display elements vb3DLight = 0x80000016 # Second lightest 3-D color after vb3DHighlight vbInfoText = 0x80000017 # Color of text in ToolTips vbInfoBackground = 0x80000018 # Background color of ToolTips # Var Type Codes vbEmpty = 0 # Uninitialized (default) vbNull = 1 # Contains no valid data vbInteger = 2 # Integer vbLong = 3 # Long integer vbSingle = 4 # Single-precision floating-point number vbDouble = 5 # Double-precision floating-point number vbCurrency = 6 # Currency vbDate = 7 # Date vbString = 8 # String vbObject = 9 # Object vbError = 10 # Error vbBoolean = 11 # Boolean vbVariant = 12 # Variant (used only for arrays of variants) vbDataObject = 13 # Data access object vbDecimal = 14 # Decimal vbByte = 17 # Byte vbUserDefinedType = 36 # Variants that contain user-defined types vbArray = 8192 # Array


--- title: "Vim 101: Entering Insert Mode" subtitle: "cc is your friend" layout: post vimeoId: "118908890" tags: - vim - vim 101 - insert mode ---
Top ten coolest ways to enter into insert mode
a - append after cursor
A - append at end of line
i - insert before cursor
I - insert before beginning of the line
o - open a new line below current line
O - open a new line above the current line
s - substitute a character
r - replace a character
cc - delete the whole line and enter into insert mode
C - delete forward of cursor and enter into insert mode
If you want to learn more about inserting text checkout
:help inserting or
:help A
:help cc


BookingData
Methods that let managers and clients query the blockchain about hotel booking costs, history, and status.
Example:
const data = new BookingData(web3)
Constructor Summary
| Public Constructor | ||
| public |
constructor(web3: Object): BookingData Instantiates with a web3 object whose provider has been set |
Method Summary
| Public Methods | ||
| public |
async getBookingRequests(_addresses: Address | Address[], fromBlock: Number): Promise Gets pending bookings requests for hotel(s). |
|
| public |
async getBookings(_addresses: Address | Address[], fromBlock: Number): Promise Gets the bookings history for hotel(s). |
|
| public |
Gets the national currency cost of a booking for a range of days. |
|
| public |
async getLifCost(unitAddress: Address, fromDate: Date , daysAmount: Number): Number Gets the LifToken cost of a booking for a range of days. |
|
| public |
async unitIsAvailable(unitAddress: Address, fromDate: Date, daysAmount: Number): Boolean Checks the availability of a unit for a range of days |
Public Constructors
public constructor(web3: Object): BookingData source
Instantiates with a web3 object whose provider has been set
Params:
| Name | Type | Attribute | Description |
| web3 | Object |
Public Methods
public async getBookingRequests(_addresses: Address | Address[], fromBlock: Number): Promise source
Gets pending bookings requests for hotel(s). This is the set of all requests that have not
yet been confirmed by a hotel manager. If fromBlock
is ommitted, method will search from
the creation block of each Hotel contract.
Params:
| Name | Type | Attribute | Description |
| _addresses | Address | Address[] | Hotel contract address(es) to fetch bookings for |
|
| fromBlock | Number | Optional: block to begin searching from. |
Example:
[
{
"transactionHash": "0x18c59c3f570d4013e0...470ead6560fdcc738a194d0",
"blockNumber": 26,
"id": "log_9b3eb752",
"from": "0x522701D427e1C2e039fdC32Db41972A46dFD7755",
"dataHash": "0x4077e0fee8018bb3dd7...ea91b3d7ced260761c73fa"
}
]
public async getBookings(_addresses: Address | Address[], fromBlock: Number): Promise source
Gets the bookings history for hotel(s). If fromBlock
is ommitted, method will search from the
creation block of each Hotel contract.
Params:
| Name | Type | Attribute | Description |
| _addresses | Address | Address[] | Hotel contract address(es) to fetch bookings for |
|
| fromBlock | Number | Optional: block to begin searching from. |
Example:
[
{
"transactionHash": "0x0ed3a16220e3b0cab...6ab8225ed0b6bad6ffc9640694d",
"blockNumber": 25,
"id": "log_f72920af",
"from": "0xc9F805a42837E78D5566f6A04Dba7167F8c6A830",
"unit": "0xcE85f98D04B25deaa27406492B6d6B747B837741",
"fromDate": "2020-10-10T07:00:00.000Z",
"daysAmount": "5"
}
]
public async getCost(unitAddress: Address, fromDate: Date , daysAmount: Number): Number source
Gets the national currency cost of a booking for a range of days. Check-in is on the first day, check-out on the last.
Params:
| Name | Type | Attribute | Description |
| unitAddress | Address | Unit contract to edit |
|
| fromDate | Date | check-in date |
|
| daysAmount | Number | integer number of days to book. |
Example:
const cost = await lib.getCost('0xab3..cd', new Date('5/31/2020'), 5);
public async getLifCost(unitAddress: Address, fromDate: Date , daysAmount: Number): Number source
Gets the LifToken cost of a booking for a range of days. Check-in is on the first day, check-out on the last.
Params:
| Name | Type | Attribute | Description |
| unitAddress | Address | Unit contract to edit |
|
| fromDate | Date | check-in date |
|
| daysAmount | Number | integer number of days to book. |
Example:
const cost = await lib.getCost('0xab3..cd', new Date('5/31/2020'), 5);


Game Introduction¶
TL;DR
The objective of the game is to expand territory on a tile board.
