This time around we revisited a subject discussed at an earlier meetup: value sensitive design (VSD), a theoretical and methodological framework for putting human values at the heart of the design process.
Where in the previous meetup we mostly talked theory, this time around we focused on how we might adapt ideas from VSD to our own design and development process. To this end we spent time in groups discussing and sketching out the things we would need to be able to “do” VSD in our own practice.
To support and enable this discussion we started with a brief summary of the main ideas behind VSD, taken from the literature. We won’t repeat the substance of it here, but interested readers can refer to this blog post summary of Kars’s earlier lecture on the same subject.
During the talk we had some interesting conversations which included the need to be very clear about whose values we talk about: the designer’s, the user’s, or the organisation’s? Another thing that came up is the importance of taking the time to define in detail what the meaning of a value is. To go beyond superficial understandings of them.
In addition to the talk, we distributed a simple handout (PDF) which summarizes some aspects of value sensitive design.
The results from the group discussion and sketching covered a broad range of concerns.
Focused on the designer’s stance, that it won’t do to say that certain value concerns are out of scope. Even if you can’t personally deal with a value concern you are still the steward of the project and should work to address it somehow. A good mindset to have is to enjoy any value conflicts that may come up because those can be sources of inspiration, and also surface the things that need to be addressed. The group proposes to create tooling to 'gamify' value conflicts.
Value conflict!
Looked at common UX methods and techniques which may be augmented with VSD-like features. Examples include:
The double diamond
Zoomed in on the concept of indirect stakeholders, and the notion that figuring out what a value is, is a social process in stead of an individual process. They ask how to make VSD a group process without making it too confronting for a wide range of stakeholders to be involved. They also suggest helping teams with poor researcher and facilitator resources by creating lists of indirect stakeholders that are often forgotten.
Gradually increasing the number of people involved
The discussion briefly touches on how to measure value support, and how to quantify the importance of a value so that businesses take concerns seriously. Apparently there is plenty of research that shows that anything that hurts trust impacts the bottom line. So if we can show that support of a value increases trust, that should be in the interest of business.
We also acknowledge that many designers are already overburdened with tasks, designer burnout is a real thing. They are expected to be good researchers, good visual designers, good frontend coders, etc. Adding VSD on top of all that could just be the straw that breaks the camel’s back.
We end the evening with convivial drinks and conversation, and look forward to continuing our work together on bringing these ideas to our wider community.
Original announcement:
Summer is near! We don‘t want to break our two-month rhythm so our next get-together happens Monday, August 6. For those that are still in the country it is probably the only event you are going to visit!
What are our plans? We thought we would do a mini summer camp on the topic we discussed in various earlier editions: How to bring ethics into your process. Some time ago we had a session on value sensitive design (VSD) and at our last meetup it came up as well in the context of machine learning. The conclusion was that it is a promising framework, so we would like to make it more practical. This session we will take a bit more time to dive deeper and especially take the opportunity to work together towards a tangible outcome.
What can VSD deliver? We'll find out by discussing and implementing VSD in a couple of cases in different groups. After that we'll reflect and discuss what kind of tooling is necessary to make this VSD approach practical for designers and programmers. Ideally, we end up with a sketch of the toolkit we need, one that we think can be used by everyone afterwards.
We hope we have a small group of smart people. We will of course prepare the sessions and present the state of VSD so that everyone is on the same page (whether or not you attended the previous session). Roughly the program will be:
We propose to work together in a shared space like a Risepad or a wiki to store all the findings and thoughts. We will look into possible tools but if you join and have specific ideas, please contact us. And if you have your own case, where ethical aspects play(ed) a role or one with various stakeholders within and outside of the organization, please let us know!
We meet at Sensor Lab in Utrecht on Monday, August 6. We start at 17:00 and wrap up around 21:00. (Doors open 16:30.) Admission fee is 5 euros payable at the door.
To RSVP, send an email to<EMAIL_ADDRESS>Hope to see you there!


Select an emulator process to connect to. The only supported emulator is Project 64.
To enable Net64 features, you must use the Memory Modded version of Project 64.
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Automatically patch emulator on reset
Restore file A flags on reset (via RAM injection)
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Any new releases on your starred projects ? Octon will let you know.
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{% block content %}{% endblock %}


 You can see them binky and flop when they are extremely happy.
-
Servers are people who take your food to you. If you don't like your food, you never ever
send it back. They are stretched thin and work overtime and get yelled at by chefs and have other
customers to take care of as well. They are multitasking like crazy.
So What Actually Happens?
- The browser goes to the
DNS server and finds the real address of the
server
that the website lives on.
- The borwser sends an
HTTP requestmessage
- If the server approves
"200 OK" message, which means "Permission granted! Here you go!",
- The browser assembles small chunks
The Big 3- HTML, CSS, JavaScript
While the server can process info in many diff lang, the files that they serve to the client are
alwaysgoing to be some combo of HTML, CSS, and Javascript!
Learn more about the Big 3
here!


{{ build.Name }}
Build: {{ build.Version }}
Passed: {{ build.NumberTestPassed }} Failed: {{ build.NumberTestFailed }}


|
Uncommons Maths API (Version 1.2.2) |
||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |
See:
Description
| Interface Summary | |
|---|---|
| RepeatableRNG | Deterministic random number generators are repeatable, which can prove useful for testing and validation. |
| SeedGenerator | Strategy interface for seeding random number generators. |
| Class Summary | |
|---|---|
| AESCounterRNG | Non-linear random number generator based on the AES block cipher in counter mode. |
| BinomialGenerator | Discrete random sequence that follows a binomial distribution. |
| CellularAutomatonRNG | Java port of the cellular automaton pseudorandom number generator developed by Tony Pasqualoni. |
| CMWC4096RNG | A Java version of George Marsaglia's Complementary Multiply With Carry (CMWC) RNG. |
| ContinuousUniformGenerator | Continuous, uniformly distributed random sequence. |
| DefaultSeedGenerator | Seed generator that maintains multiple strategies for seed generation and will delegate to the best one available for the current operating environment. |
| DevRandomSeedGenerator | RNG seed strategy that gets data from /dev/random on systems that provide it (e.g. |
| DiehardInputGenerator | Utility to generate an input file for the DIEHARD suite of statistical tests for random number generators. |
| DiscreteUniformGenerator | Discrete, uniformly distributed random sequence. |
| ExponentialGenerator | Continuous random sequence that follows an exponential distribution. |
| GaussianGenerator | Normally distributed random sequence. |
| JavaRNG | This is the default JDK RNG extended
to implement the RepeatableRNG interface (for consistency with
the other RNGs in this package). |
| MersenneTwisterRNG | Random number generator based on the Mersenne Twister algorithm developed by Makoto Matsumoto and Takuji Nishimura. |
| PoissonGenerator | Discrete random sequence that follows a Poisson distribution. |
| Probability | Immutable value type for probabilities. |
| RandomDotOrgSeedGenerator | Connects to the random.org website (via HTTPS) and downloads a set of random bits to use as seed data. |
| SecureRandomSeedGenerator | SeedGenerator implementation that uses Java's bundled
SecureRandom RNG to generate random seed data. |
| XORShiftRNG | Very fast pseudo random number generator. |
| Exception Summary | |
|---|---|
| SeedException | Exception thrown by SeedGenerator implementations when
they are unable to generate a new seed for an RNG. |
This package provides deterministic, repeatable, pseudo-random number generators, a set of strategies for seeding them, and classes for generating values from different probability distributions.
|
Uncommons Maths API (Version 1.2.2) |
||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |


{% extends "blocks/main-card.html" %} {% load static otree %} {% block page_title %}{{ page_title }}{% endblock %} {% block page_content %}
There are {{ game_players }} players who live in the same housing community.
At the start of each month, each player has {{ game_tokens }}
energy tokens (worth ${{ token_value }}
each) that represent non-essential energy use beyond their basic needs.
Each month, every player faces the same decision problem: how much energy to use for their private benefit (by putting tokens in their private account) versus how much to conserve (by putting tokens in the group conservation account).
Players will be paid the value of all energy tokens in their private account at the end of the game.
If the group meets the {{ reduction_goal }}% conservation goal by the end of the game, then the value of those tokens in the group conservation account is doubled and given in equal shares to all players as a bonus. If the 60% goal is not met, there is no bonus.
To meet the {{ reduction_goal }}% energy reduction goal, each player should contribute {{ optimal_contribution }} energy tokens every month to the group conservation account.


