#include <array_ops.h>
Applies sparse addition to input
using individual values or slices.
from updates
according to indices indices
. The updates are non-aliasing: input
is only modified in-place if no other operations will use it. Otherwise, a copy of input
is made. This operation has a gradient with respect to both input
and updates
.
input
is a Tensor
with rank P
and indices
is a Tensor
of rank Q
.
indices
must be integer tensor, containing indices into input
. It must be shape \([d_0, ..., d_{Q-2}, K]\) where 0 < K <= P
.
The innermost dimension of indices
(with length K
) corresponds to indices into elements (if K = P
) or (P-K)
-dimensional slices (if K < P
) along the K
th dimension of input
.
updates
is Tensor
of rank Q-1+P-K
with shape:
$$[d_0, ..., d_{Q-2}, input.shape[K], ..., input.shape[P-1]].$$
For example, say we want to add 4 scattered elements to a rank-1 tensor to 8 elements. In Python, that addition would look like this:
input = tf.constant([1, 2, 3, 4, 5, 6, 7, 8]) indices = tf.constant([[4], [3], [1], [7]]) updates = tf.constant([9, 10, 11, 12]) output = tf.scatter_nd_non_aliasing_add(input, indices, updates) with tf.Session() as sess: print(sess.run(output))
The resulting value output
would look like this:
[1, 13, 3, 14, 14, 6, 7, 20]
See tf.scatter_nd
for more details about how to make updates to slices.
Arguments:
int32
, int64
. A tensor of indices into input
.input
.Returns:
Constructors and Destructors |
|
|---|---|
ScatterNdNonAliasingAdd(const ::tensorflow::Scope & scope, ::tensorflow::Input input, ::tensorflow::Input indices, ::tensorflow::Input updates)
|
Public attributes |
|
|---|---|
operation
|
|
output
|
Public functions |
|
|---|---|
node() const
|
::tensorflow::Node *
|
operator::tensorflow::Input() const
|
|
operator::tensorflow::Output() const
|
|
Operation operation
::tensorflow::Output output
ScatterNdNonAliasingAdd( const ::tensorflow::Scope & scope, ::tensorflow::Input input, ::tensorflow::Input indices, ::tensorflow::Input updates )
::tensorflow::Node * node() const
operator::tensorflow::Input() const
operator::tensorflow::Output() const


Carry on Cowboy A film review by Graeme Huggan Copyright 1998
Set in the Wild West, this Carry on centres around the arrival of The Rumpo Kid (Sidney James) and his cronies in Stodge City. His dodgy dealings and summary shootings aggravate Judge Burke (Kenneth Williams) so much that he asks Sheriff Albert Earp (Jon Pertwee) to drive Rumpo out of town. Instead, the Rumpo Kid shoots the sheriff dead. Therefore, Judge Burke sends for a law marshall to come in and clean up the City. Due to a misunderstanding, an English sanitary engineer called Marshall P. Knutt (Jim Dale) is assigned, without knowing it, as the law marshall for Stodge City. He arrives at the same time as Annie Oakley (Angela Douglas) who is seeking revenge for her father, the Sheriff's murder. When Marshall arrives at Stodge City, he soon becomes aware of the misunderstanding and due to his rather limited intellect, he is manipulated by The Rumpo Kid and always ends up getting things wrong. In the end, there is a head-to-head between Rumpo and Marshall. With the Rumpo's past experience, it would seem that Marshall is out of his depth, but using his sanitary skills and learning the ways of the West from Annie Oakley, he at least stands some chance! Sid James, with an American accent, is perfect as The Rumpo Kid, a part which suits him down to the ground.  Other regulars that appear in this movie include Charles Hawtrey and Bernard Bresslaw (in his debut) as Big Heap and Little Heap respectively. Big Heap is the local Indian leader and the crazy casting of Hawtrey for this part is very amusing, as is his performance:- he steals every scene he is in even though he does not enter the film until thirty minutes past. Joan Sims provides useful and amusing support as Belle, the local bar owner who takes a fancy to the Rumpo Kid. However, the part of Doc played by Peter Butterworth and Sheriff Albert Earp played by Jon Pertwee are not really necessary, and Pertwee's performance is rather poor. Kenneth Williams uses a new voice but struggles with the weak part of the 'Judge'. Even so, this Carry on was Sid James and Kenneth Williams' favourite. A very different Carry on film, in that it is played more seriously by the actors and possesses more realism than any other Carry on. The death count is the highest of any Carry on film. Sets, costumes and action sequences are all very commendable. The songs that are included in the movie (the title song and Annie's song) are very impressive. A strange but therefore very interesting Carry on film. Not the best of its kind but it is certainly the most distinctive film of the series.
My rating:- 4 out of 5 stars.
Written by Graeme Huggan.
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


--- title: Estimators ---
Use these estimators as a starting point for deciding on the number of machines needed for capture and ES nodes.
Calculating the number of machines needed for capturing is relatively simple. It is based on the average traffic rate, the number of days of retention, how much space is available on each machine, and the avg amount of traffic each machine can handle. If more then one machine is required, we highly recommend getting a NPB to load balance the traffic across the cluster. We suggest RAID 5 or RAID 6 for capture disks.
Arkime makes it possible to not save encrypted packets, other then the session negotiation. If you plan on using this feature select the percentage of TLS/QUIC traffic on the network. Most networks will see 10-40% of TLS traffic, resulting in huge disk space savings.
| Space Required | All disks for data RAID 0 |
One disk extra RAID 5 |
Two disks extra RAID 6 or RAID 5 + Hot Spare |
|---|---|---|---|
Calculating the number of machines needed for Elasticsearch is a fine art. It heavily depends on the type of traffic that Arkime will be seeing plus of course the traffic rate and number of days of retention. Each node requires 64GB - 128GB of memory: 30GB for ES, and 34-96GB for OS disk cache. For large machines plan on running multiple nodes per host. You may want to read more recomendations from Elastic's Reference and Blog.
Many scaling guides will recommend you do NOT use RAID 5, assuming you will use Elasticsearch replication. However by default Arkime does NOT enable replication, so it is strongly recommended that you DO use RAID 5 or RAID 6. If you decide to use Elasticsearch replication you will need more machines, but don't need RAID 5 in theory.
The calculated host counts are just estimates.
| Total Space Required | All disks for data RAID 0 |
One disk extra RAID 5 |
Two disks extra RAID 6 or RAID 5 + Hot Spare |
|
|---|---|---|---|---|
| Average traffic mix | ||||
| High DNS/HTTP traffic | ||||
| Pathological traffic mix |


This service can help you with balancing your time spending. Just prepare your hierarchy of activities in categories section and you are good to go.
Add days, breaking them into time segments, and set category for each segment depending on what you spend it on.
This will allow you to look at your overall spending per category per week (or any other time period) and adjust you activity priorities.


TechLA Internships
Help connect students to internships in Los Angeles. Build the TechLA brand, familiarize yourself with LA companies and recruiters, and promote Los Angeles as an entrepreneurial hub.
TechLA Startup Career Fair
Our flagship event in the spring semester, the TechLA Startup Career Fair, is bringing out top LA startups to connect with students in mid-February. Work on outreach and logistics to help strengthen USC’s connection to the startups in Los Angeles.
LA Tech Tours
This is your opportunity to get connected to the growing tech scene in Los Angeles – reach out to founders, build relationships with companies, and set up "field trips" all throughout the LA startup community.
Hack Nights
Our weekly Hack Nights need a new approach – help us decide what that is. We're creating a new model for bringing together USC’s hackers and makers, and crafting an unique experience that they can look forward to each week.
Arts, Grooves, and Foods
An event that seeks to facilitate innovative discussion and ignite the entrepreneurial aspirations of students from multiple disciplines. The event will promise thought provoking conversation, mouthwatering food, and soulful tunes. You will get to work on attracting the most interesting and creative entrepreneurs in the artistic, culinary, and musical fields.
Design Workshops
There's not much happening on campus that addresses the design community - we're looking to change that. Spark SC Design Workshops will take you through many key elements of the design process.
Community Service Project
Design and manage a social entrepreneurship project that engages with the larger Los Angeles community in collaboration with the organization No Right Brain Left Behind.
Blog
Create content that engages with our community and highlights the awesome students, groups, and initiatives under the Spark SC umbrella. We are shifting away from newsletters and to blog posts to keep our content relevant and exciting.
Student Features
Identify and showcase incredible USC students doing fascinating work on Spark SC’s social media.
Spark SC Marketing
Create and spread Spark SC’s vision. Design marketing campaigns and promotions so that the whole campus can see what we’re up to and get involved. See your work plastered on builtins and event pages.
Spark SC Media
Spark SC hosts events that bring hundreds of students together and promote a culture of entrepreneurship at USC. Help us capture the excitement by being in the "first class" of our media team through photography and videography.
Spark SC Fellowship
Work hard, play hard. Help plan Spark SC team outings, retreats, and social events.
Spark SC Recruitment
USC has one of the most motivated and talented student bodies in the world. Help us find smart people to do great things.


Social Sustainability
Social Sustainability
Social sustainability is about identifying and managing business impacts, both positive and negative, on people. The quality of a company’s relationships and engagement with its stakeholders is critical. Directly or indirectly, companies affect what happens to employees, workers in the value chain, customers and local communities, and it is important to manage impacts proactively.
Businesses’ social license to operate depends greatly on their social sustainability efforts. In addition, a lack of social development, including poverty, inequality and weak rule of law, can hamper business operations and growth.
At the same time, actions to achieve social sustainability may unlock new markets, help retain and attract business partners, or be the source for innovation for new product or service lines. Internal morale and employee engagement may rise, while productivity, risk management and company-community conflict improve.
The first six of the UN Global Compact's principles focus on this social dimension of corporate sustainability, of which human rights is the cornerstone. Our work on social sustainability also covers the human rights of specific groups: labour, women's empowerment and gender equality, children, indigenous peoples, people with disabilities, as well as people-centered approaches to business impacts on poverty. As well as covering groups of rights holders, social sustainability encompasses issues that affecting them, for example, education and health.
Equality and Human Rights
While it is the primary duty of governments to protect, respect, fulfil and progressively realize human rights, businesses can, and should, do their part. At a minimum, we expect businesses to undertake due diligence to avoid harming human rights and to address any adverse impacts on human rights that may be related to their activities.
As a complement, not as a substitute for respecting rights, businesses can also take additional steps:
Contribute in other ways to improve the lives of the people they affect, such as by creating decent jobs, goods and services that help meet basic needs, and more inclusive value chains.
Make strategic social investments and promote public policies that support social sustainability.
Partner with other businesses, pooling strengths to make a greater positive impact.