- Each tile on the board represents territory.
You control a team of fireflies on the board.
- Move a firefly into a tile to illuminate it.
- You can move as many fireflies as you want per turn, but each firsefly can move only a maximum of 1 tile distance per turn.
Fireflies can move into empty tiles, merge into other friendly fireflies or attack enemies. It can’t move into walls.
Build a nest by illuminating adjacent tiles of a neutral tile.
Destroy an enemy nest by infiltrating one of its adjacent tiles.
- A destroyed enemy nest and its adjacent tiles become your permanent territory
- Unlike normal territory, permanent territory never changes owners once you capture it.
Summary¶
Luminis is a two-player territory expansion strategy game where you command a team of fireflies to compete for territory against your opponent on a tile-based board. You and your opponent each begin with a single nest from which new fireflies are spawned at each turn. Every square on the board, except for walls, is a luminescent tile that illuminates the colour of its most recent visitor.
You can build a nest by colouring the adjacent tiles of a neutral tile (i.e. a tile that has never been visited yet). You need to protect a nest’s adjacent tiles to keep it alive. If your opponent acquires even just one of its adjacent tiles, your nest is destroyed, and it and its adjacent tiles become your opponent’s permanent territory. Unlike normal tiles, permanent territory will not change owners regardless of its most recent visitor, so you can never reclaim it.
If you have a group of nests with overlapping adjacent tiles, this is called a cluster. If just one nest in the cluster is destroyed, the entire cluster is also destroyed and becomes your opponent’s permanent territory.
The game ends if you eliminate all your opponent’s nests, or if your opponent eliminates all your nests (or at timeout). You earn 1 point per tile you own at the end of the game - plus another point per permanent tile. You win if your score is higher than that of your opponent.
Demo video¶
Definitions¶
Firefly ¶
You can move each firefly in your team up to one tile distance per turn in any one of the four cardinal directions: north, east, south or west. If you don’t want to assign a move for a firefly, it’s okay! This automatically causes the firefly to rest in its current position and earn one health point.
- Health point
- Each firefly has health points, starting with 1. It gains 1 health point on each turn in which it rests. A firefly dies and is removed off the board once its health points decline to 0. In the game view, health points are labeled on top of each firefly.
- Attacking
- You can attack an enemy firefly by moving one (or several) of yours into it. Attacking will reduce the enemy’s health points by that of your firefly’s health points. Unless the enemy attacks you back, your firefly’s position and health points will remain the same.
- Merging
- Fireflies can merge into each other and combine health points.
Tile ¶
At the start of the game, all tiles are grey (i.e. neutral). A tile will illuminate the colour of its most recent visitor. That is, if you visit a tile, you own that tile until your opponent visits it. Once a tile is visited, it will never revert to being neutral.
Nest ¶
Each team begins with one nest already created on the board.
You can build a nest by illuminating the adjacent tiles of a neutral tile.
Once the nest is built, it will spawn a new firefly per turn.
A group of nests with overlapping adjacent tiles is called a cluster.
If even one nest in a cluster is destroyed, the entire cluster dies and becomes permanent enemy territory.
Permanent territory ¶
If a nest is destroyed, it and its adjacent tiles become the enemy’s permanent territory. A permanent tile, unlike normal tiles, won’t change colour regardless of its newest visitor.
Wall ¶
Fireflies can’t move into walls.
Map¶
The map is symmetrical and wraps around itself. That is, if a firefly moves past an edge of the board, it’ll just find itself in the opposite side. The map is organized by (x, y) coordinates, counted by tiles. The top left coordinate of the map is (0, 0). The x-coordinate increases rightwards, and the y-coordinate increases downwards.
Turn Limit¶
The game ends when either you or your opponent lose all your nests, but only if this happens before the turn limit. The turn limit is the number of turns the game will run for before termination.
Turn Timeout¶
In the tournament, the server will wait for AI’s to return next moves only up to 600ms (but you can configure this in the launcher for testing purposes). Keep this in mind if your AI performs time-expensive operations. It’s okay if you exceed the turn timeout once or twice - the game will continue running, but all your fireflies will rest for that turn.
Main objective¶
The main objective is simple: move fireflies, build your nests and destroy your opponent’s to acquire as much territory as you can! The game ends when one team loses all their nests (or at timeout). Each team earns 1 point per tile owned plus another 1 point if the tile is permanent territory. The player with the highest score wins the game.
Turns¶
The game is played in a series of turns. You can assign moves to as many of your own fireflies as you want. Any firefly that’s not assigned a move for that turn will rest and earn a health point.
The game is simultaneous turn-based, which means that moves from both players are executed simultaneously per turn.
At each turn, the server executes in order:
- Damage
- Damage is always calculated first, so fireflies can’t “dodge” attacks.
- Movement
- Firefly move requests are assessed, then accepted or rejected by the server according to conflict resolution rules
- Tile colour change
- Tile colours are updated to correspond to the most recent visitor
- Nest destruction
- If a nest loses even one of its adjacent tiles, its entire cluster is destroyed and becomes permanent territory.
- Nest creation
- Any neutral tile whose orthogonally adjacent tiles all belong to one team becomes a nest for that team.
- Firefly spawn
- Each nest spawns one firefly per turn, but only if there is not already a newly spawned firefly resting on the nest.
