0.15 Changelog pre-release - What to look forward to
Major features
- Research overhaul. 4 new science packs: Military, Production, High-tech and space.
- Space science packs are generating by launching a rocket.
- Added infinite researches.
- Nuclear power
- Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints
in multiplayer games.
Features
- Map Interaction improvements:
- Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.
- Train stations and trains can be opened by clicking them while in the map view.
- Zoom to the world view from the map. It only shows parts of the map covered by radar or other players
though.
- Custom map markers can be added by the players.
- Added wagon for transporting fluids.
- One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
- When dying in multiplayer you leave behind a body with your items that slowly degrades.
- Added infinite mining productivity research, each tier increases mining productivity by 2%.
- Fuel type now affects vehicle acceleration and top speed.
- Added coal liquefaction oil processing recipe.
- Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources
it will select the fastest available resource extractor.
- Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample
and it only covers trains.
- New scenarios: PvP and Wave defense.
Graphics
- Added high graphics quality option. In this settings the following list of things will have double resolution:
Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam
engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources
- New ore graphics that makes the ore patches look less tiled.
- Tweaked the GUI graphics.
- Decreased the size of the recipe icons on assembling machine by 23%.
Minor features
- Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead
of having to click one at a time.
- Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
- Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
- Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
- Added warning for situation when robots don't have storage place to put items in the logistics network.
- Pumps show their direction in the detailed view.
- Belts and pipes show correct connections when building a bluprint.
- Technologies show the required science packs below the icons in the technology GUI list.
- Technologies are sorted by the science packs needed.
- Added /screenshot command - takes a screenshot of your current game screen.
- Added support for equipment grids in the map editor.
- The build rotation of each blueprint is remembered independently of the general item build rotation.
- Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
- Added optional filters to the deconstruction planner.
- Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling
machine recipe.
- Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
- Added reverse-rotate.
- Offshore pump and generator show pumping speed/fluid usage.
- Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
- Mining rails is disabled if mining starts with trains or gates.
- Toggle fullscreen using Alt + Enter.
- Added "f"/"force" option to the /players command
- Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
- Added /open command - opens another players inventory if you're an admin.
- Added /alerts command - configures alerts for your player.
- Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
- Added /seed command - prints the map seed.
- Added fluids to the production GUI.
- Added kill statistics GUI.
- Added enable/disable all mods button to the mod manager GUI.
- Added automatic barreling support for all fluids.
- Cargo wagons can have settings copied from any distance like Locomotives.
- Added the ability to auto-launch the rocket.
- Train stops can be colored like trains.
- Fish can be collected by robots.
- Extended map generator settings to include an advanced section.
- Added map generator presets.
- Show fog-of-war and radar radius when holding radar in cursor.
- Seed for map creation on the headless server can be specified via map-gen-settings.json
- Damaged items merge into one stack, the health of the stack will be the average of the items.
- Added server whitelist support -- see the /whitelist console command.
- Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
- Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
- Added /permissions command for managing permissions in a multiplayer game.
- Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
- Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
- Server console will print JOIN and LEAVE messages for players joining or leaving.
- Server console messages that aren't a part of the main log can be logged separately by running the server with
the --console-log option.
- Translatable energy units and SI prefixes (eg. "100 ГВт").
- Furnaces and assembling machines show the amount of products finished.
Balancing
- Increased the rate at which resources grow with distance from the center by 50%.
- Crude oil balancing: Halved the resource amount on the map
- Increased the minimum yield from 10% to 20%
- Halved the rate of depletion.
- Doubled the starting yield.
- Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
- Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
- Increased logistic slot/trash slot count from 5 per level to 6 per level.
- Removed processing unit from the modular armor and portable solar panel recipe.
- Increased the pump pumping speed 4 times.
- Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
- Reduced the electric engine recipe requirement of lubricant 20 -> 15
- Reduced the electric furnace recipe requirement of steel 15 -> 10
- Reduced the steel furnace recipe requirement of steel 8 -> 6
- Reduced the pumpjack recipe requirement of steel 10 -> 5
- Reduced crafting time:
- Engine unit + electric engine unit: 20 -> 10
- Pumpjack 10 -> 8
- Advanced circuit 8 -> 6
- Processing unit 15 -> 10
- Cracking recipes 5 -> 3
- Increased stack size of stone wall pipe and belts 50 -> 100
- Increased the maximum power production of steam engine from 510kW to 900kW
- Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
- Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing
- Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
- Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
- Decreased the size of Discharge defense equipment from 3x3 to 2x2.
- Greatly increased the damage of Personal Laser Defense Equipment.
- Flamthrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel
is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
- Increased the health of player non-combat buildings.
- Increased player health from 100 to 250.
- Increased collected amount and effectiveness of Fish.
- Increased the damage, range and health of biters worms.
- Decreased health and resistance of Behemoth biters.
- Doubled the stack size of all ammos.
- Tweaked the cost and crafting time of some ammos.
- Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
- Increased the collision box of Cannon Shells.
- Increased Tank health and resistances.
- Added research for Tank Cannon Shells damage and shooting speed.
- Tweaked research bonuses and added more end-game research for military upgrades.
- Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
- Added uranium rounds magazine and uranium cannon shells.
- Added flamethrower to the tank.
- Other minor changes.
Optimizations
- Improved performance of mining drills in general and significantly improved performance when mining drills get
backed up.
- Improved performance when tiles are changed due to migration/mod removal.
- Significantly improved GUI performance for inventories that required scroll bars.
- Improved GUI performance in general.
- Improved performance of radars scanning chunks.
- Improved map generation speed and generation algorithm.
- Improved game load performance when a large amount of mod data exists in the save.
- Optimized graph rendering in production statistics window.
- Improved regenerate entity performance.
- Improved network map transfer performance.
- Improved train performance when building/mining rail related entities.
- Optimized memory requirements for storing tiles under concrete.
Circuit Network
- Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
- Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be
used to make simple songs.
- Train Stop can output the contents of the stopped train's cargo.
- Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple
train control.
- Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected
resources.
- Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
- Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic
Combinator.
- Added >=,
<=, !=t o the Decider Combinator and Circuit Conditions.
Changes
- Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at
the fixed temperature 165.
- Removed support of 32 bit systems.
- Removed alien artifacts and alien science packs from the game completely.
- Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
- Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
- Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected
from pipes.
- Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their
path.
- The map seed is used to generate unique maps instead of just shifting the starting position.
- The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
- Multiplied all fluid amounts by 10.
- All default map editor actions are now on left click.
- Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
- When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
- Changed the default comparison type for train conditions to "or".
- Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
- Research started/changed notifications are only shown when in multiplayer.
- Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
- Changed evolution from global to per force.
- Disabled mining of vehicles other players are driving.
- Decreased biter sounds volumes
- Laser turret projectiles move much faster
- Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there
is a 1 tile gap between their logistic areas.
- Restart button now uses map generation settings from currently loaded save.
- New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
- Unified internal name of the 'flame-thrower' to 'flamethrower'.
- Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
- Trains are now always visible on the map, not only on chunks observed by radars or players.
- Renamed "armor-making-2" to "heavy-armor".
- Renamed "armor-making-3" to "power-armor".
- Renamed "diesel-locomotive" to "locomotive".
- Increased blueprint book size to hold 1000 blueprints
- Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting
cost.
- Added combinator working, wire hold and wire place sounds.
Modding
- Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites
are modified.
- Utility sprites are now defined fully in the core mod prototypes.
- Added support for burner type generator-equipment.
- Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
- Boiler has now dynamically specified energy source (as inserter and similar).
- Added support for mod settings: startup, runtime, and runtime-per-user.
- Added commandline option --check-unused-prototype-data
- Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
- Redundant technology prerequisites are logged when verbose logging is enabled.
- Changed technology prototype icon_size to default to 32 instead of 64.
- In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
- Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't
be attacked.
- Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons"
to enable scaling.
- Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range
property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe
connections.
- Added support for different recipe and technology complexity definitions.
- Added "item-with-tags" item type that can store any basic arbitrary Lua data.
- Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
- "animation_speed" property of animation definitions has to be greater than 0.
- Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting
- Added "by_script" to on_research_finished.
- Added "cause" to on_entity_died - the entity that did the killing if available.
- Added "recipe" to on_player_crafted_item.
- Added "rocket_silo" to the rocket launched event.
- Added 4th custom gui root position "goal", which is used in the objectives.
- Added column_alignments settings in table style.
- Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
- Added LuaCircuitNetwork::network_id read.
- Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
- Added LuaControl::shooting_state, repair_state, picking_state read/write.
- Added LuaCustomChartTag + LuaForce API to add/find them.
- Added LuaDecorativePrototype.
- Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
- Added LuaEntity::get_logistic_point().
- Added LuaEntity::graphics_variation read/write for simple entities and trees.
- Added LuaEntity::shooting_target read/write for turrets.
- Added LuaEntity::stickers read. The stickers attached to a given entity.
- Added LuaEntityPrototype::crafting_speed read.
- Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities,
allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color,
build_base_evolution_requirement read.
- Added LuaEntityPrototype::get_inventory_size().
- Added LuaEntityPrototype::ingredient_count read.
- Added LuaEntityPrototype::module_inventory_size read.
- Added LuaEquipmentGrid::get_contents, shield, and max_shield.
- Added LuaFluidBox::owner read + get_capacity and get_connections methods.
- Added LuaForce::evolution_factor.
- Added LuaForce::is_chunk_visible().
- Added LuaForce::set_friend/get_friend.
- Added LuaGui::children read.
- Added LuaGuiElement drop-down type.
- Added LuaGuiElement type "camera".
- Added LuaGuiElement type "choose-elem-button".
- Added LuaGuiElement::children read.
- Added LuaGuiElement::clear to remove all the contents of the element.
- Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
- Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
- Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
- Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points,
and storage_points read.
- Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.
- Added LuaPlayer::add_alert, remove_alert, and get_alerts.
- Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
- Added LuaPlayer::opened write.
- Added LuaPlayer::opened_gui_type read.
- Added LuaRandomGenerator.
- Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
- Added LuaSurface::find_logistic_networks_by_construction_area(..).
- Added LuaSurface::get_trains() and LuaForce::get_trains().
- Added LuaSurface::regenerate_decorative().
- Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
- Added LuaTransportLine::operator[] and operator#.
- Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
- Added mouse info to the gui clicked event.
- Added on_biter_base_built - fires when biters build bases during migration.
- Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
- Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
- Added on_market_item_purchased - fires when a player purchases something from a market entity.
- Added on_player_changed_force - fires when a players force is changed.
- Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
- Added on_player_mined_entity and on_robot_mined_entity events.
- Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
- Added on_selected_entity_changed - fires when the selected entity for a player changes.
- Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
- Added on_train_created event.
- Added optional "surface" to LuaForce::chart_all().
- Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
- Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request
proxy, the proxy will be returned as the third value.
- Added player_index to the entity settings pasted events.
- Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items,
update_gui
- Added remote interface to freeplay and sandbox scripts.
- Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
- Added support for LuaFlowStatistics read on electric poles.
- Added support for specifying the "max_range" of a projectile when created through create_entity.
- Added support for turret orientation read/write through LuaEntity::orientation.
- Added the ability for mods to register commands.
- Added the ability to read item_requests from item request proxy entities as well as ghosts.
- Added the ability to read reach distances off the player or character entity.
- Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)
- Changed LuaEntity::item_requests to match the docs format.
- Changed LuaEntity::passenger to work with both character entities and players.
- Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed
it to work on both underground pipes and underground belts.
- Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
- Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks
as the rest of the Lua API.
- Changed the player built event to include the item name used to do the building if possible and include the tags
from the "item-with-tags" item if possible.
- Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
- Expanded LuaStyle read/write property support.
- Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. (https://forums.factorio.com/38717)
- LuaForce::reset() now resets everything about the force to the default state.
- Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
- Moved game.get_event_handler and game.raise_event to "script".
- Removed Lua.coroutine due to potential exploits.
- Removed LuaGameScript::evolution_factor.
- Removed LuaGameScript::save/load.
- Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
- Removed LuaSurface::get_tileproperties.
- Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into
the production versions.
- The goal and left gui element has default direction vertical.
- Utility sprites can be used in the sprite button.
Command line interface
- Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead
of the defaults.
- Added preset option when creating map.