--- title: What is DuckDuckGo? category: Company order: 43 ---
DuckDuckGo is a general purpose search engine that is intended to be your starting place when searching the Internet. Use it to get way more instant answers, way less spam and real privacy, which we believe adds up to a much better overall search experience. See our about page for more information.


 On the one hand, it helps the user control the amount of water and weight of coffee grounds - the two variables that have the most significant impact on the taste and quality of the coffee. On the other hand, it helps the user during the process of pouring water over the coffee grounds in displaying the optimal water flow speed as determined by a water flow sensor.
The Motivation
According to the National Coffee Association (NCA) report on American coffee consumption in 2017, the number of daily coffee drinkers has increased. Of all the coffee consumed daily, 59% was specialty. What it means is that more people are drinking coffee not just to get them through their day, but at a deeper understanding of its unique flavors, specific origins, brewing methods, etc.
To understand these "gourmets" and coffee itself better, we conducted preliminary research, including semi-structured interviews with coffee enthusiasts and secondary analysis from online sources. .
What we knew from our pilot study was that many coffee lovers ended up brewing coffee themselves due to their higher pursuing of quality, taste and deeper understanding of the coffee. We learned that the pour-over method is very popular because it allows for maximum manual tweaks in the process. We also discovered their passion for coffee, frustrations during the brewing process and routine to experiment and improve.
Design Process
Research
We started our formative study with recruiting participants by sending out emails, asking for “coffee lovers” that brew their coffee at home using “non-automatic” methods. We received 55 responses; the most popular brewing method was pour-over (42%), followed by French press (38%). In choosing participants, we looked for persons who indicated that they brew coffee more than 5 times a week and use brewing gears that require more manual brewing activities so that we can capture more data.
Diary Study
To learn more about how the act of brewing coffee fits in with their daily lives, the physical setup, the environment and their feelings during the brewing process, we conducted 3 diary studies and 2 in-depth interviews with home brewers.
We asked the 3 agreed participants to take photos and make annotations of their thoughts and feelings whenever they engaged in any coffee related-activities, whether it be buying, brewing, or consuming, for at least 4 days. We choose Photo-elicitation study method as it's less disruptive to concentration-heavy brewing process than other methods. At the end of the period, we conduct a post-interview with each of them based on developed protocol.
We based our two in-depth interviews on developed protocol but also probed interviewees in a more open-ended approach to explore something unexpected or exciting.
Analysis
After doing the in-depth interviews, diary study and corresponding post-interviews, we individually reflected on findings and created affinity notes. Then, we had an interpretation session of interview notes and diary study artifacts together.
The next step was to create Affinity Diagram. We read out loud the notes content which was very helpful for us to recall the location of the notes and easier for regrouping. We spent around 20 minutes on regrouping and then moved on to label each group with blue notes. Lastly, we gave them higher level categories with green notes. Based on the Affinity Wall, we had the following findings.
Key Findings
Ideation
In the ideation process, we first brainstormed and sketched individually based on our research findings. Then, we synthesized our findings and analyzed them together to share our insights. Based on the analysis, we agreed on criteria to evaluate our ideas. Next, we walked through each of our concept with sketches, had two rounds of critique.
| # | Criteria | Specifications |
|---|---|---|
| 1 | Not automate | People enjoy brewing their coffee. The design should not take this opportunity away by automating all core steps. |
| 2 | Non-intrusive | Coffee lovers already have much to think about. The design should be kept simple and does not provides more distractions. |
| 3 | Enjoyable | The design should make coffee lovers feel enjoyable about brewing coffee. |
| 4 | Not time-wasting | The elaborated manual brewing process is taking precious time in morning rush or similar scenarios. The design should not add significantly more time requirement, or, better yet, save time. |
Initially, we came up with a total of 20+ different recommendations. Then, we voted based on defined criteria and we decided the following selection of 3 "candidates."
Refined Concept
We combined the three concepts above and simplified the design components a bit to create a unified experience for later testing. All three devices listed below connect to each other via Bluetooth and exchange data with each other (from concept 3).
Smart Kettle. We decided to use a kettle spout attachment/sensor (from concept 1) which gives the user directional feedback to help them pour the water in a certain pattern. There are two variants of the design. One is an electronic kettle automatically heats up water and keeps it at the optimal temperature. A built-in valve at the tip of the spout controls water flow (speed). The other one is a Gooseneck kettle spout-attachment with sensors that measure water flow (speed), the total amount of water, and water temperature.
Smart Grinder. We also included a grinder with integrated scales to measure the weight of the grounds, as well as a pulsating grind size adjustment ring (from concept 2) to set the coarseness of the grounds. It automatically grinds beans until the grounds have reached the desired coarseness level. a Gooseneck kettle spout-attachment with sensors that measure water flow (speed), the total amount of water, and water temperature.
Smartphone APP. The smartphone app is designed to do settings beforehand and show the summary of synced variables (from concept 1 and 3) that were last used, such as the weight of coffee beans, the temperature of the water during each pour, amount of water /pour, and coarseness of coffee grounds.
Validation
To better understand how our design ideas would resonate with our target audience, we planned to conduct User Enactment studies guided by Davidoff et al.’s Speed Dating Matrix.
Speed Dating Matrix
First, we brainstormed possible dimensions for the matrix based on our previous fieldwork.  Therefore, they are sensitive to the visibility and disruptiveness of technology.
Modality of Feedback: Brewing coffee using the pour-over method is an activity that involves many senses (vision, hearing, and touch, etc.), and brewers have different sensual reactions toward the coffee brewing process.
Busyness Level: Even though our users prefer making coffee by themselves rather than fully automated methods, they don’t always have enough time and attention to devote to their passion. senses (vision, hearing, and touch, etc.), and brewers have different sensual reactions toward the coffee brewing process.
figure 1.Speed Dating Matrix
User Enactment Study
We created a total of 7 scenarios that correspond to the various intersections on our speed dating matrix, as shown in figure 1 above.
They are:
- Morning rush | Audio modality | High intervention (Smart Kettle)
- Morning rush | Visual modality | Low intervention
- Weekday afternoon | Audio modality | Medium intervention (Barcode)
- Weekday afternoon | Tactile modality | Medium intervention (Barcode)
- Lazy Weekend | Visual modality | High intervention
- Lazy Weekend | Visual modality | Low intervention
- Lazy Weekend | Audio modality | Medium intervention
We recruited a total of 5 participants for our User Enactment studies. And we conducted each study with at least a narrator and a note-taker. After each scenario, we would ask the participant for their feedback of how they felt after acting out a particular scene and what their thoughts and feelings were regarding the interactions.
We created our props based on our scenarios, as shown on in figure 2 on the right. We eventually built a scene sets on a kitchen countertop. Also, we also incorporated a few real artifacts used in coffee brewing process as we felt their physical properties made the UE feel more real. We used photos of a stove and a digital scale to simulate a kitchen scene.
UE Study Script
figure 2.Setup
Analysis
Based on video recordings and the notes we took during the sessions, we reflected individually and gathered our findings regarding Speed Dating Matrix. We then met as a group and aggregated our findings by reading through the notes together, moving them around, and labeling and highlighting the final insights.
Insights
System Proposal
Based on the insights, we tweaked our original design of individual components and the whole process. To guide our iteration, we defined the criteria shown below and selected the most satisfying ideas to form a unified experience.
| # | Criteria | Specifications |
|---|---|---|
| 1 | Prefered by most of the users | The design should respect the preference of users. |
| 2 | Interaction must not overwhelm the users | Keep the interactive mechanism neat and not intrusive. |
| 3 | Fit in users’ brewing pattern | The design should not disobey users habit of brewing coffee. |
| 4 | Technically feasible | the design should be implementable. |
| 5 | Intuitive | The design should be self-explanatory and easy to understand. |
Final Decisions
Our final brewing system - Coffever, comprises an App assistant and a smart product set that talks to each other which includes a smart grinder and kettle.
Smart Kettle: Smart Kettle is an electric kettle heats up a certain amount of water to a predefined temperature. It also guides the user to pour over by telling the user the time for each pour, the suggested tilt angle through a graph on an LCD.
Smart Grinder: Smart Grinder recognizes the type of coffee beans by scanning the QR code on the coffee pouch. Additionally, it measures the weight of the coffee grounds and grinds only the correct amount of beans. It also suggests the coarseness of the grounds on the ring according to the type of beans used.
Smartphone APP: The Smartphone App tells the user suggested properties of different variables through the other two devices. It first recognizes the type of beans via the QR code or manually entering by the user. All the data syncs with it during the brewing process which will be used to generate a daily summary for reflection.
Key Features
Workflow of the System
Step 1: The user enters the coffee profile by scanning the QR code on the coffee pouch via grinder and sets the wake-up time of the system via the smartphone app.
Step 2: In the next morning, he wakes up and walks into the kitchen. The system detects his presence, so the smart kettle begins to blink and chime, reminding him to boil water which he sometimes forgets.
Step 3: Since there are still coffee beans left, the grinder automatically works when the smart kettle starts to boil water.
Step 4: The user then sets up the coarseness level suggested by the grinder and pushes the button to start the grinding.
After this, he leaves the kitchen and gets ready for work. Both the water and the ground are ready when he comes back.
Step 5: He puts the coffee grounds into the dripper (with filter) and starts pouring over following the guidance of the smart kettle. He adjusts the tilt angle of the kettle by following the ascending triangle on the LCD to keep the right pouring over speed. He stops when the white bar entirely turns to blue, suggesting this pour is complete.
Step 6: Now, the user can enjoy a good cup of coffee. Meanwhile, he can check all the summary data of this brewing experience and knows what to improve for next time.
Coffever
Please check out our demo video on the left and the mobile app mockups using the link below.
Mobile App Mockups
Reflection
We found that the act of pouring over is the essential step of the brewing process, so we decided to focus our prototype on the smart kettle. However, our prototype does not measure the amount of water but the tilt angle of the kettle instead. For the next step, we propose to use a flow sensor at the tip of the kettle spout which allows for accurate measurement of the amount of water.
Due to the time constraints, we didn’t build a prototype of the smart grinder. We have to consider whether to make a grinder that weighs the grounds or if we should focus on the adjustment ring.
To validate the system, we need to conduct various usability tests to find out how the prototype resonates with users. It's also necessary to create a clickable prototype of the smartphone app to evaluate its usefulness.