randRange( 1, 12 )
15
randRange( 0, (60 / MINUTE_INCREMENT) - 1 ) * MINUTE_INCREMENT
MINUTE === 0
MINUTE > 5 ? MINUTE : "0" + MINUTE
HOUR + ":" + NICE_MINUTE
Set the clock to TIME. The hour hand is blue and the minute hand is orange.
init({ range: [ [-4, 4 ], [ -4, 4 ] ], scale: 45 });
var clockRadius = 3.75;
var minuteSnapPoints = 12;
var hourSnapPoints = 12 * 60 / MINUTE_INCREMENT;
var outerPointRadius = clockRadius * 1.01;
var minuteRadius = clockRadius * 0.6;
var hourRadius = clockRadius * 0.45;
minuteStartAngle = 90;
hourStartAngle = 60;
minuteSnapDegrees = 360 / minuteSnapPoints;
hourSnapDegrees = 360 / hourSnapPoints;
var clock = addAnalogClock( { radius: clockRadius, minuteTicks: hourSnapPoints } );
clock.draw();
addMouseLayer();
function movePartnerPoint( options ) {
var x = options.x;
var y = options.y;
var point = options.point;
var outerPoint = options.outerPoint;
var isOuterPoint = options.isOuterPoint;
var ratio = outerPoint.constraints.fixedDistance.dist / point.constraints.fixedDistance.dist;
if (isOuterPoint) {
ratio = 1 / ratio;
point.setCoord( [ x * ratio , y * ratio ] );
outerPoint.setCoord( [ x, y ] );
} else {
point.setCoord( [ x, y ] );
outerPoint.setCoord( [ x * ratio, y * ratio ] );
}
point.updateLineEnds();
return true;
}
minutePoint = addMovablePoint({
coord: polar( minuteRadius, minuteStartAngle ),
constraints: {
fixedDistance: {
dist: minuteRadius,
point: [ 0, 0 ],
snapPoints: 12
}
},
onMove: function( x, y ) {
return movePartnerPoint( { x: x, y: y, point: this, outerPoint: outerMinutePoint, isOuterPoint: false } );
},
normalStyle: {
fill: ORANGE,
stroke: ORANGE
},
highlightStyle: {
fill: ORANGE,
stroke: ORANGE
}
});
outerMinutePoint = addMovablePoint({
coord: polar( outerPointRadius, minuteStartAngle ),
constraints: {
fixedDistance: {
dist: outerPointRadius,
point: [ 0, 0 ],
snapPoints: 12
}
},
onMove: function( x, y ) {
return movePartnerPoint( { x: x, y: y, point: minutePoint, outerPoint: this, isOuterPoint: true } );
},
normalStyle: {
fill: ORANGE,
stroke: ORANGE
},
highlightStyle: {
fill: ORANGE,
stroke: ORANGE
}
});
hourPoint = addMovablePoint({
coord: polar( hourRadius, hourStartAngle ),
constraints: {
fixedDistance: {
dist: hourRadius,
point: [ 0, 0 ],
snapPoints: hourSnapPoints
}
},
onMove: function( x, y ) {
return movePartnerPoint( { x: x, y: y, point: this, outerPoint: outerHourPoint, isOuterPoint: false } );
},
normalStyle: {
fill: BLUE,
stroke: BLUE
},
highlightStyle: {
fill: BLUE,
stroke: BLUE
}
});
outerHourPoint = addMovablePoint({
coord: polar( outerPointRadius, hourStartAngle ),
constraints: {
fixedDistance: {
dist: outerPointRadius,
point: [ 0, 0 ],
snapPoints: hourSnapPoints
}
},
onMove: function( x, y ) {
return movePartnerPoint( { x: x, y: y, point: hourPoint, outerPoint: this, isOuterPoint: true } );
},
normalStyle: {
fill: BLUE,
stroke: BLUE
},
highlightStyle: {
fill: BLUE,
stroke: BLUE
}
});
minuteHand = addMovableLineSegment({
pointA: minutePoint,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: ORANGE,
"stroke-width": 10
}
});
hourHand = addMovableLineSegment({
pointA: hourPoint,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: BLUE,
"stroke-width": 10
}
});
centerPoint = addMovablePoint({
coord: [ 0, 0 ],
constraints: {
fixed: true
},
normalStyle: {
fill: "#fff",
stroke: "#000",
"stroke-width": 2
}
});
correctMinuteAngle = timeToDegrees( MINUTE );
correctHourAngle = timeToDegrees( 5 * (HOUR + MINUTE/60) );
correctMinuteAngle = roundToNearest( minuteSnapDegrees, correctMinuteAngle );
correctHourAngle = roundToNearest( hourSnapDegrees, correctHourAngle );
Drag the two hands so the clock reads HOUR:NICE_MINUTE.
[ minutePoint.coord, hourPoint.coord ]
var minuteAngle = cartToPolar( guess[0] )[1];
var hourAngle = cartToPolar( guess[1] )[1];
minuteAngle = roundToNearest( minuteSnapDegrees, minuteAngle );
hourAngle = roundToNearest( hourSnapDegrees, hourAngle );
// if hands have not been moved, return `""`
if ( minuteAngle === minuteStartAngle && hourAngle === hourStartAngle) {
return "";
}
return (minuteAngle === correctMinuteAngle) && (hourAngle === correctHourAngle);
minutePoint.moveTo( guess[0][0], guess[0][1], true );
hourPoint.moveTo( guess[1][0], guess[1][1], true );
The number after the \Large{:}
symbol represents the number of minutes past the hour. So TIME
represents MINUTE
minutes past hour HOUR
.
First, let's set the minute hand.
Each long tick mark is an increment of 5 minutes, because 60 minutes / 12 tick marks = 5 minutes per tick mark.
Since we are MINUTE
minutes past the hour, the minute hand should be at the mark numbered 12
, which is the first tick mark on the clock and represents 0
minutes past the hourand there are 5 minutes per tick mark, the minute hand should be at the mark numbered fraction(MINUTE, 5) = MINUTE/5
.
Next, let's set the hour hand.
The 12 long tick marks correspond to the hours in the day (assuming AM/PM time).
If it is 0
minutes, the hour hand belongs directly on the corresponding hour mark. However, for any other number of minutes, the hour hand should be proportionally past the hour mark.
Since it's HOUR
hourplural(HOUR)
and 0
minutes, the hour hand should be right on the HOUR
hour mark.
Since it's HOUR
hourplural(HOUR) and MINUTE
minutes, the hour hand should be fraction(MINUTE, 60) = fraction(MINUTE, 60, false, true)
of the way past the HOUR
hour mark.
var minuteRadius = minutePoint.constraints.fixedDistance.dist;
var hourRadius = hourPoint.constraints.fixedDistance.dist;
var minuteCoord = polar( minuteRadius, correctMinuteAngle );
var hourCoord = polar( hourRadius, correctHourAngle );
var dotOpacity = 0.4;
var handOpacity = 0.3;
addMovableLineSegment({
coordA: minuteCoord,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: ORANGE,
"stroke-width": 10,
"stroke-dasharray": ".",
"stroke-linecap": "round",
"stroke-opacity": dotOpacity
},
});
addMovableLineSegment({
coordA: minuteCoord,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: ORANGE,
"stroke-width": 10,
"stroke-linecap": "round",
"stroke-opacity": handOpacity
},
});
addMovableLineSegment({
coordA: hourCoord,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: BLUE,
"stroke-width": 10,
"stroke-dasharray": ".",
"stroke-linecap": "round",
"stroke-opacity": dotOpacity
},
});
addMovableLineSegment({
coordA: hourCoord,
coordZ: [ 0, 0 ],
fixed: true,
normalStyle: {
stroke: BLUE,
"stroke-width": 10,
"stroke-linecap": "round",
"stroke-opacity": handOpacity
},
});
// for some reason this doesn't work, so for now, create another center point
// centerPoint.toFront();
addMovablePoint({
coord: [ 0, 0 ],
constraints: {
fixed: true
},
normalStyle: {
fill: "#fff",
stroke: "#000",
"stroke-dasharray": "",
"stroke-width": 2,
"stroke-opacity": 1
}
});


Merlin Properties
Overview
Merlin 3.2 introduces a complete property configuration model as part of the unification of the embedding strategy. Merlin properties are included in a file named "merlin.properties". Merlin will look for this file in the following locations:
| Location | Description |
|---|---|
| ${merlin.dir}/merlin.properties | This is equivalent to the ${user.dir} location unless modified by the command line -home command parameter. |
| ${user.home}/merlin.properties | The user's home directory. |
| ${merlin.home}/merlin.properties | The merlin installation directory. |
Bootstrap Properties
The following properties are established by Merlin during the bootstrap phase and cannot be override.
| Property | Default Value | Description |
|---|---|---|
| merlin.dir | ${user.dir} | The working directory used by Merlin. This value defaults to ${user.dir} under normal circumstances. If a System property of ${basedir} is present it will be assigned as ${merlin.dir}. |
| merlin.implementation | declared under package merlin.properties resource | An artifiact specification that references an alternative kernel implementation. |
Standard Properties
The following table details the set of standard properties supported by Merlin as of 3.2.
| Property | Default Value | Description |
|---|---|---|
| merlin.home | ${user.home}/.merlin | The merlin installation directory. Can be overriden with the environment variable MERLIN_HOME. |
| merlin.system | ${merlin.home}/system | The merlin system repository. |
| merlin.repository | ${avalon.home} | The application repository root directory. The default value of ${avalon.home} is resolved relative to the environment variable AVALON_HOME and if undefined, will fall back to ${user.home}/.avalon. |
| merlin.config | ${merlin.home}/config | The merlin system configuration directory. |
| merlin.kernel | file:///${merlin.config}/kernel.xml | The merlin kernel configuration. |
| merlin.context | ${merlin.dir}/home | The root directory used by merlin to construct the persistent home directory supplied to a component under the context key urn:avalon:home. |
| merlin.temp | ${java.io.tmpdir} | The root directory used by merlin to construct the persistent temp directory supplied to a component under the context key urn:avalon:temp. If undefined, the JVM temp directory will be used. |
| merlin.anchor | ${merlin.home} | The root directory used by merlin to resolve relative filset directory references. |
| merlin.ext | ${merlin.dir} | The root directory used by merlin to resolve jar optional extension jar files. |
| merlin.info | false | The info generation policy. If 'true' a short information header is generated on startup detailing the kernel parameterization state. |
| merlin.debug | false | The debug generation policy. If 'true' all logging channels are assigned the DEBUG logging priority. |
| merlin.audit | false | The audit generation policy. If 'true' a description of the assembled model witll be loogged during startup. Since 3.3 |
| merlin.server | true | The default execution mode. If 'true' the merlin kernel will continue until expliciy stopped or process termination is invoked. If 'false' the kernel will initiate decommissioning on completion of the deployment phase. |
| merlin.deployment | A comma seperated sequence of blocks to be included in the root merlin application block on startup. | |
| merlin.override | The path to a configuration override targets file. Relative path statements will be resolved relative to ${merlin.dir}. | |
| merlin.logging.config | Location of an external logging configuration file (since version 3.3). | |
| merlin.logging.implementation | Artifact referennce to the logging system to be used. The artifact must reference a factory that supports the LoggingCriteria parameter interface and must return a LoggingManager implementation. Since 3.3. | |
| merlin.runtime | Artifact reference. Overrides the automatic selection of the underlying runtime activation framework. Since 3.3. | |
| merlin.runtime.implementation | Artifact reference. The default merlin runtime implementation artifact reference. Since 3.3. | |
| merlin.code.security.enabled | false | If true the component security protection model will be enabled. Since 3.3. |
| merlin.deployment.timeout | The default per component deployment timeout duration in milliseconds. Since 3.3. |


This webpage is a project by Andrew Drumm the Fall 2020 Information Systems 601 class taught by professor Keith Williams. The purpose of this webpage is to explain how the internet works.
It will cover 5 main topics:
1. Domain names and ICANN
2. IP Addresses, Packets and Routing
3. DNS
4. HTTP and HTTPS Protocols
5. W3C and HTML and CSS
About the website author, Andrew Drumm.
I'm an Industrial Engineer with 7 years manufacturing industry experience. I have a BS in Industrial Engineering from NJIT and a BS in Engineering Management from the University of Parma in Italy. I'm a part time MSIS student since I wish to explore systems more. I have some experience maintaining a database with over 10k SKUs for a warehouse using an ERP system. I started using MS Access then some SQL to query the database more effectively. I hope to pick up some more tools on working with systems with this MSIS degree.