The World¶
The world is situated on a symmetrical tile-based map. Each square on the map is either a tile or a wall. Initially, all tiles except for the starting nests and their adjacent tiles are neutral. The world wraps around itself, so if you move past an edge you’ll find yourself on the opposite side.
Note
The starter pack includes a range of different maps that you can use for running your bot in the LUMINIS/Maps folder. The tournament will use a variety of maps that are not provided in the starter pack.
Moving your fireflies¶
For every turn, there’s only one command that a firefly will need: “move into this tile beside you, or stay still”. Pretty simple, right? All your AI needs to do is assign a movement for each of your fireflies per turn :)
Note
You don’t actually have to move all your fireflies every turn. If you don’t assign a move for some of them, they’ll just rest for that turn and earn a health point.
A firefly can move one tile distance per turn in any one of four cardinal directions: north, east, south or west. It may also rest for that turn.
Fireflies can visit tiles but not walls or nests.
Fireflies cause tiles to illuminate their team’s colour by moving into them. However, if your opponent moves into one of your tiles after you’ve left it, your opponent becomes the new owner of that tile (of course, until you send another one of your fireflies to reclaim it).
If you move a firefly into a tile that’s already occupied by a friendly firefly, it’ll merge with the other firefly. Also, if you move several friendly fireflies into the same tile, they’ll merge together.
If you move a firefly into an enemy firefly, it inflicts damage on it. If the enemy firefly dies as a result of the damage, your firefly will move into its place. If it is still alive, your firefly stays in its original position.
If several fireflies of any team compete for the same empty tile, the team with the highest sum of health points among competitors for that tile gets the tile. The fireflies that belong to the team with lower health points sum die.
Note
The game implements conflict resolution using topological sort, which is optional knowledge and beyond the scope of this section. (However, if you are interested, there’s a brief description in the FAQ.)
We suggest that you don’t worry about it too much, but here’s the short summary:
- If, in a given turn, there’s a chain of fireflies that are all trying to move down the chain, all fireflies will successfully move into their targets without merging into friendly fireflies or being blocked by an enemy. That is, move requests are executed in reverse order, starting with the firefly at the bottom of the chain. Damage, however, is always calculated.
- If there are two adjacent friendly fireflies trying to swap positions, they will do so successfully without merging.
Building and destroying nests¶
Nests are an important part of the game. By building nests, you spawn more firefly fireflies to cover more ground more quickly. By destroying enemy nests, you reduce your opponent’s firefly population and earn permanent territory. The game ends when you or your opponent lose all your nests.
Note
The game ends once a team loses all their nests, but the winner is determined by the number of tiles! So be careful - you could quickly eliminate all your enemy’s nests and still lose the game.
Here’s how you can build a nest: colour the adjacent tiles around a neutral tile.
A nest requires all its adjacent tiles to stay in its team’s colour to stay alive. If even one of its adjacent tiles are captured by the enemy, the nest dies, and it and its adjacent tiles all become permanent enemy territory.
The adjacent tiles around a nest don’t include walls. So you can build nests quickly around walls.
If you have a group of nests with overlapping adjacent tiles, this is called a cluster. If even one nest in a cluster dies, all nests in the cluster also die and become permanent enemy territory.
So make sure you defend your nests (and attack your opponent’s)!


Hello. i'm going to present my work abt communication in robot sw
Plan
Original contributions
AutoMoDe-Gianduja 1 and 2
Normal science
Comparison of methods, Fiorella, AutoMoDe+ER
Tools
AutoMoDe, Evolutionary, Loop-functions, ...
Let me first introduce you very quickly our framework..
Original contributions
AutoMoDe: Automatic Modular Design Francesca et al, SI (2014)
Control achitecture : Probabilistic Finite State Machine
Optimization algorithm : any
we will study autmode, a modular approach first introduced in 2014, pfsm max 4 states 4 outgoing, IT has NO communication capabilities, robot can sense neighbors but not send any messages.
Our research question and objective
It is possible to automatically design a swarm of communicating robots using AutoMoDe ?
Do robots perform better with communication capabilities than without ?
is it possible for the opti alg to assign a semantic to a message?
Hypothesis
The automatic design process assigns a specific, task dependent
semantic to a message.
Idea
Robots may send one message.
The automatic design method defines a task-specific semantic: it associates a cause/effect to the message.
We demonstrate this idea on three tasks that require messages with different semantic.
we have our hyp, now the idea for exps, we choose to allow rob to send 1 message, so 1 bit of information, we will see if the opti alg will be able to asign a semantic, that is to say associate causes and effects to message in different situations
Semantic ?
EvoCom
We introduce EvoCom as a yardstick for our system.
A modification of Evostick (Francesca et al, SI vol. 8667 (2014))
No hidden layers.
30 input nodes for sensors (25) and messaging (5).
3 output nodes for wheels (2) and message broadcasting (1).
We introduce EvoCom, a modification of Evstick, Evostick is an rather standard method that we already used prev to compare methods ,Evolutionary method, that uses signe layer feed forward neural network with no hiden layer, we use it to compare
Robot: E-puck
Sensors
Proximity
Light
Ground
Range and bearing
Actuators
Wheels
Range and bearing
Behavioral Modules of Gianduja
Behaviors
Conditions
Exploration
Black floor
Stop
Gray floor
Phototaxis
White floor
Anti-phototaxis
Neighbor count
Attraction
Inverted neighbor count
Repulsion
Fixed probability
Additonal ones:
Attraction to message
Message count
Repulsion to message
Inverted message count
One new parameter on existing behaviors for message broadcasting. Two new conditions and two new behaviors.