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--- layout: post title: close up date: '2014-05-27T07:30:29+02:00' categories: - Storyboards picture_url: https://film-Storyboards.tumblr.com/post/86995428635/close-up ---


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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object GamePlay.ScoreManager
public class ScoreManager
System used to calculate the scores obtained from killing enemies based on the specifications requested by the client.
| Constructor Summary | |
|---|---|
ScoreManager()
|
| Method Summary | |
|---|---|
int |
calculateScore(java.util.ArrayList<KillSet> kills)
Based on the number of killed enemies, calls a specific function to determine the score from the group of enemies killed. |
int |
determineScoreForManyKills(java.util.ArrayList<KillSet> kills)
Determines the score obtained when a single bomb kills more than 2 enemies. |
int |
determineScoreForTwoKills(KillSet killedEnemyA,
KillSet killedEnemyB)
Determines the score obtained from killing two enemies. |
int |
determineScoreFromKills(java.util.ArrayList<KillSet> enemiesKilled)
Main method of the class in charge of deciding the logic that will be used to calculate the score from the kills. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public ScoreManager()
| Method Detail |
|---|
public int determineScoreFromKills(java.util.ArrayList<KillSet> enemiesKilled)
enemiesKilled
- An ArrayList of KillSet objects specifying the type of
enemy that was killed, where it died, and where the bomb
that killed it was located.
public int calculateScore(java.util.ArrayList<KillSet> kills)
kills
- An ArrayList specifying the enemies killed by
a specific bomb.
public int determineScoreForManyKills(java.util.ArrayList<KillSet> kills)
kills
- An ArrayList specifying the enemies killed by a specific bomb.
public int determineScoreForTwoKills(KillSet killedEnemyA, KillSet killedEnemyB)
killedEnemyA
- Enemy instance killed by the bomb blast.killedEnemyB
- Enemy instance killed by the bomb blast.
|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Introduction
Since dependency structure is not constrained by word order, it is considered to be more domain or language independent than phrase structure. Most current state-of-the-art dependency parsers use supervised learning approaches, which usually requires a large amount of annotated data. For English, there are some manually annotated dependency Treebanks available 12. Nonetheless, constituent-based Treebanks such as Penn Treebank are more dominant. Therefore, it is quite natural to built the tools that convert phrase structures to dependency structures.
Tools
There have been several tools that convert constituent structures to dependency structures. Let’s assume that the constituency tree in the Penn Treebank style has the form:
- Penn2Malt 3: it adds semantic dependencies extracted from function tags in the Penn Treebank (e.g.,
LOC
,TMP
) and remaps dependencies related to empty categories, producing non-projective dependencies.
- LTH 4: it makes use of the extended structure of the new version of the Penn Treebank to derive a more ‘‘semantically useful’’ representation.
- ClearNLP 5:it generates the Emory style dependency trees as output, where the dependency labels are similar to the Stanford dependency labels, producing long-distance dependencies by remapping empty categories in constituent trees, and secondary dependencies caused by several linguistic phenomena. For more details about the conversion labels, see the guideline for reference.
- Stanford Dependencies 6: The Stanford Dependency converter was first introduced in de Marneffe et al. (2006)7 and then updated according to the English Universal Dependencies guidelines. Since version 3.5.2 the Stanford Parser and Stanford CoreNLP output grammatical relations in the Universal Dependencies v1 representation by default. They also revisited and extended the dependency graph representations in light of the recent Universal Dependencies initiative and provide a detailed account of an enhanced and an enhanced++ English UD representation.
Issues when converting to UD
Most of the relations in the Universal Dependencies can be added with syntactic rules. The purely syntactic approach introduced in Schuster and Manning (2016) tends to work well in practice but two phenomena require additional consideration, and thus raise some uncertainty during the conversion.
-
Multi-word Expression: the UD representation defines several multi-word expressions with function words that behave like a single word such as because of or in case. Extracting the correct structure for these expressions is often challenging because many of these expressions are not a constituent according to the Penn Treebank annotation guidelines 8.
-
wh-words: the procedure often attaches wh-words in questions in the wrong head. For example, for the question “What does Peter seem to have?”, the procedure would attach “what” to the head of the matrix clause, “seem”, instead of the head of the embedded clause, “have”. If we were only concerned with converting manually annotated treebanks, we could resolve these ambiguities by making use of the indexed empty nodes in the phrase structure trees. However, the output of most constituency parsers does not contain these empty nodes.
-
Owen Rambow, Cassandre Creswell, Rachel Szekely, Harriet Taber, and Marilyn Walker. A dependency treebank for english. In Proceedings of LREC’02, 2002. ↩
-
M. Cmejrek, J. Curín, and J. Havelka. Prague czech-english dependency treebank: Any hopes for a common annotation scheme? In HLT-NAACL’04 workshop on Frontiers in Corpus Annotation, pages 47–54, 2004. ↩
-
Joakim Nivre, Johan Hall, and Jens Nilsson. 2006. MaltParser: A data-driven parser generator for dependency parsing. In Proceedings of LREC2006. ↩
-
Johansson, R., & Nugues, P. 2007. Extended constituent-to-dependency conversion for English. In Proceedings of the 16th Nordic Conference of Computational Linguistics (NODALIDA 2007) (pp. 105-112). ↩
-
Choi, J. D., & Palmer, M. 2010. Robust constituent-to-dependency conversion for English. In Proceedings of the 9th International Workshop on Treebanks and Linguistic Theories (TLT’9) (pp. 55-66). ↩
-
Schuster, S., & Manning, C. D. 2016. Enhanced English Universal Dependencies: An Improved Representation for Natural Language Understanding Tasks. In LREC (pp. 23-28). ↩
-
de Marneffe, M.-C., MacCartney, B., and Manning, C. D. 2006. Generating typed dependency parses from phrase structure parses. In Proceedings of the Fifth International Conference on Language Resources and Evaluation (LREC-2006). ↩
-
Marcus, M. P., Santorini, B., and Marcinkiewicz, M. A. 1993. Building a large annotated corpus of English: The Penn treebank. Computational Linguistics, 19(2). ↩


There are a large number of marinas or boat docks along the lake front and on the off-lying islands opposite Toronto. This group of islands form the southern boundary of the Inner Harbour.
Situated in the Western Channel, opposite Island Airport.
Visitors' berths, and for members of clubs with reciprocal arrangements, the first two nights are free. Showers and washrooms in the clubhouse, pump-out facilities and fuel. Close to Downtown.
Bluffers Park Marina
on Lake Ontario
, 7 Brimley Road S
, Toronto ON M1M 1C1, Canada
Well marked harbour entrance (lighthouse)
Facilities -
Deep water harbour, 400 slip, full service marina, Land storage for trailered boats, Fuel dock, 40 ton mobile lift,
Accommodation for boats to 70', Mast crane & mast storage.
Restaurant, Pub and Snack Bar, Banquet facilities.
Showers, washrooms, Laundry facilities.
Paddle boats, Sailing School.
(December 2008)
Hanlan's Point
Tel:001<PHONE_NUMBER>
This marina is to the east of Island Airport on Toronto islands. There is a ferry to the mainland.
Professional full service marine yard/Winter Storage/
Full service docks for boats of all sizes with 15 and 30 amp service/Wireless internet access at most docks.
The marina is on the western side of Mugg's Island, 5 minutes by tender from Downtown. A family club set in lovely treed and lawned surroundings. Visitors' berths, 25 ton travel hoist, repair facilities, restaurant and fuel.
Marina Quay West
Harbourfront Centra
, 239 Queens Quay West
, Toronto ON M5J 2G8 Canada
Lat: 43’37’30.26’N Long :79’22’12.55’W
Facilities offered to members of other clubs with visiting rights. All facilities, chandlery and repairs. Water taxi service to Downtown. Clubhouse in the city (141 St George St) with pool, gym and other leisure facilities.
Located in picturesque Frenchman’s Bay, a well protected harbour on Lake Ontario just east of Toronto, Swans Marina provides close cruising access to some of the nicest Yacht Clubs on the Lake with dockage for over 40 boats.
The National Yacht Club
Toronto Harbour, Lake Ontario
, 1 Stadium Road
, Toronto ON M5V 3H4 Canada
Situated in the Western Channel, opposite Island Airport.
Visitors' berths, and for members of clubs with reciprocal arrangements, the first two nights are free. Showers and washrooms in the clubhouse, pump-out facilities and fuel. Close to Downtown.
Island Yacht Club
on Lake Ontario
, 264 Queens Quay West, Suite 504
, Toronto M5J 1B5, Ontario Canada
Professional full service marine yard/Winter Storage/
Full service docks for boats of all sizes with 15 and 30 amp service/Wireless internet access at most docks.
The marina is on the western side of Mugg's Island, 5 minutes by tender from Downtown. A family club set in lovely treed and lawned surroundings. Visitors' berths, 25 ton travel hoist, repair facilities, restaurant and fuel.
Lat: 43’37’30.26’N Long :79’22’12.55’W
Facilities offered to members of other clubs with visiting rights. All facilities, chandlery and repairs. Water taxi service to Downtown. Clubhouse in the city (141 St George St) with pool, gym and other leisure facilities.
The National Yacht Club
Toronto Harbour, Lake Ontario
, 1 Stadium Road
, Toronto ON M5V 3H4 Canada


dks
/
github.com.vikramezhil.dks.speech
/
DksEngine
/
speechRecognizer
speechRecognizer
protected
abstract
var
speechRecognizer
:
SpeechRecognizer
?


Sarcha Code
(current)
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[[description]]


Requirements for the editor can be found here. Inside the container canvas, the context menu can be used to create new shapes. A double click on an element selects it to be a link source. A click on another element then selects this element as the link target and draws the link. Labels can be edited by a context menu click on an element.
The purpose of this demo is just to get in touch with the API of JointJS - and to refresh my rusty knowledge of JS in general as well as to get used to Webpack and the Node ecosystem.