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RampRate’s ensemble partnership programs deliver new opportunities and benefits to participating partners.
Ensemble fuses the collective talents of Individuals, technology partners, and service provider partners to provide world-class strategy and solutions. As a RampRate partner, you get access to our unique business model and capitalize on new profit-building alliances.


hackney v1.15.2 hackney_response
module handling the response
Link to this section Summary
Functions
Return the full body sent with the request.
Return the full body sent with the request as long as the body length doesn't go over MaxLength.
handle Expect header
Skip a part returned by the multipart parser.
Start the response It parse the request lines and headers.
stream a multipart response
Link to this section Types
response_state()
response_state() :: start | waiting | on_status | on_headers | on_body.
Link to this section Functions
Return the full body sent with the request.
body/2
body(non_neg_integer() | infinity, #client{}) -> {ok, binary(), #client{}} | {error, atom()}.
Return the full body sent with the request as long as the body length doesn't go over MaxLength.
This is most useful to quickly be able to get the full body while avoiding filling your memory with huge request bodies when you're not expecting it.
When the response is larger than MaxLength, this function will return the body it received up to the last chunk, which might be a bit more than MaxLength.
close/1
expect_response/1
handle Expect header
maybe_close/1
skip_body/1
skip_body(#client{}) -> {ok, #client{}} | {skip, #client{}} | {error, atom()}.
skip_multipart/1
skip_multipart(Client) -> {ok, Client} when Client :: #client{}.
Skip a part returned by the multipart parser.
This function repeatedly calls multipart_data/1 until {end_of_part, Req} or {eof, Req} is parsed.
start_response/1
Start the response It parse the request lines and headers.
stream_body/1
stream_multipart/1
stream a multipart response
Use this function for multipart streaming. For each part in the response, this function returns {headers, Headers, Req} followed by a sequence of {body, Data, Req} tuples and finally {end_of_part, Req}. When there is no part to parse anymore, {eof, Req} is returned.


50 Shades of #CCCCCC
Feb 12, 2015
I'll be honest with you. I really like working with CSS. I am really bad at working with CSS. It is just not something I have been able to get on an intuitive level. CSS positioning is really hard for me. I'm pretty sure that a career as a front end developer isn't in the cards for me. That being said, I should know at least the basics of CSS.
I was able to use some of the tricks I learned this week to hack together a pretty ugly version of my site index. I was very unhappy with the way my site looked and how it displayed on browsers of different sized windows. Some of my divs were positioned under other divs. My fonts were ugly. The list goes on. But my main gripe was the way the different divs on my page were organized. So unhappy, in fact, that I decided to scrap the entire thing and start from scratch.
This time I wanted to do things using a different process because the first time obviously didn't work. Instead of filling out every thing in the HTML first and then working on positioning, I did the opposite. Created my divs with one line of placeholder text then worked on positioning them correctly before filling them with content. I gave all the divs different colors and gave them thick borders so that their positioning was very obvious. I found this to be extremely helpful with positioning.
This image was extremely helpful to me in conceptualizing the relationship between margin, padding, and border. I still sometimes get them confused but if you think of them like a shipping container it helps. The content is the thing you are trying to ship. The padding is the bubble wrap. The border is the box you are shipping in. And finally the margin is that distance between your box and other boxes on the delivery truck. Now, if only positioning was that easy.


Provides several methods for generating density functions based on binned data. Data are assumed to be nonnegative, but the bin widths need not be uniform, and the top bin may be unbounded. All PDF smoothing methods maintain the areas specified by the binned data. (Equivalently, all CDF smoothing methods interpolate the points specified by the binned data.) An estimate for the mean of the distribution may be supplied as an optional argument, which greatly improves the reliability of statistics computed from the smoothed density functions. Methods include step function, recursive subdivision, and optimized spline.
| Version: | 0.1.0 |
| Imports: | stats, pracma, ineq, triangle |
| Published: | 2016-08-12 |
| Author: | David J. Hunter and McKalie Drown |
| Maintainer: | Dave Hunter <dhunter at westmont.edu> |
| License: | MIT + file LICENSE |
| NeedsCompilation: | no |
| CRAN checks: | binsmooth results |
| Reference manual: | binsmooth.pdf |
| Package source: | binsmooth_0.1.0.tar.gz |
| Windows binaries: | r-devel: binsmooth_0.1.0.zip, r-release: binsmooth_0.1.0.zip, r-oldrel: binsmooth_0.1.0.zip |
| OS X binaries: | r-release: binsmooth_0.1.0.tgz, r-oldrel: binsmooth_0.1.0.tgz |
Please use the canonical form https://CRAN.R-project.org/package=binsmooth to link to this page.


Run the statements in the top right panel.
Changing the SCHEMA does not affect the actual userid that is connected.
You should see a result set in the lower right panel.


Rock T Shirt - Alibaba.com
2542 Products . Rock T Shirt, Source Rock T Shirt Products at T-Shirts, Plus Size T-Shirts from . T SHIRT,100% COTTON, 200 GSM, SIZE AVAILABLE: S M L XL XXL. . RelatedKeywords: Kid's Cotton T-shirt Manufacturers Kid Rock T Shirts .
http://www.alibaba.com/showroom/rock-t-shirt.html
Treatment for Herniated or Bulging Discs
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Star Trek: First Contact Directed by: Jonathan Frakes Story by: Rick Berman, Brannon Braga and Ronald D. Moore Screenplay by: Brannon Braga and Ronald D. Moore Music by: Jerry Goldsmith
The Teaser:
The thought that ran through my mind upon completing my viewing of this flick was: "Thank God that I've seen Star Trek: The Next Generation [hereafter: ST:TNG] before!" While the movie might be entertaining to the non-initiated (in fact, if my memory serves me correctly, a friend of mine thought it very good in spite of his lack of Trek-knowledge), it grows multiple times richer when you know some back-story. It doesn't even have to be a lot, but I'd recommend seeing at least the two-parter "The Best of Both Worlds" from the ST: TNG series, which I recommend heartily.
The Synopsis:
Anyhow, the plot revolves around Captain Jean-Luc Picard (Patrick Stewart; Jeffrey), who captains the oh-so-legendary starship U.S.S. Enterprise. A, to non-initiates, quite confusing prologue to the film tries to explain that Picard was once part of an alien cyber-collective named "The Borg", but fails to bring it about in a totally clear fashion. No problem, though, as it does validate the use of a spectacular matte painting depicting the interior of a Borg ship. "Cool," you think, "What now?"
The film progresses at an amazingly quick pace, which has us involved in a space battle above Earth within the first fifteen minutes of the flick. The Borg are back with a vengence, it seems, and they want to assimilate all of Human culture into their collective, just as they assimilated Picard. While the quick pace easily could have been terribly wrong, it somehow feels right. The filmmakers seems to believe that we either know these characters well, and therefore don't need an introduction, or that we don't care. And, surprisingly, it works. My fore-amentioned friend just jumped on the rollercoaster so to speak, and went along for the ride.
And what a ride? A terrific one! After some nice effects showing how Picard singlehandedly uses an unorthodox strategy to blow up the Borg ship, a small contingent of Borg soldiers escape in a ball-like escape pod. They create some kind of temporal shift or other, and go back in time to the 21st century. The Enterprise, protected by their closeness to this temporal thinggummy sees the horrible changes inflicted on the future by this: Earth has been assimilated into the Borg Collective. Picard decides that they should follow the Borg back to "repair whatever damage they've done."
It just so happens that the Borg chose to go back to when humankind invented warp-drive (faster than light travel) and tries to stop the invention. The Enterprise readily blows up the Borg Escape Pod, and an away team beams down to Earth to see what damage the Borg has caused yet. Down there, Picard and company discover that the Borg bombarded the home of Dr. Zefraim Cochrane (James Cromwell; L. A. Confidential), the inventor of warp-drive. Meanwhile, the Borg have beamed over to the Enterprise and starts to assimilate the whole ship. Picard and his android sidekick, Commander Data (Brent Spiner; Independence Day) beams back to the Enterprise just before the Borg take control of most of the systems onboard, though not of the main computer.
And then the rest of the movie goes along smoothly. While Picard and Data, aided by Commander Worf (Michael Dorn; Deep Space 9 series) and a 21st century "native" who has been beamed up for medical treatment (Alfre Woodard; Grand Canyon) by the on-board Dr. Crusher (Gates McFadden), battle with the Borg, first officer Commander Riker (Jonathan Frakes), ship's counselor Deanna Troi (Marina Sirtis), and chief engineer Geordi LaForge (Levar Burton) tries to talk Cochrane into cunducting the warp-flight at the planned date, because else, they'll miss a passing alien ship that will contact Earth when it observes warp-speed in use.
The Rambling:
The movie is spectacular, and is in my opinion among the best Star Trek has ever created, right up there with "The Wrath of Khan" and "The Voyage Home" Jonathan Frakes does a good job directing; there is hardly a place where I would have done differently. All of the cast delivers no worse than decent performances; Patrick Stewart, Brent Spiner and James Cromwell shining particularly. While the film does have a few of the time-travel jokes that were decidedly overused in The Voyage Home, they don't feel forced, and are actually worth a chuckle or two. The effects are stunningly created by Industrial Light and magic, who are without any doubt the leading in their field - and they prove it here.
Worth of mention is also the performance of Alice Krige (Barfly) who plays the evil leader of the Borg; the Borg Queen. While this concept falls flat in theory, it works beautifully in function. The Queen captures Data somewhat half-way through the film and then proceeds to try to bribe him into revealing the code that unlocks the main computer, offering him humanity. Spiner and Krige play well off each other and the scenes are all a joy to see [except for one, very brief scene, where there's thankfully only one line - "We've had a change of plans, Data"]. For some reason I detest that scene.
The question is, then, how well does this flick carry on the TNG feeling? Very well I think. While the story quite clearly focuses on Picard and Data, it seems like all the characters are pretty much having as much screen time as they had in a typical episode of TNG. (With the possible exception of Dr. Crusher, who seems to be there only to have all of the cast in there) The characters are captured well, as they should be considering the source (Both Braga and Moore were staff writers at TNG), and the actors seem to have fun doing the film, and that reflects on the performance quite more than one should think. No-one gives a bad performance in this film (I would say that Robert Picardo, who has a cameo as a hologram, does, but that's just me hating his character [the hologram, that is :-)]).
The Music:
The music was composed chiefly by one of my most favorite film composers, namely Jerry Goldsmith. "Chiefly" means that Joel Goldsmith, Jerry's son, composed three of the tracks. The music lives up to my expectations, underlining all the scenes that need underlining, and actually quite good on its own too. I particularly enjoyed the piece "Red Alert" which plays during the first battle against the Borg. Also present, besides the orchestral soundtrack, is two songs included to provide atmosphere. One is the classic "Magic Carpet Ride" performed by Steppenwolf (Born To Be Wild), the other an early rock n' roll tune by Roy Orbinson (Pretty Woman), namely "Ooby Dooby". Both of these play at the discretion of Cochrane, and "Ooby Dooby" could be considered his theme. Overall, a solid soundtrack well worth a purchase.
The Summing-Up:
This movie, while being a must for Trekkies and ordinary fans of Star Trek, is also quite a ride for the odd Sci-fi fan who isn't all too much in on the Trek franchise (though who that would be, is a question worthy of a much longer essay). I'm in doubt where to rate this, so I'll provide two different ratings:
Rating for Star Trek fans: 9/10 Rating for Ordinary Mortals [TM]: 7/10 Best Exchange: "Someone once said: 'Don't be a great man, just be a man. Then let history decide itself." "What retorical nonsense. Who said that?" "You did. Ten years from now." -Riker and Cochrane
-- Mikkel Lodahl<EMAIL_ADDRESS>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