Missions
Aggregation
Stop
Decision
Evalutation and experimental protocol
Assessment with a swarm of 20 e-puck robots:
For each mission and each method: 15 runs → 15 instances of control software.
Each run with 200 000 simulations.
Each instance is evaluated once in simulation and once in reality
Results aggregation
All robots should aggregate on the white spot.
the higher the better, explain results?? TODO
Results stop
All robots should stop when the white spot is found by any robot.
Results decision
All robots should go either to the right or to the left side of arena based on center color.
Aggregated results
More methods ?
Results published in:
Hasselmann, Ken, Frédéric Robert, and Mauro Birattari. "Automatic design of communication-based behaviors for robot swarms."
International Conference on Swarm Intelligence. Springer, Cham, 2018.
We added more methods in a study directly following this one.
More methods ?
EvoComX, GiandujaX
GandujaE
GiandujaEX
X -> No directionnaly of messages
E -> Messages conditions embedded in all conditions
Total of 6 methods, evaluated in pseudo-reality
Results
Further research
We want to explore the possibility for the robots to send more messages.
We introduce Gianduja2, Gianduja3 and their variants, and compare them to EvoCom2, EvoCom3 and their variants.
Gianduja2 and 3: new missions
Beacon Aggregation, Beacon Stop and Beacon Decision
The beacon is a device that can send a message depending on the mission.
Results
Conclusions
Meaningful semantics can be automatically defined per-mission by the design process.
Gianduja and its variants were able to find solutions that leverage the use of communication.
Gianduja is able to scale up to multiple messages sent
Normal Science
Comparison of Evolutionary Methods
Comparison of 10 different automatic design methods
9 Evolutionary and AutoMoDe-Chocolate
5 missions, 10 designs per method, total of 500 tests
in simulation and reality
Preliminary results
4 out of 5 missions already conducted in reality
Article to be soon published
Contribution in perspective paper
Birattari, Mauro, et al. "Automatic off-line design of robot swarms: a manifesto." Frontiers in Robotics and AI 6 (2019): 59.
Creating and combining neural networks
Generating neural networks behavioral modules as behavioral module
for the automatic deqign of controllers
Reproducing results from another lab
Tools
Three types of contributions:
Implementations/Software
Evolutionary robotics: CMAES, NEAT, XNES
AutoMoDe, ARGoS Loop-functions, ARGoS-epuck
irace dependent parameters
Infrastructure of the lab
Iridia tracking system
Robot hardware and embedded software
Hardware
Color blocks
Smart objects
Publications
Hasselmann, Ken, Frédéric Robert, and Mauro Birattari. "Automatic design of communication-based behaviors for robot swarms."
International Conference on Swarm Intelligence. Springer, Cham, 2018.
Birattari, Mauro, et al. "Automatic off-line design of robot swarms: a manifesto." Frontiers in Robotics and AI 6 (2019): 59.
Modular automatic design of collective behaviors for robots endowed with local communication capabilities (to be resubmitted)
Comparison of evolutionary methods for the automatic design of robot swarms (to be done)


@RPCReturnsObservables abstract fun waitUntilRegisteredWithNetworkMap(): ListenableFuture<Unit>
Returns a ListenableFuture which completes when the node has registered wih the network map service. It can also complete with an exception if it is unable to.


For best results, upload a single, clearly legible scan or image of your criminal record or “rap sheet”.
Back


Explainable AI: Comprehending, Visualising and Interpreting Deep Learning Models
Build interpretable and inclusive AI systems from the ground up with tools designed to help detect and resolve bias, drift, and other gaps in data and models.
{% load static %}
vizAI utilises Machine Learning functionality from Microsoft Azure. It mainly uses public datasets from various universities and research facilities.
Before deploying an AI system, we see a strong need to validate its behavior, and thus establish guarantees that it will continue to perform as expected when deployed in a real-world environment. In pursuit of that objective, ways for humans to verify the agreement between the AI decision structure and their own ground-truth knowledge have been explored.
Learn MoreBuild interpretable and inclusive AI systems from the ground up with tools designed to help detect and resolve bias, drift, and other gaps in data and models.
Explainable AI is a set of tools and frameworks to help you understand and interpret predictions made by your machine learning models. With it, you can debug and improve model performance, and help others understand your models' behavior.
Explainable AI can be used for many things! A notable example would be helping physicians detect cancerous lesions. It acts as the physician's virtual assistant and explains how each variable in an MRI/CT image contributes to identifying suspicious areas as probable cause for cancer while safer areas are deemed neutral!
Explainable AI provides insights into the data, variables and decision points used to make a recommendation. As machine learning is the most common use of AI, most businesses believe that machine learning models are opaque, non-intuitive and no information is provided regarding their decision-making and predictions.
During training, Azure Machine Learning creates a number of pipelines in parallel that try different algorithms and parameters for you. The service iterates through ML algorithms paired with feature selections, where each iteration produces a model with a training score. The higher the score, the better the model is considered to "fit" your data. It will stop once it hits the exit criteria defined in the experiment.