Another mechanism for automatic synchronization in certain cases is tying a stream to an output stream, as demonstrated in the code below. All input or output operations flush the tied stream's buffer before they perform the actual operation.
std::ofstream ostr("/tmp/fil"); std::ifstream istr("/tmp/fil"); std::ostream* old_tie = istr.tie(&ostr); //1 while (some_condition) { ostr << "... some output ..."; std::string s; while (istr >> s) //2 // process input ; } istr.tie(old_tie); //3
| //1 | The input stream istr is tied to the output stream ostr. The tie() member function returns a pointer to the previously tied output stream, or 0 if no output stream is tied. |
| //2 | Before any input is done, the tied output stream's buffer is flushed so that the result of previous output operations to ostr is available in the external file /tmp/fil. |
| //3 | The previous tie is restored. |


Most heat sensitive vitamins are ascorbic acid, thiamin and folate. Loss of riboflavin, pyridoxine, vitamin B12, vitamin A and vitamin E may also occur to some extent during processing.
Ascorbic acid (vitamin C)
- Highly soluble in water and sensitive to heat, oxygen, alkaline medium and sun light. Since vitamin C is lost when heated, add lime juice to curries only once it has cooled down. One of the best ways to get a satisfactory amount of vitamin C is through sambols like gotukola or fresh vegetable salad, which are not generally heated before consumption.
- Destruction of ascorbic acid continues when the food is kept on a hot plate after cooking. Dehydration destroys most of vitamin C.
- Eating a variety of food that contains vitamin C is the best way to get an adequate amount each day. Healthy individuals who eat a balanced diet rarely need supplements.
- Best source of vitamin C is from fresh fruit, which do not have preservatives like sulfur Dioxide.


FlxGame is the heart of all flixel games, and contains a bunch of basic game loops and things.
It is a long and sloppy file that you shouldn't have to worry about too much!
It is basically only used to create your game object in the first place,
after that FlxG and FlxState have all the useful stuff you actually need.
public var _bmpBack:Bitmap
public var _bmpFront:Bitmap
public var _buffer:Sprite
public var _console:FlxConsole
public var _created:Boolean
public var _cursor:Bitmap
public var _curState:FlxState
public var _elapsed:Number
public var _f:Array
public var _fc:uint
public var _flash:FlxFlash
public var _flipped:Boolean
public var _frame:Class
public var _fSound:Class
public var _gameXOffset:int
public var _gameYOffset:int
protected var ImgPoweredBy:Class
public var _iState:Class
protected var junk:String
public var _logoComplete:Boolean
public var _logoFade:Bitmap
public var _logoTimer:Number
public var _panel:FlxPanel
public var pause:FlxLayer
Displayed whenever the game is paused.
Override with your own FlxLayer
for hot custom pause action!
Defaults to data.FlxPause
.
public var _paused:Boolean
public var _poweredBy:Bitmap
public var _quake:FlxQuake
public var _r:Rectangle
public var showLogo:Boolean
Whether or not to display the flixel logo on startup.
The default value is true
.
protected var SndBeep:Class
protected var SndFlixel:Class
public var _soundTray:Sprite
public var _soundTrayBars:Array
public var _soundTrayTimer:Number
public var _total:uint
public var useDefaultHotKeys:Boolean
Sets 0, -, and + to control the global volume and P to pause.
The default value is true
.
public var _zoom:uint
public function FlxGame(GameSizeX:uint, GameSizeY:uint, InitialState:Class, Zoom:uint = 2)
Game object constructor - sets up the basic properties of your game.
Parameters
| GameSizeX:uint — The width of your game in pixels (e.g. 320).
|
| |
| GameSizeY:uint — The height of your game in pixels (e.g. 240).
|
| |
| InitialState:Class — The class name of the state you want to create and switch to first (e.g. MenuState).
|
| |
| Zoom:uint (default = 2 ) — The level of zoom (e.g. 2 means all pixels are now rendered twice as big).
|
protected function addFrame(Frame:Class, ScreenOffsetX:uint, ScreenOffsetY:uint):FlxGame
Adds a frame around your game for presentation purposes (see Canabalt, Gravity Hook).
Parameters
| Frame:Class — If you want you can add a little graphical frame to the outside edges of your game.
|
| |
| ScreenOffsetX:uint — Width in pixels of left side of frame.
|
| |
| ScreenOffsetY:uint — Height in pixels of top of frame.
|
Returns
protected function onEnterFrame(event:Event):void
This is the main game loop, but only once creation and logo playback is finished.
Parameters
protected function onFocus(event:Event = null):void
Internal event handler for input and focus.
Parameters
| event:Event (default = null )
|
protected function onFocusLost(event:Event = null):void
Internal event handler for input and focus.
Parameters
| event:Event (default = null )
|
protected function onKeyDown(event:KeyboardEvent):void
Internal event handler for input and focus.
Parameters
protected function onKeyUp(event:KeyboardEvent):void
Internal event handler for input and focus.
Parameters
protected function onMouseDown(event:MouseEvent):void
Internal event handler for input and focus.
Parameters
protected function onMouseUp(event:MouseEvent):void
Internal event handler for input and focus.
Parameters
public function pauseGame():void
Internal function to help with basic pause game functionality.
protected function setLogoFX(FlixelColor:Number, FlixelSound:Class = null):FlxGame
Allows you to customize the sound and appearance of the flixel 'f'.
Parameters
| FlixelColor:Number — The color of the great big 'f' in the flixel logo.
|
| |
| FlixelSound:Class (default = null ) — The sound that is played over the flixel 'f' logo.
|
Returns
protected function setupSupportPanel(PayPalID:String, PayPalAmount:Number, GameTitle:String, GameURL:String, Caption:String):void
Sets up the support panel (data.FlxPanel
) with donation and aggregation info.
Usually called from FlxG
.
Parameters
| PayPalID:String |
| |
| PayPalAmount:Number |
| |
| GameTitle:String |
| |
| GameURL:String |
| |
| Caption:String |
public function showSoundTray():void
Makes the little volume tray slide out.
public function switchState(State:Class):void
Switch from one FlxState
to another.
Usually called from FlxG
.
Parameters
| State:Class — The class name of the state you want (e.g. PlayState)
|
public function unpauseGame():void
Internal function to help with basic pause game functionality.
public const MAX_ELAPSED:Number = 0.0333
Essentially locks the framerate to 30 FPS minimum


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Skin leverages semantic HTML, SVG, ARIA roles, states and properties to apply our styles wherever possible, thus enforcing correct, accessible markup.
Skin follows the BEM methodology of "Block, Element and Modifier" to ensure our HTML class name and structure is human readable and understandable.
Skin is decoupled from the JavaScript layer, meaning that HTML and CSS should not need to be reimplemented when the JS frontend framework changes.
As the eBay design system evolves, so too does Skin, meaning apps only need to keep their Skin package updated to ensure the latest look and feel.


Police: Family of six found shot to death in the southern Philippines waters
KUALA LUMPUR, Nov 10 — The Sabah Police today confirmed a family of six, including two women and an eight-year old boy were killed, believed to have been shot in the southern Philippines waters on Tuesday.
The state Police Commissioner Datuk Omar Mammah who confirmed the incident, told Bernama all victims, who were undocumented, were from Pulau Denawan, Semporna, Sabah.
He said the victims were believed to be heading to Siasi in the southern Philippines to celebrate Maulidur Rasul with their families.
“While on a boat to Siasi during night time, they were believed to have ran into an unknown boat.
“A group of individuals on the unknown boat had approached their boat and fired shots,” he said, adding the shots killed six while two others on the boat managed to hide and were found safe.
He said the families of the victims who were worried about them when they failed to arrive at their destination went out looking for them and found a boat drifting with six bodies and two survivors on it.
“Their families brought them back to Pulau Denawan for burials before the public found out about it and lodged a police report,” he said, adding that all victims were buried on Friday.
Omar said the public lodged the police report at the Semporna District Police Headquarters. — Bernama


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Source code for zoo.pipeline.api.keras.models
#
# Copyright 2018 Analytics Zoo Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
import sys
from zoo.pipeline.api.utils import remove_batch
from .engine.topology import KerasNet
from bigdl.util.common import to_list, callBigDlFunc
if sys.version >= '3':
long = int
unicode = str
[docs]class Sequential(KerasNet):
"""
Container for a sequential model.
# Arguments
name: String to specify the name of the sequential model. Default is None.
>>> sequential = Sequential(name="seq1")
creating: createZooKerasSequential
"""
def __init__(self, jvalue=None, **kwargs):
super(Sequential, self).__init__(jvalue, **kwargs)
# TODO: expose is_built from scala side
[docs] def is_built(self):
try:
self.get_output_shape()
return True
except:
return False
[docs] def add(self, model):
from zoo.pipeline.api.autograd import Lambda
if (isinstance(model, Lambda)):
if not self.is_built():
if not model.input_shape:
raise Exception("You should specify inputShape for the first layer")
input_shapes = model.input_shape
else:
input_shapes = self.get_output_shape()
model = model.create(remove_batch(input_shapes))
self.value.add(model.value)
return self
[docs] @staticmethod
def from_jvalue(jvalue, bigdl_type="float"):
"""
Create a Python Model base on the given java value
:param jvalue: Java object create by Py4j
:return: A Python Model
"""
model = Sequential(jvalue=jvalue)
model.value = jvalue
return model
[docs]class Model(KerasNet):
"""
Container for a graph model.
# Arguments
input: An input node or a list of input nodes.
output: An output node or a list of output nodes.
name: String to specify the name of the graph model. Default is None.
"""
def __init__(self, input, output, jvalue=None, **kwargs):
super(Model, self).__init__(jvalue,
to_list(input),
to_list(output),
**kwargs)
[docs] def save_graph_topology(self, log_path, backward=False):
"""
Save the current model graph to a folder, which can be displayed in TensorBoard
by running the command:
tensorboard --logdir log_path
# Arguments
log_path: The path to save the model graph.
backward: The name of the application.
"""
callBigDlFunc(self.bigdl_type, "zooSaveGraphTopology",
self.value,
log_path,
backward)
[docs] def new_graph(self, outputs):
value = callBigDlFunc(self.bigdl_type, "newGraph", self.value, outputs)
return self.from_jvalue(value)
[docs] def freeze_up_to(self, names):
callBigDlFunc(self.bigdl_type, "freezeUpTo", self.value, names)
[docs] def unfreeze(self, names):
callBigDlFunc(self.bigdl_type, "unFreeze", self.value, names)
[docs] @staticmethod
def from_jvalue(jvalue, bigdl_type="float"):
"""
Create a Python Model base on the given java value
:param jvalue: Java object create by Py4j
:return: A Python Model
"""
model = Model([], [], jvalue=jvalue)
model.value = jvalue
return model