|
geopm
|
#include <PowerBalancerImp.hpp>
Public Member Functions | |
| PowerBalancerImp (double ctl_latency, double trial_delta, int num_sample, double measure_duration) | |
| Construct a testable PowerBalancerImp object. More... | |
| PowerBalancerImp (double ctl_latency) | |
| Construct a PowerBalancerImp object. More... | |
| virtual | ~PowerBalancerImp ()=default |
| Destroy a PowerBalancerImp object. More... | |
| void | power_cap (double cap) override |
| Should be called at the start of application execution with the average power cap across compute nodes. Should be called at the end of the second phase of execution to note that the power savings made across all compute nodes has been evenly redistributed. More... | |
| double | power_cap (void) const override |
| The current power cap which cannot be exceeded without breaking contract that the average power budget across all compute nodes is maintained. More... | |
| double | power_limit (void) const override |
| Returns the current power limit prescribed for this node. More... | |
| void | power_limit_adjusted (double limit) override |
| Notify power balancer that a new limit has been set with the governor. More... | |
| bool | is_runtime_stable (double measured_runtime) override |
| Update the object with a runtime measured under the current power limit and test if the current runtime sample is reliable such that a call runtime_sample() can be made. More... | |
| double | runtime_sample (void) const override |
| Return the expected execution time of an application epoch under the current power limit. More... | |
| void | calculate_runtime_sample (void) override |
| Sample the measured runtimes under the current power cap in the first phase of execution. This measurement will be aggregated across all compute nodes to find the largest runtime measured. More... | |
| void | target_runtime (double largest_runtime) override |
| bool | is_target_met (double measured_runtime) override |
| During the second phase of execution the power limit is decreased until the epoch runtime on the compute node under management has increased to the runtime of the slowest compute node. This method is used to update the object with a new measurement and also test if the current power limit meets the requirements. If the method returns false, then the value returned by power_limit() may have been updated. The new power limit should be enforced for the next epoch execution. More... | |
| double | power_slack (void) override |
| Query the difference between the last power cap setting and the current power limit. If this method is called and it returns zero then the trial delta used to lower the power limit is reduced by a factor of two. More... | |
| Public Member Functions inherited from geopm::PowerBalancer | |
| PowerBalancer ()=default | |
| Construct a IPowerBalancer object. More... | |
| virtual | ~PowerBalancer ()=default |
| Destroy a IPowerBalancer object. More... | |
Additional Inherited Members | |
| Static Public Member Functions inherited from geopm::PowerBalancer | |
| static std::unique_ptr< PowerBalancer > | make_unique (double ctl_latency) |
| Returns a unique_ptr to a concrete object constructed using the underlying implementation. More... | |
| static std::shared_ptr< PowerBalancer > | make_shared (double ctl_latency) |
| Returns a shared_ptr to a concrete object constructed using the underlying implementation. More... | |
| geopm::PowerBalancerImp::PowerBalancerImp | ( | double | ctl_latency, |
| double | trial_delta, | ||
| int | num_sample, | ||
| double | measure_duration | ||
| ) |
Construct a testable PowerBalancerImp object.
| geopm::PowerBalancerImp::PowerBalancerImp | ( | double | ctl_latency | ) |
Construct a PowerBalancerImp object.
|
virtualdefault |
Destroy a PowerBalancerImp object.
|
overridevirtual |
Sample the measured runtimes under the current power cap in the first phase of execution. This measurement will be aggregated across all compute nodes to find the largest runtime measured.
Implements geopm::PowerBalancer.
|
overridevirtual |
Update the object with a runtime measured under the current power limit and test if the current runtime sample is reliable such that a call runtime_sample() can be made.
| measured_runtime | Most recent measurement of the execution time for an epoch on the node being managed under the current power limit. |
m_runtime_vec used as a temporary holder until enough time has passed to determine how many samples are required in the circular buffer.
Implements geopm::PowerBalancer.
|
overridevirtual |
During the second phase of execution the power limit is decreased until the epoch runtime on the compute node under management has increased to the runtime of the slowest compute node. This method is used to update the object with a new measurement and also test if the current power limit meets the requirements. If the method returns false, then the value returned by power_limit() may have been updated. The new power limit should be enforced for the next epoch execution.
| measured_runtime | Most recent measurement of the execution time for an epoch on the node being managed under the current power limit. |
Implements geopm::PowerBalancer.
|
overridevirtual |
Should be called at the start of application execution with the average power cap across compute nodes. Should be called at the end of the second phase of execution to note that the power savings made across all compute nodes has been evenly redistributed.
| power_cap | The new maximum power limit equal to the current power limit plus the amount of power saved that is being redistributed. |
Implements geopm::PowerBalancer.
|
overridevirtual |
The current power cap which cannot be exceeded without breaking contract that the average power budget across all compute nodes is maintained.
Implements geopm::PowerBalancer.
|
overridevirtual |
Returns the current power limit prescribed for this node.
Implements geopm::PowerBalancer.
|
overridevirtual |
Notify power balancer that a new limit has been set with the governor.
| limit | limit that was set. |
Implements geopm::PowerBalancer.
|
overridevirtual |
Query the difference between the last power cap setting and the current power limit. If this method is called and it returns zero then the trial delta used to lower the power limit is reduced by a factor of two.
Implements geopm::PowerBalancer.
|
overridevirtual |
Return the expected execution time of an application epoch under the current power limit.
Implements geopm::PowerBalancer.
|
overridevirtual |
| Set | the target runtime which is the largest epoch execution time measured by any compute node since the application began or the last global increase to the power budget. |
| largest_runtime | The largest expected runtime for one epoch across all compute nodes under the current power budget. |
Implements geopm::PowerBalancer.


Provides methods by Steinhauser et al. (2016) <doi:10.1186/s12874-016-0196-1> for meta-analysis of diagnostic accuracy studies with several cutpoints.
| Version: | 0.3-0 |
| Depends: | meta (≥ 4.9-0) |
| Imports: | lme4, grDevices |
| Published: | 2018-12-11 |
| Author: | Gerta Rücker [aut], Susanne Steinhauser [aut], Srinath Kolampally [aut], Guido Schwarzer [aut, cre] |
| Maintainer: | Guido Schwarzer <sc at imbi.uni-freiburg.de> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| URL: | https://github.com/guido-s/diagmeta |
| NeedsCompilation: | no |
| Materials: | NEWS |
| In views: | MetaAnalysis |
| CRAN checks: | diagmeta results |
| Reference manual: | diagmeta.pdf |
| Package source: | diagmeta_0.3-0.tar.gz |
| Windows binaries: | r-devel: diagmeta_0.3-0.zip, r-release: diagmeta_0.3-0.zip, r-oldrel: diagmeta_0.3-0.zip |
| OS X binaries: | r-release: diagmeta_0.3-0.tgz, r-oldrel: diagmeta_0.3-0.tgz |
| Old sources: | diagmeta archive |
Please use the canonical form https://CRAN.R-project.org/package=diagmeta to link to this page.