In recent years, the demand for machine learning experts has outpaced the supply, despite the surge of people entering the field. To address this gap, there have been big strides in the development of user-friendly machine learning software that can be used by non-experts.
We used Joblib, Keras and Tensorflow to load the models. Joblib, Pandas and Numpy to load the datasets, and the open source Interpret Community SDK to generate the explanations and graphs for the uploaded models and datasets.
There are 4 different explainers using SHAP, the SHAP DeepExplainer for deep neural networks models, the SHAP TreeExplainer for tree based models, the SHAP LinearExplainer for linear models and the SHAP KernelExplainer for if they did not fit any of the above.
SHAP (SHapley Additive exPlanations) is a game theoretic approach to explain the output of any machine learning model. It connects optimal credit allocation with local explanations using the classic Shapley values from game theory and their related extensions (see papers for details and citations).
Our models constantly score above 85% accuracy with customisable hyperparameters. You can customise chart visualization with respective contextual explanations using the Kernel Explainer(Model Agnostic explainer method from SHAP).
There is a lot of room for creativity for feature extraction/engineering in this domain. The examples provided are all open-source datasets from various well-established universities, institutions and professors.
Notable members of the vizAI community. Here you can view what their latest Machine Learning projects are, or view their visualisation configurations to be used in your own projects.
Fergus is a technology consultant at Avanade. He is the main advisor to vizAI and has been suggesting useful ideas and supervising our progress.
Julian is a 2nd year Computer Science student at UCL, and the team leader for the vizAI. He has worked on the machine learning portion of the project, and has been the main liason officer for our clients. He is interested in risk management and software development.
Dylan is a 2nd year Computer Science student at UCL, and the lead developer for the vizAI web application. He is mainly interested in algorithms, datas structures and low-latency high throughput software. It is his first time developing a web application.
James is a 2nd year Computer Science student at UCL, and the development blogger for vizAI. He has good communication skills and has a passion for programming. He is interested in artificial intelligence and machine learning.
A collation of datasets we've collected and analyzed for your viewing pleasure.


DEEP IMPACT A film review by Mark R. Leeper
Capsule: Nature does not pull its punches, and DEEP IMPACT pulls far fewer than most similar films, stretching most of its believability in the last reel. This is for the most part a very plausible and frightening film with real characters working out real problems in the face of a threat of cosmic proportions. DEEP IMPACT is a very promising film from the new production company Dreamworks (and from Paramount). Rating: 8 (0 to 10), low +3 (-4 to +4)
We have had a long period in which special effects have driven science fiction films rather than characters or ideas. Last year's CONTACT was a very good science fiction film with three-dimensional characters. DEEP IMPACT is the first of two major theatrical films (along with at least one TV movie) inspired by the Shoemaker-Levy comet's impact on Jupiter and speculation of what if it had been Earth that had been hit. At least in plot and ideas the film is highly reminiscent of George Pal's classic WHEN WORLDS COLLIDE. However the emotional texture of the film also has some of ON THE BEACH. For the admittedly small sub-genre of films about celestial impacts on Earth films--not forgetting METEOR--this is likely to remain the best.
Teenager Leo Biederman (Elijah Wood) sights a celestial body that just should not be where he sees it. He reports his finding to professional astronomer Marcus Wolf (Charles Martin Smith). Wolf confirms that indeed it is a new comet. But Wolf also discovers it is on a collision course with Earth. A year passes and TV news reporter Jenny Lerner trips on something very secret going on in Washington. There seems to be a serious sex scandal, one sufficient to cause the Secretary of the Treasury to resign. In Washington any sufficiently well kept secret is indistinguishable from a sex scandal. Jenny wants to get the goods on the Secretary of the Treasury and instead stumbles onto what is accurately called the biggest story in world history. The United States and Russia are secretly cooperating on efforts to avert the disaster that is coming our way in the form of Comet Wolf- Biederman. The story moves back and forth among multiple story lines. Morgan Freeman plays a President of the United States whom the script uses mostly just to make major announcements. Spurgeon Tanner (Robert Duvall) is a crusty ex-Apollo astronaut on a mission to destroy the comet. But he has a strained relationship with younger astronauts on the same mission. Leo Biederman must come to terms with the new fame he has received having his name associated with a deadly menace to his planet. And Jenny Lerner is resolving her relationship with her separated parents.
The chief problem with DEEP IMPACT is that two hours is really about a third of what would be needed to do the story realistically and cover most of the parts that should be told. That seems to imply TV mini-series. But it requires the wide-screen to do justice to the visual aspects of the story. Certainly in the early parts of the film it seems to be rushing through what is just an outline of what the story should be. Much of the story goes by in a very superficial manner. Interesting and some sometimes spectacular scenes are left out that would inevitably take place if a comet were headed for earth. Cooperation is reached between two country's space agencies. Huge projects that dwarf the Manhattan Project occur off-stage. While in the plot there is hope for some people and not others, one would expect great rioting by those less fortunate. This is only hinted at. While human reactions are much more believable than they were in WHEN WORLDS COLLIDE, they are still far from convincing. We see only frustratingly sketchy details in a headlong rush to get to still meatier parts of the story.