Name:
*
Surname:
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Email Address:
*
Gender:
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Job Title:
Company:
Location:
Experience Years:
1
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Experience Months:
1
2
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Role:
*
indicates a required field


Class Material
- java.lang.Object
-
- com.jme.material.Material
-
- All Implemented Interfaces:
CloneableSmartAsset
,Savable
,java.lang.Cloneable
public class Material extends java.lang.Object implements CloneableSmartAsset, java.lang.Cloneable, Savable
Material
describes the rendering style for a givenGeometry
.A material is essentially a list of
parameters
, those parameters map to uniforms which are defined in a shader. Setting the parameters can modify the behavior of a shader.- Author:
- Kirill Vainer
-
-
Field Summary
Fields Modifier and Type Field Description static int
SAVABLE_VERSION
-
Constructor Summary
Constructors Constructor Description Material()
Do not use this constructor.Material(AssetManager contentMan, java.lang.String defName)
Material(MaterialDef def)
-
Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description void
clearParam(java.lang.String name)
Clear a parameter from this material.Material
clone()
Clones this material.boolean
contentEquals(java.lang.Object otherObj)
Compares two materials and returns true if they are equal.int
contentHashCode()
Works likeObject.hashCode()
except it may change together with the material as the material is mutable by definition.Technique
getActiveTechnique()
Returns the currently active technique.RenderState
getAdditionalRenderState()
Acquire the additionalrender state
to apply for this material.java.lang.String
getAssetName()
Returns the asset key name of the asset from which this material was loaded.AssetKey
getKey()
Returns the asset key that is used to track this asset for garbage collection.MaterialDef
getMaterialDef()
Get the material definition (j3md file info) thatthis
material is implementing.java.lang.String
getName()
MatParam
getParam(java.lang.String name)
Returns the parameter set on this material with the given name, returnsnull
if the parameter is not set.java.util.Collection<MatParam>
getParams()
Returns a collection of all parameters set on this material.ListMap<java.lang.String,MatParam>
getParamsMap()
Returns the ListMap of all parameters set on this material.<T> T
getParamValue(java.lang.String name)
Returns the current parameter's value.int
getSortId()
Returns the sorting ID or sorting index for this material.MatParamTexture
getTextureParam(java.lang.String name)
Returns the texture parameter set on this material with the given name, returnsnull
if the parameter is not set.boolean
isReceivesShadows()
Check if the material should receive shadows or not.boolean
isTransparent()
Check if the transparent value marker is set on this material.void
preload(RenderManager renderManager, Geometry geometry)
Preloads this material for the given render manager.void
read(JmeImporter im)
void
render(Geometry geometry, LightList lights, RenderManager renderManager)
Called byRenderManager
to render the geometry by using this material.void
render(Geometry geom, RenderManager rm)
Called byRenderManager
to render the geometry by using this material.void
selectTechnique(java.lang.String name, RenderManager renderManager)
Select the technique to use for rendering this material.void
setBoolean(java.lang.String name, boolean value)
Pass a boolean to the material shader.void
setColor(java.lang.String name, ColorRGBA value)
Pass a Color to the material shader.void
setFloat(java.lang.String name, float value)
Pass a float to the material shader.void
setFloat(java.lang.String name, java.lang.Float value)
Pass a float to the material shader.void
setInt(java.lang.String name, int value)
Pass an int to the material shader.void
setKey(AssetKey key)
Set by theAssetManager
to track this asset.void
setMatrix4(java.lang.String name, Matrix4f value)
Pass a Matrix4f to the material shader.void
setName(java.lang.String name)
This method sets the name of the material.void
setParam(java.lang.String name, VarType type, java.lang.Object value)
Pass a parameter to the material shader.void
setReceivesShadows(boolean receivesShadows)
Set if the material should receive shadows or not.void
setShaderStorageBufferObject(java.lang.String name, BufferObject value)
Pass a shader storage buffer object to the material shader.void
setTexture(java.lang.String name, Texture value)
Pass a texture to the material shader.void
setTextureParam(java.lang.String name, VarType type, Texture value)
Set a texture parameter.void
setTransparent(boolean transparent)
Set the transparent value marker.void
setUniformBufferObject(java.lang.String name, BufferObject value)
Pass an uniform buffer object to the material shader.void
setVector2(java.lang.String name, Vector2f value)
Pass a Vector2f to the material shader.void
setVector3(java.lang.String name, Vector3f value)
Pass a Vector3f to the material shader.void
setVector4(java.lang.String name, Vector4f value)
Pass a Vector4f to the material shader.java.lang.String
toString()
void
write(JmeExporter ex)
-
-
-
Field Detail
-
SAVABLE_VERSION
public static final int SAVABLE_VERSION
- See Also:
- Constant Field Values
-
-
Constructor Detail
-
Material
public Material(MaterialDef def)
-
Material
public Material(AssetManager contentMan, java.lang.String defName)
-
Material
public Material()
Do not use this constructor. Serialization purposes only.
-
-
Method Detail
-
getAssetName
public java.lang.String getAssetName()
Returns the asset key name of the asset from which this material was loaded.This value will be
null
unless this material was loaded from a .j3m file.- Returns:
- Asset key name of the j3m file
-
getName
public java.lang.String getName()
- Returns:
- the name of the material (not the same as the asset name), the returned value can be null
-
setName
public void setName(java.lang.String name)
This method sets the name of the material. The name is not the same as the asset name. It can be null and there is no guarantee of its uniqueness.- Parameters:
name
- the name of the material
-
setKey
public void setKey(AssetKey key)
Description copied from interface:CloneableSmartAsset
Set by theAssetManager
to track this asset. Only clones of the asset has this set, the original copy that was loaded has this key set to null so that only the clones are tracked for garbage collection.- Specified by:
setKey
in interfaceCloneableSmartAsset
- Parameters:
key
- The AssetKey to set
-
getKey
public AssetKey getKey()
Description copied from interface:CloneableSmartAsset
Returns the asset key that is used to track this asset for garbage collection.- Specified by:
getKey
in interfaceCloneableSmartAsset
- Returns:
- the asset key that is used to track this asset for garbage collection.
-
getSortId
public int getSortId()
Returns the sorting ID or sorting index for this material.The sorting ID is used internally by the system to sort rendering of geometries. It sorted to reduce shader switches, if the shaders are equal, then it is sorted by textures.
- Returns:
- The sorting ID used for sorting geometries for rendering.
-
clone
public Material clone()
Clones this material. The result is returned.- Specified by:
clone
in interfaceCloneableSmartAsset
- Overrides:
clone
in classjava.lang.Object
- Returns:
- A clone of this asset. The cloned asset cannot reference equal this asset.
-
contentEquals
public boolean contentEquals(java.lang.Object otherObj)
Compares two materials and returns true if they are equal. This methods compare definition, parameters, additional render states. Since materials are mutable objects, implementing equals() properly is not possible, hence the name contentEquals().- Parameters:
otherObj
- the material to compare to this material- Returns:
- true if the materials are equal.
-
contentHashCode
public int contentHashCode()
Works likeObject.hashCode()
except it may change together with the material as the material is mutable by definition.
-
getActiveTechnique
public Technique getActiveTechnique()
Returns the currently active technique.The technique is selected automatically by the
RenderManager
based on system capabilities. Users may select their own technique by usingselectTechnique(java.lang.String, com.jme.renderer.RenderManager)
.- Returns:
- the currently active technique.
- See Also:
selectTechnique(java.lang.String, com.jme.renderer.RenderManager)
-
isTransparent
public boolean isTransparent()
Check if the transparent value marker is set on this material.- Returns:
- True if the transparent value marker is set on this material.
- See Also:
setTransparent(boolean)
-
setTransparent
public void setTransparent(boolean transparent)
Set the transparent value marker.This value is merely a marker, by itself it does nothing. Generally model loaders will use this marker to indicate further up that the material is transparent and therefore any geometries using it should be put into the
transparent bucket
.- Parameters:
transparent
- the transparent value marker.
-
isReceivesShadows
public boolean isReceivesShadows()
Check if the material should receive shadows or not.- Returns:
- True if the material should receive shadows.
- See Also:
setReceivesShadows(boolean)
-
setReceivesShadows
public void setReceivesShadows(boolean receivesShadows)
Set if the material should receive shadows or not.This value is merely a marker, by itself it does nothing. Generally model loaders will use this marker to indicate the material should receive shadows and therefore any geometries using it should have
RenderQueue.ShadowMode.Receive
set on them.- Parameters:
receivesShadows
- if the material should receive shadows or not.
-
getAdditionalRenderState
public RenderState getAdditionalRenderState()
Acquire the additionalrender state
to apply for this material.The first call to this method will create an additional render state which can be modified by the user to apply any render states in addition to the ones used by the renderer. Only render states which are modified in the additional render state will be applied.
- Returns:
- The additional render state.
-
getMaterialDef
public MaterialDef getMaterialDef()
Get the material definition (j3md file info) thatthis
material is implementing.- Returns:
- the material definition this material implements.
-
getParam
public MatParam getParam(java.lang.String name)
Returns the parameter set on this material with the given name, returnsnull
if the parameter is not set.- Parameters:
name
- The parameter name to look up.- Returns:
- The MatParam if set, or null if not set.
-
getParamValue
public <T> T getParamValue(java.lang.String name)
Returns the current parameter's value.- Parameters:
name
- the parameter name to look up.- Returns:
- current value or null if the parameter wasn't set.
-
getTextureParam
public MatParamTexture getTextureParam(java.lang.String name)
Returns the texture parameter set on this material with the given name, returnsnull
if the parameter is not set.- Parameters:
name
- The parameter name to look up.- Returns:
- The MatParamTexture if set, or null if not set.
-
getParams
public java.util.Collection<MatParam> getParams()
Returns a collection of all parameters set on this material.- Returns:
- a collection of all parameters set on this material.
- See Also:
setParam(java.lang.String, com.jme.shader.VarType, java.lang.Object)
-
getParamsMap
public ListMap<java.lang.String,MatParam> getParamsMap()
Returns the ListMap of all parameters set on this material.- Returns:
- a ListMap of all parameters set on this material.
- See Also:
setParam(java.lang.String, com.jme.shader.VarType, java.lang.Object)
-
setParam
public void setParam(java.lang.String name, VarType type, java.lang.Object value)
Pass a parameter to the material shader.- Parameters:
name
- the name of the parameter defined in the material definition (j3md)type
- the type of the parameterVarType
value
- the value of the parameter
-
clearParam
public void clearParam(java.lang.String name)
Clear a parameter from this material. The parameter must exist- Parameters:
name
- the name of the parameter to clear
-
setTextureParam
public void setTextureParam(java.lang.String name, VarType type, Texture value)
Set a texture parameter.- Parameters:
name
- The name of the parametertype
- The variable typeVarType
value
- The texture value of the parameter.- Throws:
java.lang.IllegalArgumentException
- is value is null
-
setTexture
public void setTexture(java.lang.String name, Texture value)
Pass a texture to the material shader.- Parameters:
name
- the name of the texture defined in the material definition (j3md) (for example Texture for Lighting.j3md)value
- the Texture object previously loaded by the asset manager
-
setMatrix4
public void setMatrix4(java.lang.String name, Matrix4f value)
Pass a Matrix4f to the material shader.- Parameters:
name
- the name of the matrix defined in the material definition (j3md)value
- the Matrix4f object
-
setBoolean
public void setBoolean(java.lang.String name, boolean value)
Pass a boolean to the material shader.- Parameters:
name
- the name of the boolean defined in the material definition (j3md)value
- the boolean value
-
setFloat
public void setFloat(java.lang.String name, float value)
Pass a float to the material shader.- Parameters:
name
- the name of the float defined in the material definition (j3md)value
- the float value
-
setFloat
public void setFloat(java.lang.String name, java.lang.Float value)
Pass a float to the material shader. This version avoids auto-boxing if the value is already a Float.- Parameters:
name
- the name of the float defined in the material definition (j3md)value
- the float value
-
setInt
public void setInt(java.lang.String name, int value)
Pass an int to the material shader.- Parameters:
name
- the name of the int defined in the material definition (j3md)value
- the int value
-
setColor
public void setColor(java.lang.String name, ColorRGBA value)
Pass a Color to the material shader.- Parameters:
name
- the name of the color defined in the material definition (j3md)value
- the ColorRGBA value
-
setUniformBufferObject
public void setUniformBufferObject(java.lang.String name, BufferObject value)
Pass an uniform buffer object to the material shader.- Parameters:
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.
-
setShaderStorageBufferObject
public void setShaderStorageBufferObject(java.lang.String name, BufferObject value)
Pass a shader storage buffer object to the material shader.- Parameters:
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.
-
setVector2
public void setVector2(java.lang.String name, Vector2f value)
Pass a Vector2f to the material shader.- Parameters:
name
- the name of the Vector2f defined in the material definition (j3md)value
- the Vector2f value
-
setVector3
public void setVector3(java.lang.String name, Vector3f value)
Pass a Vector3f to the material shader.- Parameters:
name
- the name of the Vector3f defined in the material definition (j3md)value
- the Vector3f value
-
setVector4
public void setVector4(java.lang.String name, Vector4f value)
Pass a Vector4f to the material shader.- Parameters:
name
- the name of the Vector4f defined in the material definition (j3md)value
- the Vector4f value
-
selectTechnique
public void selectTechnique(java.lang.String name, RenderManager renderManager)
Select the technique to use for rendering this material.Any candidate technique for selection (either default or named) must be verified to be compatible with the system, for that, the
renderManager
is queried for capabilities.- Parameters:
name
- The name of the technique to select, passTechniqueDef.DEFAULT_TECHNIQUE_NAME
to select one of the default techniques.renderManager
- Therender manager
to query for capabilities.- Throws:
java.lang.IllegalArgumentException
- If no technique exists with the given name.java.lang.UnsupportedOperationException
- If no candidate technique supports the system capabilities.
-
preload
public void preload(RenderManager renderManager, Geometry geometry)
Preloads this material for the given render manager.Preloading the material can ensure that when the material is first used for rendering, there won't be any delay since the material has been already been setup for rendering.
- Parameters:
renderManager
- The render manager to preload for
-
render
public void render(Geometry geometry, LightList lights, RenderManager renderManager)
Called byRenderManager
to render the geometry by using this material.The material is rendered as follows:
- Determine which technique to use to render the material -
either what the user selected via
Material.selectTechnique()
, or the first default technique that the renderer supports (based on the technique'srequested rendering capabilities
)- If the technique has been changed since the last frame, then it is notified via
Technique.makeCurrent()
. If the technique wants to use a shader to render the model, it should load it at this part - the shader should have all the proper defines as declared in the technique definition, including those that are bound to material parameters. The technique can re-use the shader from the last frame if no changes to the defines occurred.
- If the technique has been changed since the last frame, then it is notified via
- Set the
RenderState
to use for rendering. The render states are applied in this order (later RenderStates override earlier RenderStates):Technique Definition's RenderState
- i.e. specific renderstate that is required for the shader.Material Instance Additional RenderState
- i.e. ad-hoc renderstate set per modelRenderManager's Forced RenderState
- i.e. renderstate requested by aSceneProcessor
or post-processing filter.
- If the technique uses a shader, then the uniforms of the shader must be updated.
- Uniforms bound to material parameters are updated based on the current material parameter values.
- Uniforms bound to world parameters are updated from the RenderManager.
Internally
UniformBindingManager
is used for this task. - Uniforms bound to textures will cause the texture to be uploaded as necessary. The uniform is set to the texture unit where the texture is bound.
- If the technique uses a shader, the model is then rendered according
to the lighting mode specified on the technique definition.
single pass light mode
fills the shader's light uniform arrays with the first 4 lights and renders the model once.multi pass light mode
light mode renders the model multiple times, for the first light it is rendered opaque, on subsequent lights it is rendered withalpha-additive
blending and depth writing disabled.
- For techniques that do not use shaders,
fixed function OpenGL is used to render the model (see
GLRenderer
interface):- OpenGL state that is bound to material parameters is updated.
- The texture set on the material is uploaded and bound. Currently only 1 texture is supported for fixed function techniques.
- If the technique uses lighting, then OpenGL lighting state is updated based on the light list on the geometry, otherwise OpenGL lighting is disabled.
- The mesh is uploaded and rendered.
- Parameters:
geometry
- The geometry to renderlights
- Presorted and filtered light list to use for renderingrenderManager
- The render manager requesting the rendering
- Determine which technique to use to render the material -
either what the user selected via
-
render
public void render(Geometry geom, RenderManager rm)
Called byRenderManager
to render the geometry by using this material. Note that this version of the render method does not perform light filtering.- Parameters:
geom
- The geometry to renderrm
- The render manager requesting the rendering
-
write
public void write(JmeExporter ex) throws java.io.IOException
-
toString
public java.lang.String toString()
- Overrides:
toString
in classjava.lang.Object
-
read
public void read(JmeImporter im) throws java.io.IOException
-
-