Quest of the Line Follower
Python
GoLang
About
Use the navbar in the upper right hand corner to select which line follower program to run.


The tune
package helps optimize the modeling process. Users can tag arguments in recipes and model objects for optimization. The search routines in tune
can discover these arguments and evaluate candidate values until a combination with good performance is found.
As an example, let’s model the Ames housing data:
library(tidymodels) library(tune) library(AmesHousing) ames <- make_ames() #> Warning: `funs()` is deprecated as of dplyr 0.8.0. #> Please use a list of either functions or lambdas: #> #> # Simple named list: #> list(mean = mean, median = median) #> #> # Auto named with `tibble::lst()`: #> tibble::lst(mean, median) #> #> # Using lambdas #> list(~ mean(., trim = .2), ~ median(., na.rm = TRUE)) #> This warning is displayed once every 8 hours. #> Call `lifecycle::last_warnings()` to see where this warning was generated. set.seed(4595) data_split <- initial_split(ames, strata = "Sale_Price") ames_train <- training(data_split) ames_test <- testing(data_split)
For simplicity, the sale price of a house will be modeled as a function of its geo-location. These predictors appear to have nonlinear relationships with the outcome:
ames_train %>% dplyr::select(Sale_Price, Longitude, Latitude) %>% tidyr::pivot_longer(cols = c(Longitude, Latitude), names_to = "predictor", values_to = "value") %>% ggplot(aes(x = value, Sale_Price)) + geom_point(alpha = .2) + geom_smooth(se = FALSE) + scale_y_log10() + facet_wrap(~ predictor, scales = "free_x") #> `geom_smooth()` using method = 'gam' and formula 'y ~ s(x, bs = "cs")'
These two predictors could be modeled using natural splines in conjunction with a linear model. The amount of “wiggliness” in these splines is determined by the degrees of freedom. An appropriate value of this parameter cannot be analytically determined from the data, so it is a tuning parameter (a.k.a. a hyper-parameter). A common approach is to use resampling to estimate model performance over different values of these parameters and use these results to set reasonable values.
We can tag these parameters for optimization using the tune()
function:
ames_rec <- recipe(Sale_Price ~ Longitude + Latitude, data = ames_train) %>% step_log(Sale_Price, base = 10) %>% step_ns(Longitude, Latitude, deg_free = tune())
The package can detect these values and optimize them.
However, based on the plot above, the potential amount of non-linearity between the sale price and the predictors might be different. For example, longitude might require more flexibility than latitude. The recipe above would constrain the nonlinearity of the predictors to be the same. We can probably do better than that.
To accomplish this, individual step_ns()
terms can be added to the recipe for each predictor. However, we want these to be identifiable; using the same syntax as above, we can’t tell the difference between the two deg_free
parameters.
tune()
has an option to provide a text annotation so that each tuning parameter has a unique identifier:
ames_rec <- recipe(Sale_Price ~ Longitude + Latitude, data = ames_train) %>% step_log(Sale_Price, base = 10) %>% step_ns(Longitude, deg_free = tune("long df")) %>% step_ns(Latitude, deg_free = tune("lat df"))
The function dials::parameters()
that can detect and collect the parameters that have been flagged for tuning:
parameters(ames_rec) #> Collection of 2 parameters for tuning #> #> id parameter type object class #> long df deg_free nparam[+] #> lat df deg_free nparam[+]
The dials
package has default ranges for many parameters. The generic parameter function for deg_free
has a fairly small range:
deg_free() #> Degrees of Freedom (quantitative) #> Range: [1, 5]
but there is a dials
function that is more appropriate for splines:
spline_degree() #> Piecewise Polynomial Degree (quantitative) #> Range: [3, 10]
The parameter objects can be easily changed using the update()
function:
ames_param <- ames_rec %>% parameters() %>% update( `long df` = spline_degree(), `lat df` = spline_degree() ) ames_param #> Collection of 2 parameters for tuning #> #> id parameter type object class #> long df deg_free nparam[+] #> lat df deg_free nparam[+]
Grid search uses a pre-defined set of candidate parameters and evaluates these using resampling. The basic ingredients are:
A grid of candidate values to evaluate.
One or more performance metrics for quantifying how well the model works.
A resampling scheme that can be used to appropriately measure performance (which could be a simple validation set).
To make the grid, a data frame is needed with column names matching the “id” column above. There are several dials
functions to created grids (named grid_*
). For example, a space-filling design can be created by:
spline_grid <- grid_max_entropy(ames_param, size = 10) spline_grid #> # A tibble: 10 x 2 #> `long df` `lat df` #> <int> <int> #> 1 3 9 #> 2 5 7 #> 3 6 10 #> 4 8 6 #> 5 8 3 #> 6 8 8 #> 7 10 7 #> 8 4 6 #> 9 5 3 #> 10 9 10
Alternately, expand.grid()
also works to create a regular grid:
df_vals <- seq(2, 18, by = 2) # A regular grid: spline_grid <- expand.grid(`long df` = df_vals, `lat df` = df_vals)
Note that a 2-degree-of-freedom model is a simple quadratic fit.
There are two other ingredients that are required before tuning.
First is a model specification. Using parsnip
, a basic linear model can be used:
lm_mod <- linear_reg() %>% set_engine("lm")
No tuning parameters here.
As mentioned above, a resampling specification is also needed. The Ames data set are large enough to use simple 10-fold cross-validation:
set.seed(2453) cv_splits <- vfold_cv(ames_train, v = 10, strata = "Sale_Price")
The root mean squared error will be used to measure performance (and this is the default for regression problems).
Using these objects, tune_grid()
can be used1:
ames_res <- tune_grid(lm_mod, ames_rec, resamples = cv_splits, grid = spline_grid)
The object is similar to the rsample
object but with one or more extra columns:
ames_res #> # Tuning results #> # 10-fold cross-validation using stratification #> # A tibble: 10 x 4 #> splits id .metrics .notes #> <list> <chr> <list> <list> #> 1 <split [2K/221]> Fold01 <tibble [162 × 5]> <tibble [0 × 1]> #> 2 <split [2K/220]> Fold02 <tibble [162 × 5]> <tibble [0 × 1]> #> 3 <split [2K/220]> Fold03 <tibble [162 × 5]> <tibble [0 × 1]> #> 4 <split [2K/220]> Fold04 <tibble [162 × 5]> <tibble [0 × 1]> #> 5 <split [2K/220]> Fold05 <tibble [162 × 5]> <tibble [0 × 1]> #> 6 <split [2K/220]> Fold06 <tibble [162 × 5]> <tibble [0 × 1]> #> 7 <split [2K/220]> Fold07 <tibble [162 × 5]> <tibble [0 × 1]> #> 8 <split [2K/220]> Fold08 <tibble [162 × 5]> <tibble [0 × 1]> #> 9 <split [2K/220]> Fold09 <tibble [162 × 5]> <tibble [0 × 1]> #> 10 <split [2K/218]> Fold10 <tibble [162 × 5]> <tibble [0 × 1]>
The .metrics
column has all of the holdout performance estimates2 for each parameter combination:
ames_res$.metrics[[1]] #> # A tibble: 162 x 5 #> `long df` `lat df` .metric .estimator .estimate #> <dbl> <dbl> <chr> <chr> <dbl> #> 1 2 2 rmse standard 0.150 #> 2 2 2 rsq standard 0.362 #> 3 4 2 rmse standard 0.150 #> 4 4 2 rsq standard 0.360 #> 5 6 2 rmse standard 0.146 #> 6 6 2 rsq standard 0.395 #> 7 8 2 rmse standard 0.145 #> 8 8 2 rsq standard 0.399 #> 9 10 2 rmse standard 0.144 #> 10 10 2 rsq standard 0.406 #> # … with 152 more rows
To get the average metric value for each parameter combination, collect_metrics()
can be put to use:
estimates <- collect_metrics(ames_res) estimates #> # A tibble: 162 x 7 #> `long df` `lat df` .metric .estimator mean n std_err #> <dbl> <dbl> <chr> <chr> <dbl> <int> <dbl> #> 1 2 2 rmse standard 0.144 10 0.00221 #> 2 2 2 rsq standard 0.351 10 0.0158 #> 3 2 4 rmse standard 0.143 10 0.00233 #> 4 2 4 rsq standard 0.356 10 0.0156 #> 5 2 6 rmse standard 0.143 10 0.00221 #> 6 2 6 rsq standard 0.363 10 0.0161 #> 7 2 8 rmse standard 0.136 10 0.00246 #> 8 2 8 rsq standard 0.422 10 0.0164 #> 9 2 10 rmse standard 0.136 10 0.00244 #> 10 2 10 rsq standard 0.419 10 0.0160 #> # … with 152 more rows
The values in the mean
column are the averages of the 10 resamples. The best RMSE values corresponded to:
rmse_vals <- estimates %>% dplyr::filter(.metric == "rmse") %>% arrange(mean) rmse_vals #> # A tibble: 81 x 7 #> `long df` `lat df` .metric .estimator mean n std_err #> <dbl> <dbl> <chr> <chr> <dbl> <int> <dbl> #> 1 16 16 rmse standard 0.128 10 0.00244 #> 2 16 18 rmse standard 0.128 10 0.00247 #> 3 16 12 rmse standard 0.128 10 0.00235 #> 4 18 16 rmse standard 0.128 10 0.00239 #> 5 18 18 rmse standard 0.128 10 0.00242 #> 6 16 14 rmse standard 0.128 10 0.00229 #> 7 18 12 rmse standard 0.128 10 0.00231 #> 8 16 8 rmse standard 0.129 10 0.00240 #> 9 12 16 rmse standard 0.129 10 0.00253 #> 10 18 14 rmse standard 0.129 10 0.00225 #> # … with 71 more rows
Smaller degrees of freedom values correspond to more linear functions, but the grid search indicates that more nonlinearity is better. What was the relationship between these two parameters and RMSE?
autoplot(ames_res, metric = "rmse")
Interestingly, latitude does not do well with degrees of freedom less than 8. How nonlinear are the optimal degrees of freedom?
Let’s plot these spline functions over the data for booth good and bad values of deg_free
:
ames_train %>% dplyr::select(Sale_Price, Longitude, Latitude) %>% tidyr::pivot_longer(cols = c(Longitude, Latitude), names_to = "predictor", values_to = "value") %>% ggplot(aes(x = value, Sale_Price)) + geom_point(alpha = .2) + geom_smooth(se = FALSE, method = lm, formula = y ~ splines::ns(x, df = 3), col = "red") + geom_smooth(se = FALSE, method = lm, formula = y ~ splines::ns(x, df = 16)) + scale_y_log10() + facet_wrap(~ predictor, scales = "free_x")
Looking at these plots, the smaller degrees of freedom (red) are clearly under-fitting. Visually, the more complex splines (blue) might indicate that there is overfitting but this would result in poor RMSE values when computed on the hold-out data.
Based on these results, a new recipe would be created with the optimized values (using the entire training set) and this would be combined with a linear model created form the entire training set.
Instead of a linear regression, a nonlinear model might provide good performance. A K-nearest-neighbor fit will also be optimized. For this example, the number of neighbors and the distance weighting function will be optimized:
# requires the kknn package knn_mod <- nearest_neighbor(neighbors = tune(), weight_func = tune()) %>% set_engine("kknn") %>% set_mode("regression")
The easiest approach to optimize the pre-processing and model parameters is to bundle these objects into a workflow:
library(workflows) knn_wflow <- workflow() %>% add_model(knn_mod) %>% add_recipe(ames_rec)
From this, the parameter set can be used to modify the range and values of parameters being optimized3:
knn_param <- knn_wflow %>% parameters() %>% update( `long df` = spline_degree(c(2, 18)), `lat df` = spline_degree(c(2, 18)), neighbors = neighbors(c(3, 50)), weight_func = weight_func(values = c("rectangular", "inv", "gaussian", "triangular")) )
This parameter collection can be passed to the grid functions via the param_info
arguments.
Instead of using grid search, an iterative method called Bayesian optimization can be used. This takes an initial set of results and tries to predict the next tuning parameters to evaluate.
Although no grid is required, the process requires a few additional pieces of information:
A description of the search space. At a minimum, the would consist of ranges for numeric values and a list of values for categorical tuning parameters.
An acquisition function that helps score potential tuning parameter values.
A model for analyzing and making predictions of the best tuning parameter values. A Gaussian Process model is typical and used here.
 No improvement for 10 iterations; returning current results.
Visually, the performance gain was:
autoplot(knn_search, type = "performance", metric = "rmse")
The best results here were:
collect_metrics(knn_search) %>% dplyr::filter(.metric == "rmse") %>% arrange(mean) #> # A tibble: 18 x 10 #> neighbors weight_func `long df` `lat df` .iter .metric .estimator mean #> <int> <chr> <int> <int> <dbl> <chr> <chr> <dbl> #> 1 16 inv 18 8 3 rmse standard 0.0981 #> 2 28 inv 16 10 0 rmse standard 0.0987 #> 3 19 gaussian 18 11 9 rmse standard 0.101 #> 4 5 triangular 8 14 0 rmse standard 0.101 #> 5 19 gaussian 5 7 1 rmse standard 0.101 #> 6 24 inv 2 7 13 rmse standard 0.101 #> 7 36 triangular 9 6 0 rmse standard 0.104 #> 8 50 gaussian 18 14 5 rmse standard 0.105 #> 9 50 inv 17 3 11 rmse standard 0.106 #> 10 4 rectangular 18 3 6 rmse standard 0.106 #> 11 3 inv 2 10 8 rmse standard 0.107 #> 12 47 inv 3 16 0 rmse standard 0.108 #> 13 3 rectangular 2 14 4 rmse standard 0.110 #> 14 18 rectangular 13 3 0 rmse standard 0.114 #> 15 50 gaussian 2 10 10 rmse standard 0.115 #> 16 48 rectangular 18 11 7 rmse standard 0.119 #> 17 29 rectangular 2 16 12 rmse standard 0.126 #> 18 50 rectangular 3 16 2 rmse standard 0.128 #> # … with 2 more variables: n <int>, std_err <dbl>
With this intrinsically nonlinear model there is less reliance on the nonlinear terms created by the recipe.
A simple R model formula could have been used here, such as log10(Sale_Price) ~ Longitude + Latitude
. A recipe is not required.↩
tune
has default measures of performance that it uses if none are specified. Here the RMSE and R2 are estimated. This can be changed using the metrics
option.↩
One of the tuning parameters (weight_func
) is categorical and, by default, has 10 unique values. The model used to predict new test parameters is a Gaussian process model, and this can become slow to fit when the number of tuning parameters is large or when a categorical parameter generates many dummy variables. We’ve reduced the number of categories for this parameter to speed things up a bit.↩