4.3.1 Interpretation of the 1-D Correlation Function
Once the 1-D correlation function has been calculated by Fourier transforming the extrapolated data, the user may interpret the correlation function by selecting the Extract parameters item from the Actions menu. The correlation function is interpreted in terms of an ideal lamellar morphology [7] and structural parameters are obtained as shown in Figure 1 below. It should be noted that a small beam size is assumed; no de-smearing is performed.
Figure 1: Interpretation of the 1-D correlation function Γ1(R) assuming an ideal lamellar morphology. The structural parameters obtained (see [1]) are :Long period = Lp
Average hard block thickness = Lc
Average core thickness = D0
Average interface thickness = Dtr
Average soft block thickness = La = Lp - Lc
Local crystallinity = φ1 = Lc / Lp
Bulk crystallinity = φ = Γmin / (Γmin + Γ*)
Polydispersity = Γmin / Γmax
Electron density contrast = (ρc - ρa)² = (Δρ)² = Q Γ*/ (φ (1 - φ))
Specific inner surface = Os = 2φ / Lc
Non-ideality = (Lp - Lp*)² / Lp²where Q = Invariant (see Transform)
<IP_ADDRESS> Important Considerations
(1) It is important to note that, according to Babinet's principle, in a two-phase structure such as the ideal lamellar morphology, the electron (or neutron scattering length) densities of the two phases (crystalline and amorphous) may be interchanged without affecting the scattering curve or correlation function [6]. Therefore, from correlation function analysis alone, we cannot distinguish between:
Lc and La
φ and (1 - φ)
ρc and ρa
and these parameters may be interchanged. This will affect the values of any parameters derived from them!
(2) The CORFUNC program will attempt to determine Dtr and DO (the start and end of the linear section of Γ1(R) (see Figure 1) automatically. However, if these values appear to be incorrect on inspection, the user should select the values of Dtr and Do manually for each frame in the dataset (see Extraction parameters, derived from the Parameters... item in the Edit menu). These parameters affect almost all other structural parameters that are extracted.
(3) It is also important to check that a horizontal section in the first minimum of the 1-D correlation function (-Γmin) exists, as shown in Figure 2. This horizontal region is usually present when the sample crystallinity is <30% or >70%. In the intermediate region between 30% and 70% crystallinity, there may be no horizontal region, and in this case, the equation for the bulk crystallinity:
Bulk crystallinity = φ = Γmin / (Γmin + Γ*)
no longer strictly applies, yielding a less accurate value for φ and affecting the other parameters derived from it (i.e. polydispersity, Δρ and Os). In order to obtain reliable results for this intermediate crystallinity, other data is needed to complement the correlation function analysis [6].
If a local minimum below the abscissa followed by a local maximum above the abscissa are not found, the interpretation based on the ideal lamellar morphology is abandoned for that frame of data.
Figure 2: The 1-D correlation function shown in blue has a horizontal section in the first minimum, yielding the bulk crystallinity from the base line -Γmin . The first minimum of the 1-D correlation function shown in magenta has no horizontal section and the equation for bulk crystallinity given above no longer strictly applies.
4.3.2 Porod Analysis
If a Porod profile was used for tail-fitting,
Porod analysis is performed after extraction of the lamellar structure
parameters. If the lamellar interpretation of Γ1
failed, the crystallinity estimate provided by the user (see Extraction
parameters, derived from the Parameters... item in the Edit
menu) is used in the analysis, otherwise the bulk crystallinity described
in section 4.3.1 above is used. The parameters calculated by the Porod
analysis are given below:
| Porod constant K | (see Extrapolation) |
| Surface to volume ratio | = π K φ (1 - φ) / Q |
| Characteristic chord length lp | = 4Q / π K |
| Crystalline chord length | lp / (1 - φ) |
| Amorphous chord length | lp / φ |
where Q = Invariant (see Transfrom)
4.3.3 Normalisation
(This
is only applicable if CORFUNC is being used to generate volume fraction
profiles - see Overview)
4.3.4 Output
The parameters described in sections 4.3.1 and 4.3.2 are output to the Message window and are also saved in an external ASCII file named:
A01000.LIS
(assuming scattering data filename A01000.nnn where n is any alphanumeric character)
An ASCII text file EXTRACT.TXT is also written. This contains the parameters
used in the extraction process.
4.3.5 Errors and warnings
See the Errors
and Warnings section.


| Modifier and Type | Method and Description |
|---|---|
static void |
QATestUtils.initStateTupleArray(int srvcIndx,
int attrIndx,
int superChainLen,
net.jini.core.lookup.ServiceItem[] srvcItems,
net.jini.core.lookup.ServiceItem[] srvcsForEquals,
net.jini.core.entry.Entry[][] attrs,
QATestUtils.SrvcAttrTuple[][][] state)
Initializes the given SrvcAttrTuple state array element at the two
given index values to the corresponding values contained in the
arguments named srvcItems and attrs
This method is currently employed by the following test classes:
NotifyOnComboAttrAddNull
NotifyOnComboAttrAddNonNull
NotifyOnComboAttrModNull
NotifyOnComboAttrModNonNull
NotifyOnComboAttrDelNull
NotifyOnComboAttrDelNonNull
NotifyOnComboSrvcLeaseExp
|
static void |
QATestUtils.initStateTupleArray(net.jini.core.lookup.ServiceItem[] srvcItems,
net.jini.core.lookup.ServiceItem[] srvcsForEquals,
net.jini.core.entry.Entry[][] attrs,
QATestUtils.SrvcAttrTuple[][][] state)
Initializes all of the elements in the given SrvcAttrTuple array to
null for the attribute component of the Tuple; and to the
corresponding service item for the service component
This method is currently employed by the following test classes:
NotifyOnComboAttrAddNull
NotifyOnComboAttrAddNonNull
NotifyOnComboSrvcReg
|
void |
QATestUtils.SrvcAttrTuple.setEqualTo(QATestUtils.SrvcAttrTuple tuple)
Sets this tuple equal to the given tuple
|
static void |
QATestUtils.setExpectedEvents(int srvcIndx,
net.jini.core.lookup.ServiceItem[] srvcItems,
net.jini.core.lookup.ServiceItem[] srvcsForEquals,
net.jini.core.entry.Entry[][] attrs,
net.jini.core.lookup.ServiceTemplate[] template,
QATestUtils.SrvcAttrTuple[][][] state,
List tuples)
From the assumption that an event was registered using a template
containing the class of both the input srvcObj argument and the
attrObj argument, this method "predicts" all of the service/attribute
"pairs" corresponding to the set of events that will be generated
from the "base" pair represented by the input srvcObj/attrObj pair.
|
static void |
QATestUtils.setExpectedEvents(Object srvcObj,
net.jini.core.lookup.ServiceItem[] srvcItems,
net.jini.core.lookup.ServiceItem[] srvcsForEquals,
net.jini.core.entry.Entry[][] attrs,
int nSrvcsPerClass,
net.jini.core.lookup.ServiceTemplate[][] template,
QATestUtils.SrvcAttrTuple[][][] preEventState,
QATestUtils.SrvcAttrTuple[][][] postEventState,
List tuples)
From the assumption that the addition, modification or deletion
of an attribute of one of the registered service classes will
result in one or more events being generated by the lookup service,
this method "predicts" all of the service/attribute "pairs"
corresponding to the set of events that will be generated from
the "base" pair represented by the input srvcObj/attrObj pair.
|
static void |
QATestUtils.setExpectedEvents(Object srvcObj,
net.jini.core.lookup.ServiceItem[] srvcItems,
net.jini.core.lookup.ServiceItem[] srvcsForEquals,
net.jini.core.entry.Entry[][] attrs,
int nSrvcsPerClass,
net.jini.core.lookup.ServiceTemplate[][] template,
QATestUtils.SrvcAttrTuple[][][] preEventState,
QATestUtils.SrvcAttrTuple[][][] postEventState,
List tuples)
From the assumption that the addition, modification or deletion
of an attribute of one of the registered service classes will
result in one or more events being generated by the lookup service,
this method "predicts" all of the service/attribute "pairs"
corresponding to the set of events that will be generated from
the "base" pair represented by the input srvcObj/attrObj pair.
|
| Modifier and Type | Field and Description |
|---|---|
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrAddNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrDelNonNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboSrvcLeaseExp.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrModNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboSrvcReg.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrDelNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrAddNonNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrModNonNull.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrAddNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrDelNonNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboSrvcLeaseExp.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrModNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboSrvcReg.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrDelNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrAddNonNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrModNonNull.oldState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnEntryAttrAddNull.state |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnEntrySrvcReg.state |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnEntryAttrAddNonNull.state |
| Modifier and Type | Field and Description |
|---|---|
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrSet.newState |
protected QATestUtils.SrvcAttrTuple[][][] |
NotifyOnComboAttrSet.oldState |
Copyright 2007-2013, multiple authors.
Licensed under the Apache License, Version 2.0, see the NOTICE file for attributions.