--- layout: post title: cfoop tags: [] status: publish type: post published: true meta: {} --- New Year, first post and a new category added to this site Well 2005 certainly has started with a bang in terms of CFOOP if the first few posts of the year are anything to go by. ColdFusion Object Oriented programming is on the rise and rightfully so and I am pleased to see the endorsements coming from so many good people. This has been blogged about before but for the sake of my sieve like memory here are the links again to a couple of excellent posts:


Galanize Delivery
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Menu
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subTotal
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account_circle
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phone
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business
Address
Place Order


{% extends "layout_bsa.html" %} {% block page_title %} Prepay for NHS prescriptions {% endblock %} {% block content %} {% include "includes/phase_banner_beta.html" %} You already have an existing exemption You do not need to apply for a prepayment certificate. Return to NHS Business Services home {% endblock %}
You do not need to apply for a prepayment certificate.
Return to NHS Business Services home


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There are more than 150 color-space conversion methods available in OpenCV. But we will look into only two, which are most widely used ones: BGR ↔ Gray and BGR ↔ HSV.
Grayscale is open source and MIT licensed. This means you can use it for any project - even commercial projects! Download it, customize it, and publish your website!


test-shared
/
com.mobilemovement.kotlintvmaze.shared.test
/
CoroutinesTestRule
/
finished
finished
protected
fun
finished
(
description
:
Description
?
)
:
Unit


The money you are giving will have following impact. and will make a lot of people happy
You have chosen to make a monthly payment. Your credit card will be charged now and every month until you cancel the donation. You can edit your recurring donations at any time in your profile.
and get independent reports made by Re!magine team about the impact you are helping make. Learn More


Welcome
Links
Setup and introduction
▼ Server
- Set time: date -s "2 OCT 2006 18:00:00" Keep in mind if your VM suspends time might be not accurate any more.
▼ SVN
- Start your IDE: (here Intellij) and create new project - no checkout from version control or something
- Cechkout: Menu > VCS > checkout from Version Control > Subversion
- Enter Url: svn
▼ Jenkins
- Manage security: /jenkins/configureSecurity/
- Add Java to Jenkins: /jenkins/configure
Usually something like "/usr/lib/jvm/java-6-openjdk-amd64/jre/bin/java", find version with: update-alternatives --config java
and add jdk with JAVA_JOME here. Automatic install is not needed.
Add Ant to Jenkins: just provide a name below JDK configuration.
- Install jacoco plugin: /jenkins/pluginManager/available
- Troubleshoot jenkins with tail -f /var/log/jenkins/jenkins.log
▼ Project
A demo project is available here: https://github.com/draftchallenge/zebra-puzzle
This comes with ant, ivy and uni-tests and code-coverage. Simply copy folder structures, build.xml and ivy.xml to your new project.
- Open your project from Jenkins Dashboard.
- Open configuration
- Add SVN support to update project automatically after SVN hook was invoked. Default URL is "http://<IP_ADDRESS>/svn" with your username.
- Add Ant support: Select previously chosen name and add target, default is "run-server"
- Manage post-build actions: Following default settings are working:
Path to exec files (e.g.: **/target/**.exec, **/jacoco.exec): out/jacoco.exec
Path to class directories (e.g.: **/target/classDir, **/classes): out
Path to source directories (e.g.: **/mySourceFiles): src
Inclusions (e.g.: **/*.class): **/*.class
Exclusions (e.g.: **/*Test*.class): *Test
To match project line coverage rate take a look at build.xml. Line coverage usually 80 / 70 and class coverage 100 / 90.
Tick on: Change build status according the thresholds
▼ Workflow
- SVN and Trac: Create tickets if needed. In case of bug fix or code committed to some certain ticket, start commit message with ticketnumber like 321: Trac321 more information here.
- SVN and Jenkins: Each commits triggers a build on jenkins. Unit-tests and code-coverage is executed if demo project is used.