This demo server is running on a Tahoe-II board using XBee modules to communicate with XBee sensors from Digi.
Feel free to send me a mail to spam-indexhtm@ajaxpro.info.


I'm A Celebrity viewers divided over Ian Wright's burping during live trial
He struggled with the trial
by Rebecca CarterViewers of I'm A Celebrity were left "disgusted" as Ian Wright continuously burped during tonight's live trial.
Ian, Caitlyn Jenner, James Haskell, Andrew Maxwell, Jacqueline Jossa, Adele Roberts and Roman Kemp took part in a Love Island themed trial to win a roast dinner for each campmate.
Ian had to first bury his head in a pie which contained slime and cockroaches, but it appeared to get too much for him and he couldn't stop belching.
Read more: I'm A Celebrity viewers urged to lay off Jacqueline Jossa by husband Dan Osborne
Many viewers couldn't take it, with one even asking producers to take Ian's mic off.
One person said on Twitter: "Can someone please turn off Ian’s mic because I can’t deal with the constant burping."
Another wrote: "Who keeps burping on the live trial on #imacelebrity? It’s disgusting!"
A third added: "The worst part of this trial is Ian repeatedly burping, its making me feel sick."
Others found Ian's burping hilarious.
Read more: I'm A Celebrity's Dec demands to 'take over' from Ant after he fluffs his lines
Later in the trial, Ian had to drink blended pig's penises to win a meal for camp.
But after getting the drink down, he was left gagging and burping leaving viewers in hysterics.
Leave us a comment on our Facebook page @EntertainmentDailyFix and let us know what you think of this story.


abstract fun onShutter(): Unit
Called as near as possible to the moment when a photo is captured from the sensor. This is a good opportunity to play a shutter sound or give other feedback of camera operation. This may be some time after the photo was triggered, but some time before the actual data is available.


{% extends "layout.html" %}
{% block title %}Topic Insight{% endblock %}
{% block header %}
{{ super() }}
{% endblock %}
{% block top %}
Need to use your unstructured data?
Sample Question: What words in our news articles lead to more views/happier reactions?
Better question: What words in our articles about football lead to more views/happier reactions?
Context matters!
How can I do this?
Learn more


After cobbling for so many years, our nameless protagonist and his extremely named dog, Dogdog, decided to set off on a journey. But not like too crazy of a journey. It was pretty low-key. But for them, you know, that was kind of tough because they were old. You could even say that it was epic. And I would suggest that you say that.
Gathering their most precious belongings, namely shoes, they set off to the mythical "store" they had heard so much about. It was rumored that shoes were abundant and economical at the supposed "store". They had to see for themselves!


Returns information about one toolbar or all toolbars. Use GET.TOOLBAR to get information about a toolbar to use with functions that add, delete, or alter toolbars.
Syntax
GET.TOOLBAR(type_num, bar_id)
Type_num specifies what type of information to return. If type_num is 8 or 9, GET.TOOLBAR returns an array of names or numbers of all visible or hidden toolbars. Otherwise, bar_id is required, and GET.TOOLBAR returns the requested information about the specified toolbar.
| Type_num | Returns |
| 1 | A horizontal array of all tool IDs on the toolbar, ordered by position. Gaps are represented by zeros. |
| 2 | Number indicating the horizontal position (x-coordinate) of the toolbar in the docked or floating region. For more information, see SHOW.TOOLBAR. |
| 3 | Number indicating the vertical position (y-coordinate) of the toolbar in the docked or floating region. |
| 4 | Number indicating the width of the toolbar in points. |
| 5 | Number indicating the height of the toolbar in points. |
| 6 | Number indicating the toolbar location: |
| 1 = Top dock in the workspace | |
| 2 = Left dock in the workspace | |
| 3 = Right dock in the workspace | |
| 4 = Bottom dock in the workspace | |
| 5 = Floating | |
| 7 | If the toolbar is visible, returns TRUE. If the toolbar is hidden, returns FALSE. |
| 8 | An array of toolbar IDs (names or numbers in the bar_id array) for all toolbars, visible and hidden. |
| 9 | An array of toolbar IDs (names or numbers in the bar_id array) for all visible toolbars. |
| 10 | If the toolbar is visible in full-screen mode, returns TRUE; otherwise, returns FALSE. |
Bar_id specifies the number or name of a toolbar for which you want information. If type_num is 8 or 9, Microsoft Excel ignores bar_id. For detailed information about bar_id, see ADD.TOOL.
Remarks
If you request position information for a hidden toolbar, Microsoft Excel returns the position where the toolbar would appear if shown.
Examples
The following macro formula returns information about the width of Toolbar1:
GET.TOOLBAR(4, "Toolbar1")
When the following macro formula is entered as an array with CTRL+SHIFT+ENTER, the IDs of all visible toolbars are returned, and the array is named All_Bar_Ids:
SET.NAME("All_Bar_Ids", GET.TOOLBAR(9))
Related Functions
ADD.TOOL Adds one or more buttons to a toolbar
ADD.TOOLBAR Creates a new toolbar with the specified tools
DELETE.TOOLBAR Deletes custom toolbars
GET.TOOL Returns information about a tool or tools on a toolbar
SHOW.TOOLBAR Hides or displays a toolbar
Return to index


{{ post.title }}
About the filmmaker
Nick Niles is a filmmaker, musician and award-winning graphic designer living and working in Zürich, Switzerland. He studied in the Design & Technology masters program at Parsons School of Design in New York City, and received an MFA in Film Directing from Columbia University. During the day, he’s the Head of Product Design at Voice Republic. He’s passionate about helping people tell their stories. Nick was a co-creator of Plan Your Recovery's opioid treatment testimonials and animated videos on addiction and addiction pharmacotherapy.