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public class NPTmpRetainingTreeNormalizer extends BobChrisTreeNormalizer
S < (/^NP-SBJ/ < -NONE-) --> S-G
| Modifier and Type | Class and Description |
|---|---|
static class |
NPTmpRetainingTreeNormalizer.NPTmpAdvRetainingTreeReaderFactory
Implementation of TreeReaderFactory, mainly for convenience of
constructing by reflection.
|
static class |
NPTmpRetainingTreeNormalizer.NPTmpRetainingTreeReaderFactory
Implementation of TreeReaderFactory, mainly for convenience of
constructing by reflection.
|
BobChrisTreeNormalizer.AOverAFilter, BobChrisTreeNormalizer.EmptyFilter
| Modifier and Type | Field and Description |
|---|---|
static int |
TEMPORAL_9 |
static int |
TEMPORAL_ACL03PCFG |
static int |
TEMPORAL_ALL_NP |
static int |
TEMPORAL_ALL_NP_AND_PP |
static int |
TEMPORAL_ALL_NP_EVEN_UNDER_PP |
static int |
TEMPORAL_ALL_NP_PP_ADVP |
static int |
TEMPORAL_ALL_TERMINALS |
static int |
TEMPORAL_ANY_TMP_PERCOLATED |
static int |
TEMPORAL_NONE |
static int |
TEMPORAL_NP_AND_PP_WITH_NP_HEAD |
aOverAFilter, emptyFilter, tlp
| Constructor and Description |
|---|
NPTmpRetainingTreeNormalizer() |
NPTmpRetainingTreeNormalizer(int temporalAnnotation,
boolean doSGappedStuff) |
NPTmpRetainingTreeNormalizer(int temporalAnnotation,
boolean doSGappedStuff,
int leaveItAll,
boolean doAdverbialNP) |
NPTmpRetainingTreeNormalizer(int temporalAnnotation,
boolean doSGappedStuff,
int leaveItAll,
boolean doAdverbialNP,
HeadFinder headFinder)
Create a TreeNormalizer that maintains some functional annotations,
particularly those involving temporal annotation.
|
| Modifier and Type | Method and Description |
|---|---|
protected java.lang.String |
cleanUpLabel(java.lang.String label)
Remove things like hyphened functional tags and equals from the
end of a node label.
|
Tree |
normalizeWholeTree(Tree tree,
TreeFactory tf)
Normalize a whole tree -- one can assume that this is the root.
|
normalizeNonterminal, normalizeTerminal, transformTree
public static final int TEMPORAL_NONE
public static final int TEMPORAL_ACL03PCFG
public static final int TEMPORAL_ANY_TMP_PERCOLATED
public static final int TEMPORAL_ALL_TERMINALS
public static final int TEMPORAL_ALL_NP
public static final int TEMPORAL_ALL_NP_AND_PP
public static final int TEMPORAL_NP_AND_PP_WITH_NP_HEAD
public static final int TEMPORAL_ALL_NP_EVEN_UNDER_PP
public static final int TEMPORAL_ALL_NP_PP_ADVP
public static final int TEMPORAL_9
public NPTmpRetainingTreeNormalizer()
public NPTmpRetainingTreeNormalizer(int temporalAnnotation, boolean doSGappedStuff)
public NPTmpRetainingTreeNormalizer(int temporalAnnotation, boolean doSGappedStuff, int leaveItAll, boolean doAdverbialNP)
public NPTmpRetainingTreeNormalizer(int temporalAnnotation, boolean doSGappedStuff, int leaveItAll, boolean doAdverbialNP, HeadFinder headFinder)
temporalAnnotation
- One of the constants:
TEMPORAL_NONE (no temporal annotation kept on trees),
TEMPORAL_ACL03PCFG (temporal annotation on NPs, and percolated down
to head of constituent until and including POS tag),
TEMPORAL_ANY_TMP_PERCOLATED (temporal annotation on any phrase is
kept and percolated via head chain to and including POS tag),
TEMPORAL_ALL_TERMINALS (temporal annotation is kept on NPs, and
is placed on all POS tag daughters of that NP (but is not
percolated down a head chain through phrasal categories),
TEMPORAL_ALL_NP (temporal annotation on NPs, and it is percolated
down via the head chain, but only through NPs: annotation stops
at either a POS tag (which is annotated) or a non-NP head
(which isn't annotated)),
TEMPORAL_ALL_NP_AND_PP (keeps temporal annotation on NPs and PPs,
and it is percolated down via the head chain, but only through
NPs: annotation stops at either a POS tag (which is annotated)
or a non-NP head (which isn't annotated)).
TEMPORAL_NP_AND_PP_WITH_NP_HEAD (like TEMPORAL_ALL_NP_AND_PP
except an NP is regarded as the head of a PP)
TEMPORAL_ALL_NP_EVEN_UNDER_PP (like TEMPORAL_ALL_NP, but a PP-TMP
annotation above an NP is 'passed down' to annotate that NP
as temporal (but the PP itself isn't marked))
TEMPORAL_ALL_NP_PP_ADVP (keeps temporal annotation on NPs, PPs, and
ADVPs
and it is percolated down via the head chain, but only through
those categories: annotation stops at either a POS tag
(which is annotated)
or a non-NP/PP/ADVP head (which isn't annotated)),
TEMPORAL_9 (annotates like the previous one but
does all NP inside node, and their children if
pre-pre-terminal rather than only if head).doSGappedStuff
- Leave -SBJ marking on subject NP and then mark
S-G sentences with a gapped subject.leaveItAll
- 0 means the usual stripping of functional tags and indices;
1 leaves all functional tags but still strips indices;
2 leaves everythingdoAdverbialNP
- Leave -ADV functional tag on adverbial NPs and
maybe add it to their headheadFinder
- A head finder that is used with some of the
options for temporalAnnotationprotected java.lang.String cleanUpLabel(java.lang.String label)
cleanUpLabel
in class BobChrisTreeNormalizer
label
- The label from the treebankpublic Tree normalizeWholeTree(Tree tree, TreeFactory tf)
normalizeWholeTree
in class BobChrisTreeNormalizer
tree
- The tree to be normalizedtf
- the TreeFactory to create new nodes (if needed)


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Teams uses audio and video technology (codecs) that can adapt to—and therefore perform better under—most network conditions. To ensure optimal and consistent performance, you should prepare your network for Teams.
Network performance can affect the performance of Teams and thereby user happiness and satisfaction. Three major risk areas can affect how users perceive network quality:
Bandwidth planning will help you determine whether your deployment might be affected by any of these factors and will help you move toward a resolution.
Microsoft Teams gives you the best audio, video, and content sharing experience regardless of your network conditions. With variable codecs, media can be negotiated in limited bandwidth environments with minimal impact. But where bandwidth is not a concern, experiences can be optimized for quality, including up to 1080p video resolution, up to 30 frames per second (fps) for video and 15 fps for content, as well as high-fidelity audio.
Teams is always conservative on bandwidth utilization and can deliver HD video quality in under 1.2 Mbps. Actual bandwidth consumption in each audio/video call or meeting will vary based on several factors, such as video layout, video resolution, and video fps. When more bandwidth is available, quality and usage will increase to deliver the best experience.
Many networks were designed to use a hub and spoke topology. In this topology, internet traffic typically traverses the WAN to a central datacenter before it emerges (egresses) to the internet. Often, this is done to centralize network security devices with the goal of reducing overall cost.
Back-hauling traffic across the WAN increases latency and has a negative impact on quality and the user experience. Because Microsoft Teams runs on Microsoft’s large global network, there’s often a network peering location close to the user. A user will most likely get better performance by egressing out of a local internet point close to their location and on to our voice-optimized network as soon as possible. For some workloads, DNS requests are used to send traffic to the nearest front-end server. In such cases, it’s important that when using a local egress point, it’s paired with local DNS resolution.
Optimizing the network path to Microsoft’s global network will improve performance and ultimately provide the best experience for users. To get an optimal experience using real-time media within Microsoft Teams, you must meet the networking requirements for Microsoft 365.
Client to Microsoft Edge and Customer Edge to Microsoft Edge are the two defining network segments. Use the Network Assessment Tool to test both network segments. This tool can be deployed on both the client PC directly and on a PC connected to the Customer Network Edge.
VPNs are typically not designed or configured to support real-time media. We recommend you provide an alternate path that bypasses the VPN for Teams traffic. This is commonly known as split-tunnel VPN. Split tunneling means that traffic won’t traverse the VPN but will go directly to Teams. This change will have a positive impact on quality, but also provides the secondary benefit of reducing load from the VPN devices and the organization’s network.
To implement a split-tunnel, consult with your VPN vendor for the configuration details.
Like VPN, Wi-Fi networks aren’t necessarily designed or configured to support real-time media. Planning for, or optimizing, a Wi-Fi network to support Teams is an important consideration for a high-quality deployment.
There are several factors that come into play for optimizing a Wi-Fi network:
Each wireless vendor has its own recommendations for deploying its wireless solution. We recommend that you consult your vendor for specific guidance.
Microsoft Teams connects to Microsoft Online Services. For Teams to function correctly, you must open TCP ports 80 and 443 from the clients to the internet, and UDP ports 3478 through 3481 from the clients to the internet. The TCP ports are used to connect to web-based content such as SharePoint Online, Exchange Online, and the Teams Chat services. Plug-ins and connectors also connect over these TCP ports. The four UDP ports are used for media such as audio and video, to ensure they flow correctly.
If your organization requires that you specify the exact IP address ranges and domains to which these ports should be opened, you can restrict the target IP ranges and domains for these ports. For a list of exact ports, protocols, and IP ranges, see Microsoft 365 URLs and IP address ranges. It’s also a good practice to test whether all ports are opened by running the Skype for Business Network Assessment Tool on a regular basis.
We also recommend that you bypass any proxy servers for all Teams services. Although using a proxy might work, media will be forced to use TCP instead of UDP, which will result in a reduction in quality.
Ensure that all the client computers running the Teams client can resolve external DNS queries to discover the services provided by Microsoft 365.
When multiple users and devices access Microsoft 365 by using Network Address Translation (NAT) or Port Address Translation (PAT), you need to ensure that the devices hidden behind each publicly routable IP address don’t exceed the supported number.
To mitigate this risk, ensure adequate public IP addresses are assigned to the NAT pools to prevent port exhaustion. Port exhaustion will cause internal end users and devices to face issues when connecting to the Microsoft 365 services.
If your environment has an intrusion detection system and/or intrusion prevention system deployed for an extra layer of security for outbound connections, ensure that any traffic that has Microsoft 365 URLs as its destination is whitelisted.
After you’ve completed your planning and network preparation—including upgrading bandwidth and opening ports in the firewall—you should test your network’s performance. The test results will paint a clearer picture of any network optimization or remediation required for the success of your Teams implementation.
The Skype for Business Network Assessment Tool will tell you whether your network is ready for Teams. The tool offers dual functionality: it can test whether all the correct ports have been opened, and it can test for network impairments, including latency, packet loss, and jitter.
If the results of bandwidth planning, port testing, or network requirements testing show that your current network needs remediation before you deploy Teams, you can accomplish this in several ways:
Note
Many networks evolve over time due to upgrades, expansion, or other business requirements. Ensure that you have operational processes in place to maintain these areas as part of your service management planning.
These are the main takeaways from this guidance. You must:


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This is a busy commercial port. The town is modern with little attraction but is useful for fueling and provisioning.
Position 43°03'N, 17°26.2'E.
Port of Entry with all officials based here.
Enter into the inner harbour and moor on the SW quay, near the fuel berth and beyond the ferry quay.
Good shelter.
Last updated February 2010.