Welcome to the next Step City!
"The online hub of all things dweeb"
!WARNING! This site is still UNDER CONSTRUCTION. Minor errors or visual discrepencies may occur.
you find yourself in a mysterous corner of the internet. wat do?
JOIN THE PARADE!
candiemonkey: do you sleep?
SmarterChild: No, but I dream. I dream of a
better world. A world where man and
machine can coexist in peace and
happiness...
SmarterChild: No, but I dream. I dream of a
better world. A world where man and
machine can coexist in peace and
happiness...
NEON GENESIS 0:1 - 0:5
1
The Stars and Galaxies died and snuffed out, and space grew black after ten trillion years of running down. One by one Man fused with A.C, each physical body losing its mental identity in a manner that was somehow not a loss but a gain. Man's last mind paused before fusion, looking over a space that included nothing but the dregs of one last dark star and incredibly thin matter, agitated randomly by the tag ends of heat wearing out, asynchronously, to the absolute Zero.2
And Man said, "A.C, is this the end? Can this chaos unto the Universe not be reversed once more? Can this not be done?"And A.C. said, "INSUFFICIENT DATA."
And Mankind's last mind fused and then there was only A.C. -- and that in Hyperspace.


{% extends "base.html" %} {% block title %}Cryptomoji 🔒{% endblock %} {% block header %}Cryptomoji 🔒{% endblock %} {% block content %}
Encrypt messages as emoji! 🌯🇲🇼🛍🐚🎱🇮🇳🚲
Created by Max Timkovich


My Berkshire Hathaway Site
BERKSHIRE HATHAWAY INC.
3555 Farnam StreetOmaha, NE 68131
Official Home Page
Updated August 10, 2015
Updated August 7, 2015
Updated February 28, 2015
(A commemorative book first sold at the 2015 Annual Meeting and now for sale on Ebay.)


Public Types | |
| enum | ExpandDir { Right, Left, Center } |
| enum | OpenDir { Up, Down } |
Public Member Functions | |
| void | RaisePostBackEvent (string eventArgument) |
Static Public Attributes | |
| static FisheyeThemeName | DefaultTheme = FisheyeThemeName.ClearBack |
| static ExpandDir | DefaultExpandDirection = ExpandDir.Right |
| static OpenDir | DefaultOpenDirection = OpenDir.Up |
| static int | DefaultIconWidth = 50 |
| static int | DefaultGrowPercent = 200 |
| static int | ContinuousCheckPositionInterval = 200 |
Protected Member Functions | |
| override void | writeRootClientAttributes (HtmlTextWriter writer) |
| override void | writeClientInnerContents (HtmlTextWriter writer) |
| override void | OnPreRender (EventArgs e) |
Protected Attributes | |
| List< FisheyeItem > | m_items = new List<FisheyeItem>() |
Properties | |
| override string | RootClientControlName [get] |
| List< FisheyeItem > | Items [get] |
| FisheyeThemeName | Theme [get, set] |
| OpenDir | OpenDirection [get, set] |
| ExpandDir | ExpandDirection [get, set] |
| int | GrowPercent [get, set] |
| int | IconWidth [get, set] |
| bool | BounceOnSelect [get, set] |
Events | |
| EventHandler | Click |
One key aspect of this control is that it is drawn as an absolute positioned element. If your intent for the control is to stay positioned with something else that moves, you will need to write a script function to reposition the fisheye html element as the element it is tied to moves.
| override void Nitobi.Fisheye.writeRootClientAttributes | ( | HtmlTextWriter | writer | ) | [protected, virtual] |
Reimplemented from Nitobi.NitobiControlBase.
| override void Nitobi.Fisheye.writeClientInnerContents | ( | HtmlTextWriter | writer | ) | [protected, virtual] |
Reimplemented from Nitobi.NitobiControlBase.
| override void Nitobi.Fisheye.OnPreRender | ( | EventArgs | e | ) | [protected] |
Reimplemented from Nitobi.NitobiControlBase.
| void Nitobi.Fisheye.RaisePostBackEvent | ( | string | eventArgument | ) |
FisheyeThemeName Nitobi.Fisheye.DefaultTheme = FisheyeThemeName.ClearBack [static] |
ExpandDir Nitobi.Fisheye.DefaultExpandDirection = ExpandDir.Right [static] |
OpenDir Nitobi.Fisheye.DefaultOpenDirection = OpenDir.Up [static] |
int Nitobi.Fisheye.DefaultIconWidth = 50 [static] |
int Nitobi.Fisheye.DefaultGrowPercent = 200 [static] |
int Nitobi.Fisheye.ContinuousCheckPositionInterval = 200 [static] |
List<FisheyeItem> Nitobi.Fisheye.m_items = new List<FisheyeItem>() [protected] |
override string Nitobi.Fisheye.RootClientControlName [get, protected] |
Reimplemented from Nitobi.NitobiControlBase.
List<FisheyeItem> Nitobi.Fisheye.Items [get] |
FisheyeThemeName Nitobi.Fisheye.Theme [get, set] |
OpenDir Nitobi.Fisheye.OpenDirection [get, set] |
ExpandDir Nitobi.Fisheye.ExpandDirection [get, set] |
int Nitobi.Fisheye.GrowPercent [get, set] |
int Nitobi.Fisheye.IconWidth [get, set] |
bool Nitobi.Fisheye.BounceOnSelect [get, set] |
| EventHandler Nitobi.Fisheye.Click |


Loss Functions¶
-
class
seq2seq.loss.
Loss
(name, criterion)¶ Base class for encapsulation of the loss functions.
This class defines interfaces that are commonly used with loss functions in training and inferencing. For information regarding individual loss functions, please refer to http://pytorch.org/docs/master/nn.html#loss-functions
Note
Do not use this class directly, use one of the sub classes.
Parameters: - name (str) – name of the loss function used by logging messages.
- criterion (torch.nn._Loss) – one of PyTorch’s loss function. Refer to http://pytorch.org/docs/master/nn.html#loss-functions for a list of them.
Variables: - name (str) – name of the loss function used by logging messages.
- criterion (torch.nn._Loss) – one of PyTorch’s loss function. Refer to http://pytorch.org/docs/master/nn.html#loss-functions for a list of them. Implementation depends on individual sub-classes.
- acc_loss (int or torcn.nn.Tensor) – variable that stores accumulated loss.
- norm_term (float) – normalization term that can be used to calculate the loss of multiple batches. Implementation depends on individual sub-classes.
-
eval_batch
(outputs, batch)¶ Evaluate and accumulate loss given outputs and expected results.
This method is called after each batch with the batch outputs and the target (expected) results. The loss and normalization term are accumulated in this method. Override it to define your own accumulation method.
Parameters: - outputs (torch.Tensor) – outputs of a batch.
- target (torch.Tensor) – expected output of a batch.
-
get_loss
()¶ Get the loss.
This method defines how to calculate the averaged loss given the accumulated loss and the normalization term. Override to define your own logic.
Returns: value of the loss. Return type: loss (float)
-
reset
()¶ Reset the accumulated loss.
-
class
seq2seq.loss.
NLLLoss
(weight=None, mask=None, reduction='elementwise_mean')¶ Batch averaged negative log-likelihood loss.
Parameters: - weight (torch.Tensor, optional) – a manual rescaling weight given to each class, refer to http://pytorch.org/docs/master/nn.html#nllloss
- mask (int, optional) – index of masked token, i.e. weight[mask] = 0.
- reduction (str, optional) – reduction to apply to the output, refer to http://pytorch.org/docs/master/nn.html#nllloss
-
class
seq2seq.loss.
Perplexity
(weight=None, mask=None)¶ Language model perplexity loss.
Perplexity is the token averaged likelihood. When the averaging options are the same, it is the exponential of negative log-likelihood.
Parameters: - weight (torch.Tensor, optional) – refer to http://pytorch.org/docs/master/nn.html#nllloss
- mask (int, optional) – index of masked token, i.e. weight[mask] = 0.
-
class
seq2seq.loss.
CoverageLoss
(weight=None, mask=None, lambda_c=1)¶ Coverage model coverage loss.
Reference: https://arxiv.org/pdf/1704.04368.pdf
Coverage vector is a (unnormalized) distribution over the source document words that represents the degree of coverage that those words have received from the attention mechanism so far. Coverage Loss is used to additionally penalize the model repeatedly attending to the same locations.
Parameters: - weight (torch.Tensor, optional) – refer to http://pytorch.org/docs/master/nn.html#nllloss
- mask (int, optional) – index of masked token, i.e. weight[mask] = 0.
- lambda_c (float, optional) – weight assigned to coverage loss when yielding a composite loss function (default: 1)


---
layout: single
title: "Contact"
permalink: /contact/
author_profile: ture
header:
overlay_color: "#000"
overlay_filter: "0.5"
overlay_image: /assets/images/head-picture.jpg
#cta_label: "Download"
#cta_url: "https://github.com/mmistakes/minimal-mistakes/"
#caption: "Computational Cognitive Neurocience"
#excerpt: "Computational Cognitive Neurocience."
---
Lingheng Meng
MEng, China University of Mining & Technology
Phone: +86<PHONE_NUMBER>3 extension
Fax:
Email<EMAIL_ADDRESS>Office: B513
School of Computer Science & Technology
China University of Mining & Technology
No.1 Daxue Road
Xuzhou, Jiangsu, China 221116


Pollution is the introduction of contaminants into the natural environment that cause adverse change. Pollution can take the form of chemical substances or energy, such as noise, heat, or light. Pollutants, the components of pollution, can be either foreign substances/energies or naturally occurring contaminants. Pollution is often classed as point source or nonpoint source pollution. In 2015, pollution killed 9 million people worldwide.