// Copyright 2013 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// This file defines the IDs for PCDATA and FUNCDATA instructions
// in Go binaries. It is included by assembly sources, so it must
// be written using #defines.
//
// These must agree with symtab.go and ../cmd/internal/objabi/funcdata.go.
#define PCDATA_UnsafePoint 0
#define PCDATA_StackMapIndex 1
#define PCDATA_InlTreeIndex 2
#define FUNCDATA_ArgsPointerMaps 0 /* garbage collector blocks */
#define FUNCDATA_LocalsPointerMaps 1
#define FUNCDATA_StackObjects 2
#define FUNCDATA_InlTree 3
#define FUNCDATA_OpenCodedDeferInfo 4 /* info for func with open-coded defers */
// Pseudo-assembly statements.
// GO_ARGS, GO_RESULTS_INITIALIZED, and NO_LOCAL_POINTERS are macros
// that communicate to the runtime information about the location and liveness
// of pointers in an assembly function's arguments, results, and stack frame.
// This communication is only required in assembly functions that make calls
// to other functions that might be preempted or grow the stack.
// NOSPLIT functions that make no calls do not need to use these macros.
// GO_ARGS indicates that the Go prototype for this assembly function
// defines the pointer map for the function's arguments.
// GO_ARGS should be the first instruction in a function that uses it.
// It can be omitted if there are no arguments at all.
// GO_ARGS is inserted implicitly by the linker for any function whose
// name starts with a middle-dot and that also has a Go prototype; it
// is therefore usually not necessary to write explicitly.
#define GO_ARGS FUNCDATA $FUNCDATA_ArgsPointerMaps, go_args_stackmap(SB)
// GO_RESULTS_INITIALIZED indicates that the assembly function
// has initialized the stack space for its results and that those results
// should be considered live for the remainder of the function.
#define GO_RESULTS_INITIALIZED PCDATA $PCDATA_StackMapIndex, $1
// NO_LOCAL_POINTERS indicates that the assembly function stores
// no pointers to heap objects in its local stack variables.
#define NO_LOCAL_POINTERS FUNCDATA $FUNCDATA_LocalsPointerMaps, runtime·no_pointers_stackmap(SB)
// ArgsSizeUnknown is set in Func.argsize to mark all functions
// whose argument size is unknown (C vararg functions, and
// assembly code without an explicit specification).
// This value is generated by the compiler, assembler, or linker.
#define ArgsSizeUnknown 0x80000000


Putting Machine Learning in the hands of Cancer Biologists.
Here we put some basic info about Cognoma, and maybe some links to more detailed information.
Blah, Blah, Blah!


This appendix is informative, not normative.
This appendix provides a brief summary of SVG's support for internationalization. The appendix is hyperlinked to the sections of the specification which elaborate on particular topics.
SVG is an application of XML [XML10] and thus supports Unicode [UNICODE], which defines a standard universal character set.
Additionally, SVG provides a mechanism for precise control of the glyphs used to draw text strings, which is described in Alternate glyphs. This facility provides:
SVG supports:
SVG fonts support contextual glyph selection for Arabic and Han text.
Multi-language SVG documents are possible by utilizing the ‘systemLanguage’ attribute to have different text strings appear based on the client machine's language setting.
SVG generators should follow W3C guidelines for normalizing character data [CHARMOD]. When precise control over glyph selection is required, use the facilities for Alternate glyphs to override the user agent's character-to-glyph mapping algorithms.