Dermatologist
A dermatologist is the medical expert you should consult if you have any significant problem with your skin. Dermatology
is the science that is concerned with the diagnosis and treatment of diseases of
the skin, hair and nails.
Fees :-INR 500/-
Pediatrician
Pediatricians are doctors who manage the health of your child, including physical, behavior, and mental health issues. They're
trained to diagnose and treat childhood illnesses, from minor health problems to
serious diseases.
Fees :-INR 500/-
Gynecologist
Gynaecology or gynecology (see spelling differences) is the medical practice dealing with the health of the female reproductive
systems (vagina, uterus, and ovaries) and the breasts. Literally, outside medicine,
the term means "the science of women".
Fees :-INR 500/-
Opthalmologist
An ophthalmologist is a doctor whose specialty is diseases and conditions of the eyes, especially things that relate to vision.
They are the doctors who examine your eyes and writes the prescription for your contact
lenses.
Fees :-INR 500/-
Psychiatrist
A physiatrist is a medical doctor or doctor of osteopathic medicine who specializes in Physical Medicine and Rehabilitation
(also called PM&R physicians). Physiatrists diagnose and treat both acute pain and
chronic pain and specialize in a wide variety of nonsurgical treatments for the musculoskeletal
system.
Fees :-INR 500/-
Dentist
A licensed practitioner who is skilled in the prevention, diagnosis, and treatment of diseases, injuries, and malformations
of the teeth, jaws, and mouth and who makes and inserts false teeth.
Fees :-INR 500/-
Cardiologist
A cardiologist is a heart doctor. He or she is the one to visit if you feel a tightness in your chest and shortness of breath.
One would see a cardiologist if he or she had which of the following symptoms?
- an irregular heartbeat
- slurred speech
- a stuffy nose
Fees :-INR 500/-
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{# Submission timeline for a non-changing project. Used for archived and published projects #} {# This assumes all edits and copyedits have been complete #}
The editor finished copyediting the submission.
{% if c.made_changes %}The editor comments regarding the changes made are as follows:
{{ c.changelog_summary|linebreaks }} {% else %}No changes were made during the copyedit.
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Well, the federation is once again at war with the Klingon empire. It is up to you, as captain of the U.S.S. Enterprise, to wipe out the invasion fleet and save the Federation.
For the purposes of the game the galaxy is divided into 64 quadrants on an eight by eight grid, with quadrant 0,0 in the upper left hand corner. Each quadrant is divided into 100 sectors on a ten by ten grid. Each sector contains one object (e.g., the Enterprise, a Klingon, or a star).
Navigation is handled in degrees, with zero being straight up and ninety being to the right. Distances are measured in quadrants. One tenth quadrant is one sector.
The galaxy contains starbases, at which you can dock to refuel, repair damages, etc. The galaxy also contains stars. Stars usually have a knack for getting in your way, but they can be triggered into going nova by shooting a photon torpedo at one, thereby (hopefully) destroying any adjacent Klingons. This is not a good practice however, because you are penalized for destroying stars. Also, a star will sometimes go supernova, which obliterates an entire quadrant. You must never stop in a supernova quadrant, although you may "jump over" one.
Some starsystems have inhabited planets. Klingons can attack inhabited planets and enslave the populace, which they then put to work building more Klingon battle cruisers.
To request the game, issue the command
/usr/games/trek
from the shell. If a filename is supplied, a log of the game is written onto that file. (Otherwise, no file is written.) If the ``-a'' flag is stated before the filename, the log of the game is appended to the file.
The game will ask you what length game you would like. Valid responses are "short", "medium", and "long". You may also type "restart", which restarts a previously saved game. Ideally, the length of the game does not affect the difficulty, but currently the shorter games tend to be harder than the longer ones.
You will then be prompted for the skill, to which you must respond "novice", "fair", "good", "expert", "commodore", or "impossible". You should start out with a novice and work up, but if you really want to see how fast you can be slaughtered, start out with an impossible game.
In general, throughout the game, if you forget what is appropriate the game will tell you what it expects if you just type in a question mark.
If the game expects you to enter a command, it will say ^"Command: " and wait for your response. Most commands can be abbreviated.
At almost any time you can type more than one thing on a line. For example, to move straight up one quadrant, you can type
move 0 1or you could just type
moveand the game would prompt you with
Course:to which you could type
0 1The "1" is the distance, which could be put on still another line. Also, the "move" command could have been abbreviated "mov", "mo", or just "m".
If you are partway through a command and you change your mind, you can usually type "-1" to cancel the command.
Klingons generally cannot hit you if you don't consume anything (e.g., time or energy), so some commands are considered "free". As soon as you consume anything though -- POW!
| Mnemonic: | srscan |
|---|---|
| Shortest Abbreviation: | s |
| Full Commands: | srscan srscan yes/no |
| Consumes: | nothing |
The short range scan gives you a picture of the quadrant you are in, and (if you say "yes") a status report which tells you a whole bunch of interesting stuff. You can get a status report alone by using the status command. An example follows:
Short range sensor scan
0 1 2 3 4 5 6 7 8 9 0 . . . . . . . * . * 0 stardate 3702.16 1 . .  K . . . . . . 8 time left 6.43 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4 0 1 2 3 4 5 6 7 8 9Distressed Starsystem Marcus XII
The cast of characters is as follows:
E the hero K the villain # the starbase * stars @ inhabited starsystem . empty space a black hole
The name of the starsystem is listed underneath the short range scan. The word "distressed", if presetnt, means that the starsystem is under attack.
Short range scans are absolutely free. They use no time, no energy, and they don't give the Klingons another chance to hit you.
| Mnemonic: | status |
|---|---|
| Shortest Abbreviation: | s |
| Consumes: | nothing |
This command gives you information about the current status of the game and your ship, as follows:
| Stardate | The current stardate. |
|---|---|
| Condition |
as follows:
RED -- in battle YELLOW -- low on energy GREEN -- normal state DOCKED -- docked at starbase CLOAKED -- the cloaking device is activated |
| Position | Your current quadrant and sector. | Warp Factor | The speed you will move at when you move under warp power (with the move command). |
| Total Energy | Your energy reserves. If they drop to zero, you die.  If you kill Klingons quickly, this number goes up, otherwise, it goes down. If it hits zero, the Federation is conquered. |
| Life Support | If "active", everything is fine. If "damaged", your reserves tell you how long you have to repair your life support or get to a starbase before you starve, suffocate, or something equally unpleasant. |
| Current Crew | The number of crew members left. This figures does not include officers. |
| Brig Space | The space left in your brig for Klingon captives. |
| Klingon Power | The number of units needed to kill a Klingon. Remember, as Klingons fire at you they use up their own energy, so you probably need somewhat less than this. |
| Skill, Length | The skill and length of the game you are playing. |
Status information is absolutely free.
| Mnemonic: | lrscan |
|---|---|
| Shortest Abbreviation: | l |
| Consumes: | nothing |
Long range scan gives you information about the eight quadrants that surround the quadrant you're in. A sample long range scan follows:
Long range scan for quadrant 0,3
2 3 4 ---------------------- ! * ! * ! * ! ---------------------- 0 ! 108 ! 6 ! 19 ! ---------------------- 1 ! 9 ! /// ! 8 ! ----------------------
The three digit numbers tell the number of objects in the quadrants. The units digit tells the number of stars, the tens digit the number of starbases, and the hundreds digit is the number of Klingons. "*" indicates the negative energy barrier at the edge of the galaxy, which you cannot enter. "///" means that that is a supernova quadrant and must not be entered.
| Mnemonic: | damages |
|---|---|
| Shortest Abbreviation: | da |
| Consumes: | nothing |
A damage report tells you what devices are damaged and how long it will take to repair them. Repairs proceed faster when you are docked at a starbase.
| Mnemonic: | warp |
|---|---|
| Shortest Abbreviation: | w |
| Full Commands: | warp factor |
| Consumes: | nothing |
The warp factor tells the speed of your starship when you move under warp power (with the move command). The higher the warp factor, the faster you go, and the more energy you use.
The minimum warp factor is 1.0 and the maximum is 10.0. At speeds above warp 6 there is danger of the warp engines being damaged. The probability of this increases at higher warp speeds. Above warp 9.0 there is a chance of entering a time warp.
| Mnemonic: | move |
|---|---|
| Shortest Abbreviation: | m |
| Full Commands: | move course distance |
| Consumes: | time and energy |
This is the usual way of moving. The course is in degrees and the distance is in quadrants. To move one sector specify a distance of 0.1.
Time is consumed proportionately to the inverse of the warp factor squared, and directly to the distance. Energy is consumed as the warp factor cubed, and directly to the distance. If you move with your shields up it doubles the amount of energy consumed.
When you move in a quadrant containing Klingons, they get a chance to attack you.
The computer detects navigation errors. If the computer is out, you run the risk of running into things.