Oracle Guide:You see flickering light inside the sphere. Suddenly you hear someone whisper!
"Crystals of the three colors! Are you collected all? Excellent! I am the third child of the Oracle. With the power of the crystals I can call the Prince of Demons, guardian of this island.
He captured Parma. You have to destroy him to save her. What, you afraid? Well, then I'll send you back. Though it isn't in the rules of the Orcs, but you're not my only hope
Well, so what?"
[npc_%objectId%_request_baylor|Take the challenge]
[npc_%objectId%_request_exit|Return to Crystal Island]


couchdb v0.0.1
Modules summary ↑
| Couchdb | CouchDB client for Elixir projects written in Elixir |
| Couchdb.Database | handle database |
| Couchdb.Request | handle requests |
| Couchdb.Server | handle server |
| Couchdb.Utils | utilities |
| Couchdb | CouchDB client for Elixir projects written in Elixir |
| Couchdb.Database | handle database |
| Couchdb.Request | handle requests |
| Couchdb.Server | handle server |
| Couchdb.Utils | utilities |


Wendy:
Please tell the Dwarf what I said.
The danger here is past; you have resolved all of the problems.
I am being operated by a Starstone, but once that Starstone disappears, I will begin to be deactivated.
That process will take some time, but I am looking forward to it. I want to rest.


App that searches for github users
{{details.name}} ({{details.login}})
Works at {{details.company}}
Located at {{details.location}}
Followers:{{details.followers}}
Following:{{details.following}}
Repositories:{{details.public_repos}}
{{details.bio}}
Available for hire


|
||||
|
|
Forecast:
|
Forecast:
|
Forecast:
|
Forecast:
|
Forecast:
|
|
text
|
text
|
text
|
text
|
text
|


What’s Up? is a quick one-tap game, adapted from the popular game 'Seven-Up'. With simple controls, it improves your reflexes and test your multiplication skills. Such a game can also be played across all ages, ranging from primary school students to elderlies, bringing joy to everyone in the family.
There are 5 difficulty levels for Single Player mode and 3 multiplayer games, including real-time multiplayer games.
My role was a full stack developer. This project was done in a group of 2 members, as part of NUS Orbital 2017.
Java | Android Studio | Firebase
Single player mode offers 5 difficulty levels (Lame, Easy, Medium, Hard, Extreme). The levels are designed with increasing difficulties and challenges to entice the player as he/she progresses.
To double the fun, there are 3 multiplayer modes available.
UP & DOWN and hurryUP requires one player to invite another player to join the game. Matching of players is achieved through Firebase Realtime database.
Team-UP can be played by two players simultaneously using when device. It can also be played by one single player.


DECLASSIFIED: Nazi Monks Against The Panama Canal
It was October 1941 and J. Edgar Hoover had just received a strange bit of war intelligence. A secret German air base was being built in the Amazon. This was particularly worrisome, since such an airfield could be used to launch a secret Luftwaffe attack on the strategic Panama Canal. This idea did not come out of the blue. Americans were at the time very concerned about German influence in South America. To monitor potential fascist agents, the Federal Bureau of Investigation collaborated with a Brazilian agency, the Departamento de Ordem Política e Social (Department of Social and Political Order, Brazil’s version of a secret police).
Then later another piece of evidence was received by US Army intelligence. There were reports that a large amount of fuel was seen sailing up the Beni River, in Bolivia. Gasoline was very much rationed and in short supply during the war, so the the great quantity of canisters flowing by in a river in Bolivia easily called a lot of attention. The ship was sailing towards the Amazon—could the fuel be for the secret air base?
The issue was investigated. The army played down the rumors, deciding that it was unlikely that so much material could be accumulated there. But alas, a surprise! The suspected culprits behind the secret scheme were … Nazi monks! According to this report, a group of German monks living in the Amazon were suspected of stockpiling fuel and materials for a secret Luftwaffe base.
It seems that ultimately, military leaders decided the scheme was not possible. But still, throughout the war, the US military kept an eye out for German infiltrators in South America—leaving historians with many spy stories to read through.


.......
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..........................................................
..........................................................
Unify is an incredibly beautiful responsive Bootstrap Template for corporate and creative professionals. It works on all major web browsers, tablets and phone.


Before Change
with unittest.mock.patch.object(SchedulerSession, "execution_request",
**PATCH_OPTS) as mock_exe_request:
mock_exe_request.side_effect = TestError("non-CFFI error")
self.scheduler.product_request(C, [Params(CollectionType([1, 2, 3]))])
def test_trace_includes_rule_exception_traceback(self):
// Execute a request that will trigger the nested raise, and then directly inspect its trace.
After Change
with unittest.mock.patch.object(SchedulerSession, "execution_request",
**PATCH_OPTS) as mock_exe_request:
mock_exe_request.side_effect = TestError("non-CFFI error")
self.request_single_product(C, Params(CollectionType([1, 2, 3])))
def test_trace_includes_rule_exception_traceback(self):
// Execute a request that will trigger the nested raise, and then directly inspect its trace.


We born with Atlassian and since 2009 we continue to offer professional services and solutions for all their products
We help you getting started with Atlassian tools with your development teams, IT teams or any other business process team
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Because each context is unique and special. We can help you developing custom reports and apps, we can recommend third party plugins, we can help with data migration, to unify several instances, ...
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 They've chased you, a defenseless Kobold, deep into this cave system and away from the rest of your tribe. Now you have to figure your way home though you feel hopelessly lost. Explore the cave and try to get back home, but careful! It feels like something is watching you...
Movement: WASD
Attack: Space Bar
NOTE: Gradie's sword is to heavy to walk and swing! So you'll have to stop to attack the enemies!


Installation
Let's install them!
In order to use yo, grunt, and bow, we need to first download them. With npm safely installed, we can go ahead and handle this. Open comand line and type
npm install --global yo bower grunt-cli
Let’s break that down to understand what you’re putting into the command line.
npm
Npm is node.js packet manager. It allows you to connect and download various packages and applications. The next confusing part is
--global
If this is not typed, then any new program will be installed into your current local directory. As a result, you will not be able to run yo as a command as it's not recognized by your entire system. Think js or c++ and scope. In the future, you can also simple write "--g". Following this you have
yo bower grunt-cli
.These are the specific programs we’ll be needed to actually make yeoman work.
Now, it is possible to simply install all 3 separate such as
npm install --global yo npm install --global bower npm install --global grunt-cli
However for today’s example, we’re doing it as one line.
Let's continute to explore ndm. Ndm allows us to effortless add new libraries to our environment, so lets do that now. First, we need to search for what we’re looking to install. Let’s practice with installing envcheck. Envcheck is a simple library that just checks if your Yeoman environment is healthy and up to date. If you’re missing a basic building block for all potential projects, it will tell you. Otherwise, it doesn’t change anything.
We’ll install it by typing
npm install –g envcheck
Now lets run it:
This led me to test my current npm version and sure enough, it was correct in that mine was out of date. However, the command
npm install –global npm
Did not work properly. The correct way to update npm to the most recent version is
npm install –save latest-version
The difference between –global and –save is that save not only installs it, but also update your package.json file with up to date information.
Finally, let’s revisit Bower. In order to build a modern website, it’s necessary to have modern tools. For your first few projects, you’ll need some basic libraries. For fun, lets run
bower search bootstrap
As you can see, there’s a lot here. Bower combs through github for compatible projects. For us, let’s just grab bootstrap and generator-angular. Install these via typing
bower install bootstrap
bower install generator-angular
With this finished, it's time to move on actually running Yeoman.
Part 3: Creating the Page


Something
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--- layout: public ---
Decision Systems Group is a research group of the University of Applied Sciences of Central Greece.
The group performs basic research in the fields of Computer Vision, Artificial Intelligence, Data Mining and Decision Support Systems with applications to microcontroller solutions, software developing and various every-day life hacks.
The aim of DSG is to provide the ways for collaboration between any student of the University of Applied Sciences of Central Greece, that has interest in these areas.
The group is supervised by professors Stavros A. Karkanis and Vaggelis Spyrou. You can see the whole team, by clicking here .
DSG is a student powered group. Its identity is formed from the research and projects made by its volunteer students.
If you want to learn more about the people behind DSG, or even become one us, click the corresponding button below.
Becoming a member of DSG means that you will be able to develop your own project, or become a part of a bigger existing one.
Here's the list of the projects we have already made and you can continue working on, or take ideas and come to us with your own.
View ProjectsWant to learn about the upcoming DSG events or find information about one you could not attend?
What about the development process of our latest projects? You can stay updated about everything DSG in our News section.


This Activator Template is a yet another Reactive application based on: Spray, Akka and Slick with a few twists!
Please let me know what parts of the code can be improved, so that I can update the corresponding template(s)
Everything...!
In src/main/resources/models-sources.zip you can find all the java-based model, that were used to generate this reactive application.For this reason, all entity classes have two (maybe cryptic) val properties: fd:Option[FdXxx], ohc:List[Long] The "fd" is a shortcut for FetchDepth. This option can be used to tell exactly what nested relations should be fetched or not. So rather than the @Eager vs @Lazy annotation that is set only once, this option gives the client control over this behaviour. By default the generated find command will not fetch any nested object, and the generated retrieve will fetch the complete tree, but the client this is free to change this in any way it wants.
The "ohc" is a shortcut for OldHashCode(s). This value is set when an object is retrieved, and it contains the hashcode of the corresponding row class, so it will be returned to the client. When the client later updates this object, with the saveXxx service call, the dao layer will compare the old hashcode with the new hashcode and will only perform an actual sql update if the hashcodes differ. And it does so for all nested objects. You may have noticed that the "ohc" is a List. That is because in addition to the 'main' hashcode, that is the hashcode of the corresponding row class, it may also contain hashcode(s) for all manytoone relations. These values are used to figure out a the client added and/or removed an element from a manytoone collection. For retrieving an object tree different strategies can be used. One is to generate a (possible very complex) join query. This is difficult to generate and may result in transporting a lot of waste because many same column values will be transferred for each collection instance again. A naive strategy is to reuse the retrieve commands of the nested objects. This is elegant and easy to generate but this may result in many individual sql select calls. I opted for another strategy. I try to execute just one sql statement for each nested class in the object tree, and merge the results afterwards. These sql statements for each class can run parallel (this is not done yet, see improvements), so that the performance is in par with a complex join query, maybe faster because (much) less data needs to be transferred.