Still the film has a real credibility that is broken only in the semi-optimistic final reel. The emphasis of the script is on people and not special effects, though when the film calls for effects, they are there in force with some very nice sequences. DEEP IMPACT and CONTACT are evidence that the science fiction film is not just for thrill-hungry teenagers. It can tell a story on an adult level and convincingly take us places we have never been and in some cases may never again want to go. I give DEEP IMPACT an 8 on the 0 to 10 scale and a low +3 on the -4 to +4 scale.
Mark R. Leeper<EMAIL_ADDRESS>Copyright 1998 Mark R. Leeper
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


An effort to disseminate FACTS and keeping misinformation at bay. Read about SARS-CoV-2 and how COVID-19 affects your body, how to keep safe from scams, fake news and fads out in the wild.


Identifies functions that have external linkage.
The <cxxFunctionStorageClassSpecifierExtern> element is present when the function has external linkage. The element has two mandatory attributes: name and value. Both of these attributes have the default value “extern”.
See ISO/IEC 14882:2003(E) 7.1.1 Storage class specifiers [dcl.stc] and 3.5 Program and linkage [basic.link]
Given this code:
extern void m();
Then function m would have the cxxFunctionStorageClassSpecifierExtern element:
<cxxFunctionStorageClassSpecifierExtern/>
If the mandatory attributes are present they must be set thus:
<cxxFunctionStorageClassSpecifierExtern name="extern" value="extern"/>


TIP! Sort multiple columns simultaneously by holding down the shift key and clicking a second, third or even fourth column header!
Number of pos seq:
Number of neg seq:
The following table shows the statistics for each single motif
| Motif Logo | Motif Name | ForeCov | ForeNumSeq | BackCov | BackNumSeq | True Positives | False Negatives | False Postives | True Negatives | Sensitivity | Specificity | Accuracy |
|---|


BSc in Life Sciences
MSc in Ecology/Evolution
Now: PhD student in Applied Bioinformatics
NCBI Nucleotide database
Search for a given taxa
Search for a taxonomic range
Let's automate those sequence downloads
(A more elaborate version can be found here.)
Allows for Rich Text comments


Major Topics
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That’s because the child constructor must call super()
.
Here’s the corrected code:
```js run class Animal {
constructor(name) { this.name = name; }
}
class Rabbit extends Animal { constructor(name) {
! super(name); /! this.created = Date.now(); } }
! let rabbit = new Rabbit(“White Rabbit”); // ok now /! alert(rabbit.name); // White Rabbit ```


General Usage
The application window is divided in three panels: the Info and Tools panel to the left, the main map panel with a button bar on top in the
middle and the Attribute Data panel to the right. According to your interaction with the application the left and right panels may be visible or not
at a specific moment.
Working with Layers
In the Info and Tools panel all available layers are listed in Map Layers. Tick or untick a layer to change its visibility.
The legend of any visible layer is shown in the legend tab.
If you click on a layer's name, this layer becomes the active layer.
Use the button in the main panel's button bar to get information on any object on the map.
Information may be visible when
moving the mouse over the object and/or shown in the Attribute Data panel when clicking on the object. By choosing an option from Object identification
you can decide which layer(s) are queried.
Searching Map Contents
Enter any search string (name of a street or place, type of feature etc.) or part of it into the search box in the top
of the map panel. Every content matching your search is displayed; select one by clicking on it. The map is automatically
focused on the chosen content and the feature ist highlighted.
Navigating in the Map
Navigate by using the navigation buttons
and in the button bar.
All buttons have tooltips that display when moving the mouse over the button.
You can also zoom the map with the interactive zoom bar in the top left corner of the map panel
or by inserting a specific scale in the scale box in the bottom right corner.
If you have a wheel mouse you can zoom in and out by rolling the wheel, too.
Pan the map with pressing the left mouse button while moving the mouse. You can also insert specific coordinates in the coordinate box in the bottom right corner.
Measuring Distances and Areas
Use the and tools in the button bar.
A left click sets a point in the line or area to measure, a double click ends the measurement. The measuring result is continuously published below the map.
Printing
If print layouts have been defined by the webmaster of the site they are offered for use when clicking on the
button. The frame shown on the map highlights the area contained in the
print. You may pan, scale or pivot the frame to make it fit your needs.


The mature B. smithi has a dark-colored body with orange patches on the joints of its legs. The second element of the legs is orange-red.
Following molting, the colors are more pronounced. The dark portion is very black, while the orange-red portions are far more on the reddish side.


The {@link oajr.mock.MockRestClient} class is used for performing serverless unit testing of {@link oajr.annotation.Rest @Rest}-annotated
and {@link oaj.http.remote.Remote @Remote}-annotated classes.
The {@link oajr.mock.MockRestClient} itself extends from {@link oajr.client.RestClient} providing it with the rich
feature set of that API.