Field Notes on Hybrid Conferences (EMNLP 2021)
This is a quick summary of my field notes on the hybrid conferences from EMNLP2021 🌴, as an on-site attendee. I was able to attend thanks to WiNLP travel award, for their panel on the role of peer review in diversifying NLP. This was the first ever *ACL hybrid conference, and the chairs deserve applause for all their hard work.
This post is meant not as a criticism, but rather as a post-mortem that would hopefully be useful for organizers of future events. I can only share my own experience, and would love to hear from others. This post does not offer a comprehensive solution for to how to do this better - only some thoughts and comments.
Other shared impressions that I know of:
- Jordan Boyd-Graber (as a virtual attendee): Video, Text
- Sam Bowman (as an on-site attendee): Twitter thread
(let me know if I’m missing any other posts)
Segregation between on-site and virtual events
The fundamental issue is that the on-site conference experience is complete enough that people who are on-site have more than enough things to do without checking in on the virtual part. There were fewer people on-site than usual, but I think even 50 people would probably just keep chatting to each other full-time (as they did in the early days of ACL). Probably this time it was worse than average because this is the first on-site meeting after a year of lockdowns, and thus it was too much joy to see human faces again to exchange that for zoom. But I don’t think that this factor would ever go away.
Furthermore, if we are on-site it means we are tired from traveling and likely also jetlagged. I knew very well that virtual part was also going on, but I even missed a big chunk of the on-site program, because I just didn’t have the energy physically (and also had non-conference urgent stuff to do for ARR). The result was that I made it to the grand total of 1 virtual poster in the whole week.
A part of the problem is that our conferences are just generally too big. In a regular pre-pandemic on-site conference there were already too many parallel sessions going on, and thus it was already hard enough to pick and choose, and get to the right rooms at the right time. If the hybrid format offers the on-site attendees a subset of that program that is “live”, and the rest of the talks are recorded anyway, I think simply following the on-site part will always be a too-tempting option. If some of the parallel sessions are virtual, the topical division imo wouldn’t offer sufficient incentive to attend them just for their topic, because most of us seem to have many research interests, and will likely always find some exciting work that happens to be presented on-site.
This is why parallel on-site / virtual sessions are problematic. Unfortunately, they are also problematic when they are consecutive, because of the limited working hours in the on-site location. In day 1 there was a 9am invited talk, 4 oral sessions until 18:15, 45 min for dinner break, and then another 2-hour virtual poster session 19:00-21:00. Speaking for myself, I just cannot absorb this much of a conference in a day. I do see that evening/night virtual events make sense to accommodate the presenters who are inevitably going to be in some other time zone than the conference location, but this also inevitably contributes to the segregation.
And this segregation is obviously not great. The people who can afford to travel to conferences are the ones who have money, visas, health, AND time - and EACH of these criteria cuts off a LOT of people. Money-wise, the student & diversity travel awards are better than nothing, but not a solution, as there will never be enough awards for all who deserves to come. Personally, I had zero travel support during my PhD, and without a visit to NAACL sponsored by ACL student research workshop I would probably not be here today. I am acutely aware that my getting that funding likely meant that someone else didn’t, and maybe they were/would be a better researcher.
For all of these reasons, not to mention the environment, I have previously advocated for fully switching to virtual conferences. I do see that this would be taking a lot of joy out of science (for people with money, visas, health and time), and so there is little appetite for such extreme measures - especially in that demographic. I am also aware that students need to network with that demographic to find jobs, and those students who do get to conferences get an important competitive advantage, which they will not want to lose. But if the community decides that these two factors outweigh inclusivity and the solution is hybrid conferences - I really don’t think we have a recipe that works for both sides yet.
Technical aspects of organization: notes on different types of events from an on-site attendee perspective
Keynotes & invited talks
Conference keynotes work great in the hybrid format, because only one thing is going on, it’s generally well attended, and everybody is there from both channels.
The same was generally true of invited talks for workshops, even though there were several workshops in parallel, and so more competition for the audience.
On-site talks
In the on-site talks the presenter being virtual or on-site didn’t make a lot of difference for me. But with only 5 minutes for questions, having to locate & open the chat on-site often seemed like too much effort. So I ended up mostly not doing it, unless I already had laptop open.
Questions to papers work better as asynchronous chat, but it’d be nice to have some dedicated slots in the conference program to do that. And authors should get notified when there are questions for their papers. I had 2 papers, jetlag, and a workshop to organize, and so definitely did not have the presence of mind to keep checking on those chats.
Even without the hybrid thing, I think poster format for conferences is just inherently better than 15 min talks, and I heard many people say the same. Way more interactivity, can go in-depth and/or chat & brainstorm as needed.
Posters
Hybrid poster sessions are a challenge. To have virtual attendees in the live poster sessions we’d have to have some kind of conference robots, which is just too expensive. Having separate on-site & virtual sessions deprives the virtual crowd of the former. If we have the on-site presenters also present virtually a second time, they get double exposure, which seems unfair to virtual-only participants.
Shall we just give up on physical posters and switch to gather-town in perpetuity (provided that its infrastructure scales to be fast enough?) Yes, it’s amazing to be able to talk to people live, but see above: it doesn’t seem to be possible to do it in an inclusive way. Plus we have the lovely task, cost and eco footprint of printing & carrying those posters. In EMNLP 2019 I nearly lost my poster in Hong Kong airport, because I was so jetlagged after the flight!
While live interaction with people at the poster feels better (if you’re among the lucky ones to be on-site), I do think it is strictly inferior to gather-town in terms of interaction with the content: it’s a lot easier to take notes, check up any papers mentioned in the discussion, tweet interesting stuff, look up people you ‘run’ into. Have you ever come back from an on-site poster session with a phone full of poster photos that you never touched since? I certainly have.
Panels
I was an on-site panelist with two virtual panelists at WiNLP. The panel was great, but it presented a challenge I’ve never thought about: camera positioning. The room had the standard setup of a large screen with the projected speaker view for the online participants, and in front of that screen was a chair for the on-site speaker facing the on-site audience.
Since the screen projecting the speaker view was behind me, I couldn’t see who I was talking to, and so had to have a laptop with zoom on a table in front of me. The end result was that the on-site people saw me stare at laptop in front of them, and virtual people saw a side view of me staring at the laptop. I honestly don’t know how this could be resolved. I hope this gets read by an academic whose hobby happens to be videography.
Underline grievances
Separate from the hybrid format is the heap of trouble with Underline.io, which EMNLP used for the hybrid part. This time the virtual attendance cost more, but the platform experience did not improve to justify that. As in ACL and NAACL 2021, it was slow, and the linking between papers, videos, live zooms and associated chats added a ton of friction. A one-click feature “add this to my schedule in my time zone” should NOT be so hard. On-site, we had to look for things both on underline, in whova, and in the printed handbook, as they sometimes had different information.
I did not expect that in the closing remarks the speakers had to say “next” for someone to press the button to advance the slides. Definitely didn’t seem like we’re reaching for AGI yet…
But this was the main conference. It was a lot worse for the workshops and tutorials, which did not even have any schedules on the platform - except for their own websites, which would be harder for the attendees to cross-compare and make a composite schedule of.
The on-site problems were so numerous that it’d be funny if it was not borderline disastrous. I heard that the crowdwourcing tutorial was assigned to an empty room without the set-up gear, and they had to run between rooms!
In the Insights from Negative Results workshop, we started by losing 20 scheduled minutes because they gave us the same zoom link as another workshop. Then in another talk our on-site mike died and we couldn’t get through to the speaker who went overtime. And then they re-logged in for some reason, and that kicked the organizers out of the zoom altogether. For dessert, my own pre-submitted poster was simply missing in gather.town. They don’t even let people know if there are any problems with uploaded pdfs or videos. The underline team was on-site in sufficient numbers, but I couldn’t help wishing that I did not have to fetch them all the time.
I was part of the team for EMNLP 2020, which seems to have so far have delivered the best virtual conference experience with a combination of miniconf, gather.town and rocketchat. This was a ton of work, and I totally see why subsequent conferences went with underline because it just seems like a one-stop infrastructure solution. But underline truly makes the virtual part way worse than it has to be, and they clearly haven’t adapted their platform based on everything that was said after NAACL and ACL. I doubt they will now. Given that this is a computer science-ish field with tons of money, do we really have to inflict this on ourselves?
Location
A completely orthogonal dimension to the hybrid format and Underline is the location. Which in this case was Punta Cana, Dominican republic. Which looks like this:
Don’t get me wrong: the Caribbean is magical. I would probably never have made it without this conference, I’ll remember it forever, and I’m happy I was able to go. I wish everybody else could have seen the palm trees, the sunrise on the beach, the parrots, and everything else.
 In this setup you get tortured by FOMO no matter what you choose to do.
You can also try to compromise, which will probably result in doing a bad job of both options. I honestly tried the student solution of just not sleeping. I lived on 6 hours of sleep for a week to go for a swim before the conference - and I normally need 8-9 hours. Result: still foggy and exhausted, 3 days after I’m back. I’m sure the quality of my thinking suffered, and I rambled incoherently to people who deserved better. It also feels profoundly wrong to be at a resort, where everybody relaxes, but you are running between things like it’s the start of the term.
Kudos for an ingenious solution to Marzena Karpinska, who risked her phone and headphones and literally watched the crowdsourcing tutorial in the pool. Wish someone made waterproof laptops.
So… if we do have any more conferences in tropical resorts, I’d suggest to make them at least 2 weeks long, with half a day dedicated to snorkeling, birding, kayaking and everything else that has blissfully nothing to do with research, but is a sin to miss. I can even nominate special chairs for all that!
Another thing I didn’t expect, but totally should have: there were almost no power outlets, and wifi was patchy and unreliable (probably depending on how many tourists were streaming movies at a given time). Kind of duh, this place is emphatically not meant for work!
Final thoughts
Once again: EMNLP 2021 was certainly unforgettable, and I’m very happy and priviledged to be able to attend it. And the organizers put an insane amount of volunteer work into getting the first hybrid conference to run as smoothly as possible. There is certainly a lot of valuable experience here for future events, as well as plenty of food for thought.
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{% extends 'base.njk' %} {% block title %}$( footer.libraries )${% endblock %} {% set aio = [ { name: "Mainnet", link: "https://mainnet.cash", stacks: ["js", "api"] }, { name: "bitcoincashj", link: "https://github.com/pokkst/bitcoincashj", stacks: ["java"] }, { name: "bch-js", link: "https://github.com/Permissionless-Software-Foundation/bch-js", stacks: ["js"] }, { name: "bitcore", link: "https://github.com/bitpay/bitcore/tree/master/packages/bitcore-lib-cash", stacks: ["js"] }, { name: "BitCash", link: "https://pybitcash.github.io/bitcash", stacks: ["python"] }, { name: "python-bitcoincash", link: "https://github.com/dagurval/python-bitcoincash", stacks: ["python"] }, { name: "bitcoin-kit-ios", link: "https://github.com/horizontalsystems/bitcoin-kit-ios", stacks: ["swift"] }, { name: "bitcoin-kit-android", link: "https://github.com/horizontalsystems/bitcoin-kit-android", stacks: ["kotlin"] }, { name: "bitbox-flutter", link: "https://github.com/tomasforgacbch/bitbox-flutter", stacks: ["dart"] } ] %} {% set data = [ { name: "libauth", link: "https://libauth.org/", stacks: ["js", 'ts'] }, { name: "bchaddrjs", link: "https://www.npmjs.com/package/bchaddrjs", stacks: ["js"] }, { name: "bchutil", link: "https://github.com/gcash/bchutil", stacks: ["go"] }, { name: "bitcoin-cash", link: "https://github.com/be-cash/bitcoin-cash", stacks: ["rust"] }, { name: "haskoin-core", link: "https://github.com/haskoin/haskoin-core", stacks: ["haskell"] }, { name: "rbch", link: "https://cran.r-project.org/package=rbch", stacks: ["r"] } ] %} {% set rest = [ { name: "Fullstack.cash", link: "https://fullstack.cash", stacks: ["api"] },{ name: "Fountainhead.cash", link: "https://fountainhead.cash/", stacks: ["api"] }, { name: "rest.Bitcoin.com clone", link: "https://rest1.biggestfan.net", stacks: ["api"] }, { name: "GetBlock", link: "https://getblock.io", stacks: ["api"] }, { name: "Coinremitter", link: "https://coinremitter.com/docs/api/v3/BCH", stacks: ["api"] } ] %} {% set network = [ { name: "electrum-cash", link: "https://www.npmjs.com/package/electrum-cash", stacks: ["js", "ts"] }, { name: "bitdb and bitsocket", link: "https://bitdb.bch.sx/explorer", stacks: ["api"] }, { name: "fulcrum (C++ electrumx)", link: "https://github.com/cculianu/Fulcrum", stacks: ["api"] }, { name: "dnsseeder", link: "https://github.com/gcash/dnsseeder", stacks: ["go"] } ] %} {% set smart = [ { name: "cashscript", link: "https://cashscript.org/", stacks: ["js", "ts"] }, { name: "spedn", link: "https://spedn.pl", stacks: ["js", "cli"] }, { name: "iguana", link: "https://github.com/be-cash/iguana", stacks: ["js", "rust"] }, { name: "meep", link: "https://github.com/gcash/meep", stacks: ["cli"] } ] %} {% set tokens = [ { name: "slp.dev", link: "https://slp.dev", stacks: ["js", "dart"] }, { name: "slpjs", link: "https://github.com/simpleledger/slpjs", stacks: ["js", "ts"] } ] %} {% block body %} {% include "navbar.njk" %} $( footer.libraries )$ $( developers.sub )$ $( developers.aio )$ {% for item in aio %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} $( developers.data )$ {% for item in data %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} $( developers.rest )$ {% for item in rest %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} $( developers.bc )$ {% for item in network %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} $( developers.smart-contracts )$ {% for item in smart %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} $( developers.tokens )$ {% for item in tokens %} {% for stack in item.stacks %}{% endfor %} {{ item.name }} {% endfor %} Icons by ICONS8 {% endblock %}
$( developers.sub )$