The course is determined by the Space Inertial Navigation System [SINS]. As described in Star Fleet Technical Order TO:02:06:12, the SINS is calibrated, after which it becomes the base for navigation. If damaged, navigation becomes inaccurate. When it is fixed, Spock recalibrates it, however, it cannot be calibrated extremely accurately until you dock at starbase.
| Mnemonic: | impulse |
|---|---|
| Shortest Abbreviation: | i |
| Full Commands: | impulse course distance |
| Consumes: | time and energy |
The impulse engines give you a chance to maneuver when your warp engines are damaged; however, they are incredibly slow (0.095 quadrants/stardate). They require 20 units of energy to engage, and ten units per sector to move.
The same comments about the computer and the SINS apply as above.
There is no penalty to move under impulse power with shields up.
| Mnemonic: | shields |
|---|---|
| Shortest Abbreviation: | sh |
| Full Commands: | shields up/down |
| Consumes: | energy |
Shields protect you from Klingon attack and nearby novas. As they protect you, they weaken. A shield which is 78% effective will absorb 78% of a hit and let 22% in to hurt you.
The Klingons have a chance to attack you every time you raise or lower shields. Shields do not rise and lower instantaneously, so the hit you receive will be computed with the shields at an intermediate effectiveness.
It takes energy to raise shields, but not to drop them.
| Mnemonic: | cloak |
|---|---|
| Shortest Abbreviation: | cl |
| Full Commands: | cloak up/down |
| Consumes: | energy |
When you are cloaked, Klingons cannot see you, and hence they do not fire at you. They are useful for entering a quadrant and selecting a good position, however, weapons cannot be fired through the cloak due to the huge energy drain that it requires.
The cloak up command only starts the cloaking process; Klingons will continue to fire at you until you do something which consumes time.
| Mnemonic: | phasers |
|---|---|
| Shortest Abbreviation: | p |
| Full Commands: |
phasers automatic amount phasers manual amt1 course1 spread1 ... |
| Consumes: | energy |
Phasers are energy weapons; the energy comes from your ship's reserves ("total energy" on a srscan). It takes about 250 units of hits to kill a Klingon. Hits are cumulative as long as you stay in the quadrant.
Phasers become less effective the further from a Klingon you are. Adjacent Klingons receive about 90% of what you fire, at five sectors about 60%, and at ten sectors about 35%. They have no effect outside of the quadrant.
Phasers cannot be fired while shields are up; to do so would fry you. They have no effect on starbases or stars.
In automatic mode the computer decides how to divide up the energy among the Klingons present; in manual mode you do that yourself.
In manual mode firing you specify a direction, amount (number of units to fire) and spread (0 -> 1.0) for each of the six phaser banks. A zero amount terminates the manual input.
| Mnemonic: | torpedo |
|---|---|
| Shortest Abbreviation: | t |
| Full Commands: | torpedo course [yes/no] [burst angle] |
| Consumes: | torpedoes |
Torpedoes are projectile weapons -- there are no partial hits. You either hit your target or you don't. A hit on a Klingon destroys him. A hit on a starbase destroys that starbase (woops!). Hitting a star usually causes it to go nova, and occasionally supernova.
Photon torpedoes cannot be aimed precisely. They can be fired with shields up, but they get even more random as they pass through the shields.
Torpedoes may be fired in bursts of three. If this is desired, the burst angle is the angle between the three shots, which may vary from one to fifteen. The word "no" says that a burst is not wanted; the word "yes" (which may be omitted if stated on the same line as the course) says that a burst is wanted.
Photon torpedoes have no effect outside the quadrant.
| Mnemonic: | computer |
|---|---|
| Shortest Abbreviation: | c |
| Full Commands: | computer request; request;... |
| Consumes: | nothing |
The computer command gives you access to the facilities of the onboard computer, which allows you to do all sorts of fascinating stuff. Computer requests are:
| score | Shows your current score. |
|---|---|
| course quad/sect | Computes the course and distance from wherever you are to the given location. If you type "course /x,y" you will be given the course to sector x,y in the current quadrant. |
| move quad/sect | Identical to the course request, except that the move is executed. |
| chart | prints a chart of the known galaxy, i.e., everything that you have seen with a long range scan. The format is the same as on a long range scan, except that "..." means that you don't yet know what is there, and ".1." means that you know that a starbase exists, but you don't know anything else. "$$$" mans the quadrant that you are currently in. |
| trajectory | prints the course and distance to all the Klingons in the quadrant. |
| warpcost dist warp_factor | computes the cost in time and energy to move `dist' quadrants at warp `warp_factor'. |
| impcost dist | same as warpcost for impulse engines. |
| pheff range | tells how effective your phasers are at a given range. |
| distresslist | gives a list of currently distressed starbases and starsystems. |
More than one request may be stated on a line by separating them with semicolons.
| Mnemonic: | dock |
|---|---|
| Shortest Abbreviation: | do |
| Consumes: | nothing |
You may dock at a starbase when you are in one of the eight adjacent sectors.
When you dock you are resupplied with energy, photon torpedoes, and life support reserves. Repairs are also done faster at starbase. Any prisoners you have taken are unloaded. You do not receive points for taking prisoners until this time.
Starbases have their own deflector shields, so you are safe from attack while docked.
| Mnemonic: | undock |
|---|---|
| Shortest Abbreviation: | u |
| Consumes: | nothing |
This just allows you to leave starbase so that you may proceed on your way.
| Mnemonic: | rest |
|---|---|
| Shortest Abbreviation: | r |
| Full Commands: | rest time |
| Consumes: | time |
This command allows you to rest to repair damages. It is not advisable to rest while under attack.
| Mnemonic: | help |
|---|---|
| Shortest Abbreviation: | help |
| Consumes: | nothing |
You may call starbase for help via your subspace radio. Starbase has long range transporter beams to get you. Problem is, they can't always rematerialize you.
You should avoid using this command unless absolutely necessary, for the above reason and because it counts heavily against you in the scoring.
| Mnemonic: | capture |
|---|---|
| Shortest Abbreviation: | ca |
| Consumes: | time |
You may request that a Klingon surrender to you. If he accepts, you get to take captives (but only as many as your brig can hold). It is good if you do this, because you get points for captives. Also, if you ever get captured, you want to be sure that the Federation has prisoners to exchange for you.
You must go to a starbase to turn over your prisoners to Federation authorities.
| Mnemonic: | visual |
|---|---|
| Shortest Abbreviation: | v |
| Full Commands: | visual course |
| Consumes: | time |
When your short range scanners are out, you can still see what is out "there" by doing a visual scan. Unfortunately, you can only see three sectors at one time, and it takes 0.005 stardates to perform.
The three sectors in the general direction of the course specified are examined and displayed.
| Mnemonic: | abandon |
|---|---|
| Shortest Abbreviation: | abandon |
| Full Commands: | shields up/down |
| Consumes: | nothing |
The officers escape the Enterprise in the shuttlecraft. If the transporter is working and there is an inhabitable starsystem in the area, the crew beams down, otherwise you leave them to die. You are given an old but still usable ship, the Faire Queene.
| Mnemonic: | ram |
|---|---|
| Shortest Abbreviation: | ram |
| Full Commands: | ram course distance |
| Consumes: | time and energy |
This command is identical to "move", except that the computer doesn't stop you from making navigation errors.
You get very nearly slaughtered
if you ram anything.
| Mnemonic: | destruct |
|---|---|
| Shortest Abbreviation: | destruct |
| Consumes: | everything |
Your starship is self-destructed. Chances are you will destroy any Klingons (and stars, and starbases) left in your quadrant.
| Mnemonic: | termnate |
|---|---|
| Shortest Abbreviation: | terminate |
| Full Commands: | terminate yes/no |
Cancels the current game. No score is computed. If you answer yes, a new game will be started, otherwise trek exits.
| Mnemonic: | shell |
|---|---|
| Shortest Abbreviation: | shell |
Temporarily escapes to the shell. When you exit the shell you will return to the game.
The scoring algorithm is rather complicated.
Basically,
you get points for each Klingon you kill,
for your Klingon per stardate kill rate,
and a bonus if you win the game.
You lose
points for the number of Klingons left
in the galaxy
at the end of the game,
for getting killed,
for each star, starbase, or inhabited starsystem
you destroy,
for calling for help,
and for each casualty you incur.
You will be promoted if you play very well. You will never get a promotion if you call for help, abandon the Enterprise, get killed, destroy a starbase or inhabited starsystem, or destroy too many stars.
| Command | Requires | Consumes |
|---|---|---|
| abandon | shuttlecraft,transporter | - |
| capture | subspace radio | time |
| cloak up/down | cloaking device | energy |
| computer request; ... | computer | - |
| damages | - | - |
| destruct | computer | - |
| dock | - | - |
| help | subspace radio | - |
| impulse course distance | impulse engines,computer,SINS | time, energy |
| lrscan | L.R. sensors | - |
| move course distance | warp engines,computer,SINS | time, energy |
| phasers automatic amount amt1 course1 spread1 | phasers, computer | energy phasers |
| torpedo course [yes] angle/no | torpedo tubes | torpedoes |
| ram course distance | warp engines,computer,SINS | time, energy |
| rest time | - | time |
| shell | - | - |
| shields up/down | shields | energy |
| srscan [yes/no] | S.R. sensors | - |
| status | - | - |
| terminate yes/no | - | - |
| undock | - | - |
| visual course | - | time |
| warp warp_factor | - | - |