The following shows a simple example of invoking a PUT method on a simple REST interface and asserting
the correct status code and response body:
| public class MockTest {
|
| // A simple bean with one field.
| public static class MyBean {
| public int foo = 1;
| }
|
| // Our REST resource to test.
| // Simply echos the response.
| @Rest
| public static class EchoRest implements BasicRestServlet {
|
| @RestPut
| public MyBean echo(@Content MyBean bean) {
| return bean;
| }
| }
|
| // Our JUnit test.
| @Test
| public void testEcho() throws Exception {
|
| MyBean myBean = new MyBean();
|
| // Do a round-trip on the bean through the REST interface
| myBean = MockRestClient
| .create(EchoRest.class)
| .json5()
| .build()
| .put("/echo", myBean)
| .run()
| .assertStatus().is(200)
| .assertContent().is("{foo:1}")
| .getContent().as(MyBean.class);
|
| assertEquals(1, myBean.foo);
| }
| }
Breaking apart the fluent method call above will help you understand how this works.
| @Test
| public void testEcho() throws Exception {
|
| // Instantiate our mock client.
| MockRestClient client = MockRestClient
| .create(EchoRest.class)
| .json5()
| .build();
|
| // Create a request.
| RestRequest req = client.put("/echo", myBean);
|
| // Execute it (by calling RestCallHandler.service(...) and then returning the response object).
| RestResponse res = req.run();
|
| // Run assertion tests on the results.
| res.assertStatus().is(200);
| res.assertContent().is("'foo'");
|
| myBean = res.getContent().as(MyBean.class);
| }
The concept of the design is simple. The {@link oajr.mock.MockRestClient} class is used to create instances of {@link oajr.mock.MockServletRequest}
and {@link oajr.mock.MockServletResponse} which are passed directly to the call handler on the resource class {@link oajr.RestOpInvoker#invoke(RestOpSession)}.
In effect, you're fully testing your REST API as if it were running in a live servlet container, yet not
actually having to run in a servlet container.
All aspects of the client and server side code are tested, yet no servlet container is required. The actual
over-the-wire transmission is the only aspect being bypassed.
The create(Object) method can take in either Class objects or pre-instantiated beans.
The latter is particularly useful for testing REST APIs written as Spring beans.
| @RunWith(SpringRunner.class)
| @ContextConfiguration(classes = {MyApp.class})
| @SpringBootTest
| public class MockTest {
|
| @Autowired
| EchoRest echoRest;
|
| MockRestClient client;
|
| @Before
| public void setup() {
| // Instantiate our mock client.
| client = MockRestClient
| .create(echoRest)
| .json5()
| .build();
| }
|
| // Our JUnit test.
| @Test
| public void testEcho() throws Exception {
|
| MyBean myBean = new MyBean();
|
| // Do a round-trip on the bean through the REST interface
| myBean = client
| .put("/echo", myBean)
| .run()
| .assertStatus().is(200)
| .assertContent().is("{foo:1}")
| .getContent().as(MyBean.class);
|
| assertEquals(1, myBean.foo);
| }
| }
The {@link oajr.mock.MockRestRequest} object has convenience methods provided to allow you to set properties
directly on the underlying {@link jakarta.servlet.http.HttpServletRequest} object. The following example shows how
this can be used to directly set roles on the request object to perform security testing.
| @Rest(roleGuard="ADMIN")
| public class A {
| @RestGet
| public String get() {
| return "OK";
| }
| }
|
| @Test
| public void mytest() throws Exception {
| MockRestClient client = MockRestClient.build(A.class);
|
| // Admin user should get 200 but anyone else should get 403-Unauthorized.
| client.get().roles("ADMIN").run().assertStatus().is(200);
| client.get().roles("USER").run().assertStatus().is(403);
| }
The {@link oajr.mock.MockRestClient} class has a debug mode that will cause your HTTP requests and responses to
be sent to the console:
| MockRestClient client = MockRestClient
| .create(MyRest.class)
| .debug()
| .json5()
| .build();
The {@link oajr.mock.MockRestClient} class can also be used for testing of {@link oaj.http.remote.Remote}-annotated
interfaces against {@link oajr.annotation.Rest @Rest}-annotated resources.
| // Our remote resource to test.
| @Remote
| public interface MyRemoteInterface {
|
| @RemoteGet("/echoQuery")
| public int echoQuery(@Query(name="id") int id);
| }
|
| // Our mocked-up REST interface to test against.
| @Rest
| public class MyRest {
|
| @RestGet
| public int echoQuery(@Query("id") String id) {
| return id;
| }
| }
|
| @Test
| public void testProxy() {
| MyRemoteInterface mri = MockRestClient
| .create(MyRest.class)
| .json()
| .build()
| .getRemote(MyRemoteInterface.class);
|
| assertEquals(123, mri.echoQuery(123));
| }


D3 Dashboard Gauge
A node-RED inspired dashboard gauge build with d3js.
Project source:
D3 Dashboard Gauge


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Prostate cANcer graDe Assessment (PANDA)
Kaggle | Supervised Research Exposition
- Developed a Machine Learning pipeline to deal with gigapixels multi-resolution wholeslide images.
- Trained two staged Deep Learning model to to classify the severity of prostate cancer from microscopy scans of prostate biopsy samples.
- Currently acheived Quadritic Kappa Score of 0.907 and ranked 22 out of 930+ international participanting teams on Kaggle Pulic Leaderboard.
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Recommendation Model Neural Collaborative Filtering
Swift for TensorFlow | Open Source Project
- Implemented Neural Collaborative Filtering architecture in new deep learning framework Swift for TensorFlow to model latent features of users and items and got it merged in swift-model package.
- Added new dataset MovieLens in Swift for TensorFlow dataset package to directly load and use it.
- Experimented on MovieLens-100K dataset for the correctness test of Recommendation model by predicting the top K-items user will interact in coming days.
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Detection of Sign of Depression using Social Media Text
University of Cambridge | Internship
- Developed a Machine Learning pipeline for detection of depression based on messages from social media platform.