Nunit provides three different runners, which may be used to load and run your tests.
Various third-party applications are available for loading and running NUnit tests. Some of these actually use NUnit to load the tests, while others provide their own emulation and may not work in the same way that NUnit does.
Because the status of such projects may change from time to time, we don't discuss them individually here. For the latest information, consult the manufacturer of any third-party software or ask other users on our discussion list.
For additional general information on how tests are loaded and run, see


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Shanghai Jiao Tong University 上海交通大学
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Phillip Barnett: Web Developer
About Me
Blog
Projects
Resume
Contact Me
Blog Post
January 2016
Using the Command Line & Getting Git
CSS-Concepts: Margin, Border, & Padding
Arrays & Hashes
Enumerables & Methods
February 2016
Ruby Classes
JavaScript Objects & Ruby Hashes
Test Driven Development
Reflections of Blog Writing


This website was created by 3 developers. You can view the source code on our GitHub repository. Note we are licensed under the BSD 3-Clause "New" or "Revised" License.
FRANKLIN LEGG
Designer and Front-end
STANLEY FOSTER
3D Tour, Data and Back-end
KASHYAP BHANDARI
Designer and Video Editor
Open Map


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| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object javax.swing.AbstractAction org.bushe.swing.event.EventServiceAction
public abstract class EventServiceAction
Abstract class that publishes a Swing ActionEvent (or another object) to an EventService
.
getTopicName(ActionEvent)
and
setTopicName(String)
for ways to customize the topic used. Override getTopicValue(ActionEvent)
to
publish an object other than the ActionEvent.
Instead of publishing on a topic, the ActionEvent can be published using class-based publication, use setPublishesOnTopic(boolean)
to set this behavior. When using class-based publication, the ActionEvent is published
by default. Override getEventServiceEvent(ActionEvent)
to publish an object other than the ActionEvent.
| Field Summary | |
|---|---|
static java.lang.String |
EVENT_BUS_EVENT_CLASS_NAME
|
static java.lang.String |
EVENT_SERVICE_TOPIC_NAME
|
| Fields inherited from class javax.swing.AbstractAction |
|---|
changeSupport, enabled |
| Fields inherited from interface javax.swing.Action |
|---|
ACCELERATOR_KEY, ACTION_COMMAND_KEY, DEFAULT, DISPLAYED_MNEMONIC_INDEX_KEY, LARGE_ICON_KEY, LONG_DESCRIPTION, MNEMONIC_KEY, NAME, SELECTED_KEY, SHORT_DESCRIPTION, SMALL_ICON |
| Constructor Summary | |
|---|---|
EventServiceAction()
|
|
EventServiceAction(java.lang.String actionName,
javax.swing.ImageIcon icon)
|
| Method Summary | |
|---|---|
void |
actionPerformed(java.awt.event.ActionEvent event)
Publishes the event on the EventService returned by getEventService(event) Gets the EventService from getEventService(java.awt.event.ActionEvent) . |
protected abstract EventService |
getEventService(java.awt.event.ActionEvent event)
Override to return the EventService on which to publish. |
protected java.lang.Object |
getEventServiceEvent(java.awt.event.ActionEvent event)
If isPublishesOnTopic() returns false (i.e., when using class-based rather than topic-based publication), then override this method to publish an on object other than the ActionEvent. |
java.lang.Object |
getName()
|
boolean |
getThrowsExceptionOnNullEventService()
By default, exceptions are throw if getEventService() returns null. |
java.lang.String |
getTopicName(java.awt.event.ActionEvent event)
The topic name is the first non-null value out of: A topic name explicitly set via setTopicName(String) the action's getValue("event-service-topic") EVENT_SERVICE_TOPIC_NAME the
action's getValue("ID") (for compatibility with the SAM ActionManager's ID) the action's Action.ACTION_COMMAND_KEY the action event's Action.ACTION_COMMAND_KEY
the action's Action.NAME the value is used (if the value is not a String, the value's
toString() is used). |
protected java.lang.Object |
getTopicValue(java.awt.event.ActionEvent event)
By default, the ActionEvent is the object published on the topic. |
boolean |
isPublishesOnTopic()
|
void |
setPublishesOnTopic(boolean onTopic)
Sets whether this action publishes on a topic or uses class-based publication. |
void |
setThrowsExceptionOnNullEventService(boolean throwsExceptionOnNullEventService)
By default, exceptions are thrown if getEventService() returns null. |
void |
setTopicName(java.lang.String topicName)
Explicitly sets the topic name this action publishes on. |
| Methods inherited from class javax.swing.AbstractAction |
|---|
addPropertyChangeListener, clone, firePropertyChange, getKeys, getPropertyChangeListeners, getValue, isEnabled, putValue, removePropertyChangeListener, setEnabled |
| Methods inherited from class java.lang.Object |
|---|
equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
|---|
public static final java.lang.String EVENT_SERVICE_TOPIC_NAME
public static final java.lang.String EVENT_BUS_EVENT_CLASS_NAME
| Constructor Detail |
|---|
public EventServiceAction()
public EventServiceAction(java.lang.String actionName, javax.swing.ImageIcon icon)
| Method Detail |
|---|
protected abstract EventService getEventService(java.awt.event.ActionEvent event)
event
- the event passed to #execute(ActionEvent)
EventBusAction
,
ContainerEventServiceAction
public boolean isPublishesOnTopic()
public void setPublishesOnTopic(boolean onTopic)
onTopic
- true if publishes on topic (the default), false if using class-based publication.public void setTopicName(java.lang.String topicName)
getTopicName(ActionEvent)
to understand how the
topic name is determined implicitly.
public java.lang.String getTopicName(java.awt.event.ActionEvent event)
setTopicName(String)
EVENT_SERVICE_TOPIC_NAME
Action.ACTION_COMMAND_KEY
Action.ACTION_COMMAND_KEY
Action.NAME
the value is used (if the value is not a String, the value's
toString() is used).
To use a different name, override this method.
event
- the event passed to #execute(ActionEvent)
protected java.lang.Object getTopicValue(java.awt.event.ActionEvent event)
event
- the event passed to #execute(ActionEvent)
public java.lang.Object getName()
protected java.lang.Object getEventServiceEvent(java.awt.event.ActionEvent event)
public void actionPerformed(java.awt.event.ActionEvent event)
getEventService(java.awt.event.ActionEvent)
. Checks isPublishesOnTopic(). If true,
gets the topic name from getTopicName(java.awt.event.ActionEvent)
and the topic value from getTopicValue(ActionEvent)
, and publishes the value on the topic on the EventService. If false, gets event from
getEventServiceEvent(java.awt.event.ActionEvent)
, and publishes the event on the EventService.
event
- the action event to publish.
java.lang.RuntimeException
- if getThrowsExceptionOnNullEventService() && getEventService(event) == nullpublic boolean getThrowsExceptionOnNullEventService()
public void setThrowsExceptionOnNullEventService(boolean throwsExceptionOnNullEventService)
throwsExceptionOnNullEventService
- true to suppress the exception when there is no event service
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I learned that my brain/habits are malleable. I changed my habits through intensive work and over time adjusted to the intensity needed to complete foundations. I changed my mindset in such a way that whatever the challenge was, I would put in my all and wouldn't give up. I learned how to communicate with peers in a manner that took my EQ sky high. I still have much more to learn but I can safely say I am a lot more confident in reading emotion and behaviour. This is beneficial to the functionality of a team, even better for the foundation of a relationship. I also learned that you have to put in the work. You don't get a free lunch. You have to push yourself to your limits, that's how you succeed. Sure work smarter and not harder, but you don't learn to code over night.
I see self awareness playing a major part in programming. I see it impacting your daily habits, your learning habits, and your approach to learning.  This means you won't only be good to yourself, but others as well. This is where empathy comes in. To be empathetic you have others emotions in mind. You are aware of how other people think and feel and you are open to their views/opinions. It obviously doesn't mean you should agree, but to have an open mind and to value anothers stance. This is very good to have in a team space where you are collaborating with other programmers. To keep in mind how others are feeling, you are creating a positive environment for everyone around you. This will boost self esteem and confidence when it comes to projects.
What personally surprised me about core learning is how quickly I picked up the neccessary skills to communicate in a team. I have never really worked in a team like I was introduced to during this time. Core learning opened me up to the idea of proper, intentional collaboration. At high school I wasn't ever introduced to such workflow. Core learning also taught me how important looking after myself is, not only for myself, but for my peers.
I would say the hardest part of it all was just meeting new people after withdrawing from a heavily social environment. I hadn't immeresed myself in such an environment for months and felt this course would re introduce me in a way in which it would not only train me, but almost ingrain it in my mind. It is something that takes practice and I see myself growing from the experience. I found the listening and looping exercise challenging, but the more I did it and the more I talked to peers, I became a bit more confident.
One reason that came to my mind instantly is the love yourself before you love others. I do see personal reflection and just personal love playing a bit role in the emotion you output. If you don't treat yourself with respect, I don't see how you can maintain treating others with respect. In a workplace you want to treat everyone well because not only will you be seeing them everyday, but treating your colleagues with respect will impact them positively as well. It will have them want to come back to work, it will build relationships, it will make it much easier to earn others respect.
The last thing it feels like is a waste of time. If I didn't focus on my emotions, my habits, my energy, I wouldn't have succeeded in the tech aspect at all. I do think both topics are meaningful and should be balanced. I agree 110% with what Dev Academy is offering and who it will shape you to be in the future.


Secrecy isn't just about making a message hard for an unauthorized person to read, it also helps if you can hide it where it can't be found!
For example, use your mouse to highlight below to find some text hiding in plain sight:
Where else could information be hidden? You won't be able to continue until you find the source of your next clue.