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The purpose of this package is to supply abstract classes that
facilitate the implementation of turn-based boardgames. Most
classes in this package are abstract and do not have much to them
except a skeleton. The notable exceptions are History, Move and
ContinuationList (and it's implementations).
These three classes create a datastructure that resembles a
tree. It's a history of the moves in the game and includes
variations. While the History class maintains access to the
datastructure, Moves are nodes on the structure and ContinuationList
allows for the branching that variations necessitate. ContinuationList
is also used for promoting and demoting variations to the mainline.


Gateway
BOT
16-Jan-19 07:43 AM
[dscrdvrsc] <miketout> @Patrick ManBearPig there was a scammer that offerred 0.1 BTC for listing on Stex, which the Verus Coin Foundation, a contributing organization, but also part of the Verus community, paid and was scammed. Then, Stex came back and said they would want to list Verus, but the fee would be 1 BTC, which was partially raised by individuals the community and the rest paid by the Foundation.
(edited)
[dscrdvrsc] <miketout> That was a lesson learned, but not a big hit for the Foundation and not the community.
[dscrdvrsc] <Patrick ManBearPig> Sounds like it must have been an inside job by an employee
[dscrdvrsc] <miketout> employee of who? are you referring to the Cryptopia hack now?
[dscrdvrsc] <Patrick ManBearPig> Stex employee
[dscrdvrsc] <miketout> i don't think so
[dscrdvrsc] <Patrick ManBearPig> Seems far too coincidental
[dscrdvrsc] <miketout> i got the mail from the scammer, and it was through an SMTP relay, which I didn't verify
[dscrdvrsc] <Patrick ManBearPig> A scammer and the exchange both happen to contact you?
[dscrdvrsc] <miketout> Stex didn't contact me, they responded to my reply, just not in time
[dscrdvrsc] <miketout> telling me that they had not had any prior contact with us
[dscrdvrsc] <Patrick ManBearPig> ah ok
[dscrdvrsc] <miketout> and that was their actual listing fee as posted
[dscrdvrsc] <Patrick ManBearPig> I will list vrsc on my exchange for a low fee of 33,000 vrsc
[dscrdvrsc] <miketout> i assume you're joking and aren't like cz_binance incognito
[dscrdvrsc] <Patrick ManBearPig> Well, I don't have an exchange but if you send me that many coins I will make sure I throw one together
[dscrdvrsc] <miketout> sounds good. i'm sure the community will like the idea too
[dscrdvrsc] <Patrick ManBearPig> It will have a strict KYC requirement which unfortunately prohibits every country, and a withdrawal fee of 1btc while I stake all the coins
[dscrdvrsc] <miketout> ok, so you'll be self-sustainable from such high fees, so you'll be stable. i get it
[dscrdvrsc] <miketout> and with the kyc, you can take z-txes from nowhere. sounds brilliant
[dscrdvrsc] <Patrick ManBearPig> Think of it as a good way to test the security of staking on a VPS
[dscrdvrsc] <Patrick ManBearPig> Oh and don't be surprised if I get "hacked" just before tax time
[dscrdvrsc] <miketout> so, i guess the KYC applies only to withdrawals?
[dscrdvrsc] <Patrick ManBearPig> of course
(edited)
[dscrdvrsc] <miketout> makes sense
[dscrdvrsc] <Patrick ManBearPig> I actually made the mistake of depositing to an exchange or two which require kyc for withdrawals
[dscrdvrsc] <Patrick ManBearPig> Thankfully it was only like $10 worth of eth but I will still pissed
[dscrdvrsc] <miketout> really?
[dscrdvrsc] <Patrick ManBearPig> Granted, they don't tell you until you try to withdraw
[dscrdvrsc] <miketout> it seems if you're going to do that, it really needs to be for deposit as well
[dscrdvrsc] <Patrick ManBearPig> But then how could you steal people's funds so easily?
[dscrdvrsc] <miketout> just seems it shouldn't be legal that way, because yeah
[dscrdvrsc] <Patrick ManBearPig> There are many many many bullshit exchanges out there.
[dscrdvrsc] <Patrick ManBearPig> I made the deposit to do some quick arbitrage, then the order book wouldn't even work. Kept trying to place buy orders and it wouldn't fill. Then tried to withdraw the eth and it hit me with the kyc requirement
[dscrdvrsc] <miketout> there are, and some that are just good and trying to make it work. Cryptopia's event isn't going to make things easier
[dscrdvrsc] <miketout> I'm glad DP turned out to be a solid, small exchange
[dscrdvrsc] <Patrick ManBearPig> So far I have had good experience with them
[dscrdvrsc] <miketout> and AACoin with staking is great. i just wish they had a way to earn more trust in the market
[dscrdvrsc] <miketout> very hard to trust an unknown CEX
[dscrdvrsc] <miketout> and very hard to earn trust as one
[dscrdvrsc] <Patrick ManBearPig> They could hire me to proofread their site
[dscrdvrsc] <miketout> you should ask them
[dscrdvrsc] <Patrick ManBearPig> I feel like something has to pop with vrsc trading soon. The order books are the fullest I have seen but with the lowest volume of trades


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networkx.algorithms.connectivity.edge_augmentation.k_edge_augmentation¶
-
k_edge_augmentation
(G, k, avail=None, weight=None, partial=False)[source]¶ Finds set of edges to k-edge-connect G.
Adding edges from the augmentation to G make it impossible to disconnect G unless k or more edges are removed. This function uses the most efficient function available (depending on the value of k and if the problem is weighted or unweighted) to search for a minimum weight subset of available edges that k-edge-connects G. In general, finding a k-edge-augmentation is NP-hard, so solutions are not garuenteed to be minimal. Furthermore, a k-edge-augmentation may not exist.
Parameters: G (NetworkX graph) – An undirected graph.
k (integer) – Desired edge connectivity
avail (dict or a set of 2 or 3 tuples) – The available edges that can be used in the augmentation.
If unspecified, then all edges in the complement of G are available. Otherwise, each item is an available edge (with an optional weight).
In the unweighted case, each item is an edge
(u, v)
.In the weighted case, each item is a 3-tuple
(u, v, d)
or a dict with items(u, v): d
. The third item,d
, can be a dictionary or a real number. Ifd
is a dictionaryd[weight]
correspondings to the weight.weight (string) – key to use to find weights if
avail
is a set of 3-tuples where the third item in each tuple is a dictionary.partial (boolean) – If partial is True and no feasible k-edge-augmentation exists, then all a partial k-edge-augmentation is generated. Adding the edges in a partial augmentation to G, minimizes the number of k-edge-connected components and maximizes the edge connectivity between those components. For details, see
partial_k_edge_augmentation()
.
Yields: edge (tuple) – Edges that, once added to G, would cause G to become k-edge-connected. If partial is False, an error is raised if this is not possible. Otherwise, generated edges form a partial augmentation, which k-edge-connects any part of G where it is possible, and maximally connects the remaining parts.
Raises: - NetworkXUnfeasible: – If partial is False and no k-edge-augmentation exists.
- NetworkXNotImplemented: – If the input graph is directed or a multigraph.
- ValueError: – If k is less than 1
Notes
When k=1 this returns an optimal solution.
When k=2 and
avail
is None, this returns an optimal solution. Otherwise when k=2, this returns a 2-approximation of the optimal solution.- For k>3, this problem is NP-hard and this uses a randomized algorithm that
- produces a feasible solution, but provides no guarantees on the solution weight.
Example
>>> # Unweighted cases >>> G = nx.path_graph((1, 2, 3, 4)) >>> G.add_node(5) >>> sorted(nx.k_edge_augmentation(G, k=1)) [(1, 5)] >>> sorted(nx.k_edge_augmentation(G, k=2)) [(1, 5), (5, 4)] >>> sorted(nx.k_edge_augmentation(G, k=3)) [(1, 4), (1, 5), (2, 5), (3, 5), (4, 5)] >>> complement = list(nx.k_edge_augmentation(G, k=5, partial=True)) >>> G.add_edges_from(complement) >>> nx.edge_connectivity(G) 4
Example
>>> # Weighted cases >>> G = nx.path_graph((1, 2, 3, 4)) >>> G.add_node(5) >>> # avail can be a tuple with a dict >>> avail = [(1, 5, {'weight': 11}), (2, 5, {'weight': 10})] >>> sorted(nx.k_edge_augmentation(G, k=1, avail=avail, weight='weight')) [(2, 5)] >>> # or avail can be a 3-tuple with a real number >>> avail = [(1, 5, 11), (2, 5, 10), (4, 3, 1), (4, 5, 51)] >>> sorted(nx.k_edge_augmentation(G, k=2, avail=avail)) [(1, 5), (2, 5), (4, 5)] >>> # or avail can be a dict >>> avail = {(1, 5): 11, (2, 5): 10, (4, 3): 1, (4, 5): 51} >>> sorted(nx.k_edge_augmentation(G, k=2, avail=avail)) [(1, 5), (2, 5), (4, 5)] >>> # If augmentation is infeasible, then a partial solution can be found >>> avail = {(1, 5): 11} >>> sorted(nx.k_edge_augmentation(G, k=2, avail=avail, partial=True)) [(1, 5)]


--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/Is.20every.20complete.20lattice.20compact.3F.html ---
Is every complete lattice compact? Here the topology is generated by sets of the form {x | a < x < b}
correction: the topology is generated by sets of the form {x | a < x < b} and {x | a < x} and {x | x < b}
I don't really understand the question but are the real numbers a counterexample?
it isn't a complete lattice
at least complete linear orders on a second countable topology form a complete lattice
compact (UNIV :: 'a::{complete_linorder,linorder_topology,second_countable_topology} set)
In Isabelle the proof goes over:
lemma compact_complete_linorder: fixes X :: "nat ⇒ 'a::{complete_linorder,linorder_topology}" shows "∃l r. strict_mono r ∧ (X ∘ r) ⇢ l"
strict_mono
means strictly increasing
Last updated: Apr 24 2020 at 19:02 UTC


Class DisposableMXNetObject
A class which has a pointer of MXNet object which is necessary to be disposed. This is an abstract class.
Inheritance
System.Object
DisposableMXNetObject
Implements
System.IDisposable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: MxNet
Assembly: MxNet.dll
Syntax
public abstract class DisposableMXNetObject : MXNetObject, IDisposable
Constructors
| Improve this Doc View SourceDisposableMXNetObject(Boolean, Boolean)
Initializes a new instance of the DisposableMXNetObject class.
Declaration
protected DisposableMXNetObject(bool isMutable = true, bool isEnabledDispose = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | isMutable | Specifies whether this object is mutable. |
| System.Boolean | isEnabledDispose | Specifies whether this object is disposed when call Dispose(). |
Properties
| Improve this Doc View SourceIsDisposed
Gets a value indicating whether this object is already disposed.
Declaration
public bool IsDisposed { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
IsEnableDispose
Gets a value indicating whether this object is disposed when call Dispose().
Declaration
public bool IsEnableDispose { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
IsMutable
Gets a value indicating whether this object is mutable.
Declaration
public bool IsMutable { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Methods
| Improve this Doc View SourceDispose()
Releases all resources used by this DisposableMXNetObject.
Declaration
public void Dispose()
DisposeManaged()
Releases managed resources.
Declaration
protected virtual void DisposeManaged()
DisposeUnmanaged()
Releases unmanaged resources.
Declaration
protected virtual void DisposeUnmanaged()
ThrowIfDisposed()
If this object is disposed, then System.ObjectDisposedException is thrown.
Declaration
public void ThrowIfDisposed()
Implements
System.IDisposable


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