- Employed Deep Learning model BiLSTM with Attention to learn the mental information from sparse space with unbalanced small dataset.
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Instance Segmentation
Advance Machine Learning | Course Project
- Implemented deep neural network Mask-RCNN to detect and provide segmentation masks to object belonging to 300 different categories.
- Extended the model Mask-RCNN to Open Image Dataset provided by Google AI for Instance Segmentation Open Image Challenge 2019.
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Looking to Listen
Automatic Speech Recognition | Course Project
- Implemented Speech Seperation paper by Google Research to isolate a single speech signal from a mixture of sounds.
- Build an End to End pipeline consisting of Audio Model, Visual Model both consitiing of Dilated CNN and Fusion Model consisting of BiLSTM followed by fully connected layer.
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Competition and Collaboration
Foundations of Intelligent and Learning Agents | Course Project
- Trained two agents to play in Tennis environment where the agent must bounce the ball between one another while not dropping the ball out of bounds.
- Used Actor-Critic network for training where Actor determine best action and Critic evaluate quality of action as determined by Actor inorder to incorporate action taken by both agent for better learning.
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Image Classification on CIFAR
Advance Machine Learning | Course Project
- Implemented forward and backward pass of different layers of Fully Connected Neural Networks from scratch with the flexibility to take variable size input.
- Trained the implemented Neural Network for object classification on CIFAR dataset and achieved 75-80% accuracy on each class of CIFAR.
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Automation of Gate Security System
- Collected around 1700+ images of vehicles and manually annotated all the desired class present in it.
- Trained model YOLOv3 on annotated images to detect vehicle along with its type and locate the License Plate of the detected vehicle for recognition purpose.
- Delivered a Detection Module of Automation model for automating the gate security system to ease the guard’s job.
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License Plate Detection and Recognition
Computer Vision | Course Project
- Implemented an EECV 2018 paper in PyTorch using CNN to extract features and fully connected layers in the end to predict bounding box around License Plate.
- Built a Recognition Module which exploits Region of Interest from CNN layers to extract features map of interest and several classifiers to predict the corresponding license plate number.
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Non-Invasive Glucometer
Electronic Design Lab | Course Project
- Designed an analog circuit to get the amplified voltage level for corresponding glucose concentration present in the body.
- Collected blood sugar concentration data using the designed setup and invasive glucometer and trained Regression model on it.
- Delivered an alternative low-cost solution to traditional invasive glucose testing method for monitoring glucose-related diseases.
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Toonification of Image
Image Processing | Course Project
- Implemented Bilateral Filtering for smoothing and quantizing the colors and Edge Detection for detecting and boldening the edges in the image.
- Combined these implementation to get an artistic and comical effect on a wide range of images.
- Enhanced speed and accuracy of the algorithm using Fast Bilateral Filtering by working in higher dimensional space.
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Image Classifier
Deep Learning with PyTorch(MOOC) | Udacity
- Built an Image classifier using Neural Networks in PyTorch to recognize 102 different species of flowers present in the dataset.
- Achieved a test accuracy of 95% by setting appropriate optimizer, loss function and learning rate.
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Transferring & Receiving Of Image Using Gnu Radio
Communication Lab | Course Project
- Performed all processing of data like modulation, demodulation, encoding, decoding within GRC.
- Resolved all effects of a channel which distort the data during transmission through the atmosphere.
- Resolved all effects of a channel which distort the data during transmission through the atmosphere.
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Reaction Game
Digital Circuit Lab | Course Project
- Programmed the Altera’s MAX V CPLD board to calculate the reaction time of the player in milliseconds and display it on a 16x2 LCD display over a period of eight iterations.
- Wrote VHDL programs in Quartus to make an led blink at a random time. The player has to press a button as soon as possible while the CPLD computes the reaction time of the player.
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Face Recognition
Image Processing | Course Project
- Implemented a Face Recognition system using the PCA algorithm.
- Divided the dataset of images into training and test set and than applied PCA algorithm on it to build a face recognition system.
- Verified the accuracy of Recognition model by computing recognition rate on test data set and also by computing recognition rate on image that was not present in dataset
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Stock Market Clustering
Self Project | Guide: Eduonix Tech
- Imported some past stock data from the Yahoo Finance and then train K-means clustering algorithmto detect similar companies based on stock market movement.
- Used Jupyter notebook to develop a python application that can find similarity among companies thatmight not ordinarily be discovered
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Satellite Image Receiving
STAB IIT Bombay | Hobby Project
- Built our own double cross antenna to receive satellite signals.
- Decoded the image of NOAA satellite by using RTL-SDR dongle and double crossed antenna
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1D Motion Stage
Analog Curcuit Lab | Course Project
- Designed the circuit to control the bi-directional motion of the DC motor,controlled by the rotation of potentiometer knob
- Simulated the circuit in NgSPICE to test various values of resistors and capacitors
- Used opamps as integrator, differentiator and schmitt trigger to create PWM pulse and later feed thatpulse to L293D to run the motor in both direction
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D.C. motor speed control
Analog Curcuit Lab | Course Project
- Designed a circuit to effectively control the of DC Motor using dip switches without using microcon-troller
- Developed the circuit using Preset Counter, J-K Flip Flops, Logic Gates and took input through Dip Switch
- Implemented Pulse Width Modulation (PMW) by using digital integrated circuits only
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