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welcome to our new session of education
I added new objectives to our knowledge base to make you happy
Just in case there is anyone looking for it,we added new expertise to our knowledge base to make you happy.
A wonderful serenity has taken possession of my entire soul of spring which I enjoy with my whole heart.
Incapable of drawing a single stroke at the present moment; and yet I feel that I never was a greater artist.
Just in case there is anyone looking for it,we added new expertise to our knowledge base to make you happy.
A wonderful serenity has taken possession of my entire soul of spring which I enjoy with my whole heart.
Incapable of drawing a single stroke at the present moment; and yet I feel that I never was a greater artist.
focused on helping people who need to find a job Not only high schools, we can offer help
Nam cursus imperdiet elit. Fusce sollicitudin eget nulla in condimentum. Nullam dignissim id magna non tempus. Vivamus molestie nulla nec pharetra dignissim. Suspendisse auctor nisi et neque vehicula pulvinar. Quisque quis tempus magna. Quisque sed luctus nunc sapien.
see moreCras tristique nibh in nulla tempor malesuada. Curabitur ullamcorper arcu.
Throughout these year we have done amazing work with 250 students..
Only competitions were the ones in the back of the magazines you find..
Can how you setup your classroom impact how students think...
Sometimes students need help with things to make sure you are happy .


To date, the best thing about the Angels' year has been their City Connect jerseys. Despite having two of the best players in baseball in Mike Trout and Shohei Ohtani, they are 10.5 games out of the Wild Card race, and 20.5 in the division. In an effort to see if their season was truly lost, I set out to find a series of trades that would give them at least a 50% chance of making the postseason according to Satchel, my MLB projections model.
read moreAs everyone knows, the best time to write about modeling the MLB season is during a lockout, so here is the very belated Satchel 2021 season autopsy. There were some great predictions, and some very big misses, but overall, I'd say Satchel held its own. I compare Satchel with the projections published by FanGraphs before the season started since all of the underlying data comes from FanGraphs.
read moreI'll leave the detailed commentary to the professionals, but with opening day just around the corner, here's how my model (henceforth known as Satchel) has the 2021 MLB season playing out.1 For an overview of how the model works, check out my earlier post. I'll also talk about how the model has changed since I first introduced it at the end of this post.
read moreSpring Training is here and that means so are the MLB prediction models! Here is how to build one in just a few hours based on the Bradley-Terry model framework from Analyzing Baseball Data with R.
read moreBlackjack has long been one of the most popular games you’ll find in a casino. Its simplicity makes it an easy option for beginners and the relatively modest house edge appeals to more seasoned gamblers. The game also has a strong history of detailed computational analysis. Ed Thorpe’s classic, Beat the Dealer, has been regarded as the gold standard in blackjack analysis since its publication in 1966. In it, Thorpe uses an IBM 704 to simulate games of blackjack, ultimately determining the best strategy for a player (now known as basic strategy). Inspired by Thorpe (and The Perfect Bet by Adam Kucharski), I set out to create a modern blackjack simulator. The result is Py21.
read moreSince the adoption of Statcast by Major League Baseball, fans have had access to pitch-by-pitch data for every regular season game. These data include pitch velocity and location, the result of the pitch, even who was playing left field at the time. Numerous tools have been built to access these data, most notably Baseball Savant, which provides a relatively straight forward user interface for finding the information you want.
read moreThroughout tax reform season a seemingly endless stream of tables, plots, and charts filled Twitter to show the distributional effects of the Tax Cuts and Jobs Act. I particularly liked Jonathan Schwabish’s piece on how he created a graph to make a report by the Joint Committee on Taxation (JCT) more engaging. I decided to recreate his work using Bokeh and the open-source Tax-Calculator.
read more


Below is some editable content:
The cabbage is a popular cultivar of a the species Brassica oleracea Linne (Capitata Group) of the Family Brassicaceae (or Cruciferae), and is used as a leafy green vegetable. It is a herbaceous, biennial, dicotyledonous flowering plant distinguished by a short stem upon which is crowded a mass of leaves, usually green but in some varieties red or purplish, which while immature form a characteristic compact, globular cluster (cabbagehead).
The cabbage is a popular cultivar of a the species Brassica oleracea Linne (Capitata Group) of the Family Brassicaceae (or Cruciferae), and is used as a leafy green vegetable. It is a herbaceous, biennial, dicotyledonous flowering plant distinguished by a short stem upon which is crowded a mass of leaves, usually green but in some varieties red or purplish, which while immature form a characteristic compact, globular cluster (cabbagehead).
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Harbour Island is located off the northeast coast of Eleuthera.
It is a quiet place, only three miles long and half mile wide. Historic and picturesque Dunmore Town is the original capital of the Bahamas. The island has beautiful pink beaches and great diving, as well as fishing.
Harbour Island is not a usual stopover for cruisers. With the wind mostly coming from the east the entrance is tricky. Sailors coming from the Caribbean on their way to the US might find it a convenient place to rest and stock up though.
Position 25° 28'36"N, 76° 37'32"W (E. harbour entrance)
Review main Bahamas Clearance information.
Customs and Immigration office is in the pink building on Government pier, but they can also be called from the marinas.


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Question
Clone an undirected graph. Each node in the graph contains a label
and a list of its neighbors
.
OJ's undirected graph serialization:
Nodes are labeled uniquely.
We use#
as a separator for each node, and ,
as a separator for node label and each neighbor of the node.
As an example, consider the serialized graph {0,1,2#1,2#2,2}
.
The graph has a total of three nodes, and therefore contains three parts as separated by #
.
- First node is labeled as
0
. Connect node0
to both nodes1
and2
. - Second node is labeled as
1
. Connect node1
to node2
. - Third node is labeled as
2
. Connect node2
to node2
(itself), thus forming a self-cycle.
Visually, the graph looks like the following:
1 / \ / \ 0 --- 2 / \ \_/
Stats
| Adjusted Difficulty | 3 |
| Time to use | thought for a while |
Ratings/Color = 1(white) 2(lime) 3(yellow) 4/5(red)
Analysis
This is a difficult coding question, although the idea is simple.
Solution
Two solution: BFS (recommended) and DFS. This is a good analysis article.
Let’s analyze this further by using the below example:
Assume that the starting point of the graph is A. First, you make a copy of node A (A2), and found that A has only one neighbor B. You make a copy of B (B2) and connects A2->B2 by pushing B2 as A2′s neighbor. Next, you find that B has A as neighbor, which you have already made a copy of. Here, we have to be careful not to make a copy of A again, but to connect B2->A2 by pushing A2 as B2′s neighbor. But, how do we know if a node has already been copied?
Basic idea is to use HashMap to store the already-copied nodes.
My first attempt is DFS by making use of a ‘visited’ Set to mark which node I have copied and which is not. This is a nice idea and it solved the problem neatly.
But after reading this article, I realize that ‘visited’ is not needed for BFS solution!
The trick is, whenever I do a ‘HashMap.put(curNode, newNode)’, I push ‘curNode’ to queue. This very well replaces the functionality of the ‘visited’ set. It also guarantees that when I pop a new element from the queue, I CAN ALWAYS FIND ITS CORRESPONDING COPY from the HashMap - always there.
Code
First, my DFS code
public UndirectedGraphNode cloneGraph(UndirectedGraphNode node) {
if (node == null) return null;
UndirectedGraphNode newNode = new UndirectedGraphNode(node.label);
HashMap<Integer, UndirectedGraphNode> map =
new HashMap<Integer, UndirectedGraphNode>();
map.put(node.label, newNode);
copy(node, newNode, map, new HashSet<Integer>());
return newNode;
}
private void copy(UndirectedGraphNode orin, UndirectedGraphNode cp,
HashMap<Integer, UndirectedGraphNode> map,
HashSet<Integer> visited) {
if (visited.contains(orin.label))
return;
else
visited.add(orin.label);
for (UndirectedGraphNode n : orin.neighbors) {
if (map.containsKey(n.label)) {
cp.neighbors.add(map.get(n.label));
} else {
UndirectedGraphNode newNode = new UndirectedGraphNode(n.label);
map.put(n.label, newNode);
cp.neighbors.add(map.get(n.label));
}
}
// do DFS recursively
for (int i = 0; i < orin.neighbors.size(); i++) {
copy(orin.neighbors.get(i), cp.neighbors.get(i), map, visited);
}
}
Second, my BFS code without using ‘visited’ HashSet
public UndirectedGraphNode cloneGraph(UndirectedGraphNode node) {
if (node == null) return null;
HashMap<UndirectedGraphNode, UndirectedGraphNode> map
= new HashMap<UndirectedGraphNode, UndirectedGraphNode>();
map.put(node, new UndirectedGraphNode(node.label));
LinkedList<UndirectedGraphNode> queue = new LinkedList<UndirectedGraphNode>();
queue.add(node);
// queue is guaranteed to always have non-traversed nodes
while ( !queue.isEmpty() ) {
UndirectedGraphNode orin = queue.remove();
UndirectedGraphNode cp = map.get(orin);
for (UndirectedGraphNode n : orin.neighbors) {
if ( !map.containsKey(n) ) {
map.put(n, new UndirectedGraphNode(n.label));
queue.add(n);
}
UndirectedGraphNode newNode = map.get(n);
cp.neighbors.add(newNode);
}
}
return map.get(node);
}


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COLOR OF NIGHT A film review by James Berardinelli Copyright 1994 James Berardinelli
Rating (0 to 10): 3.4
Date Released: 8/19/94 Running Length: 2:03 Rated: R (Nudity, sex, language, violence, mature themes--it's got 'em all)
Starring: Bruce Willis, Jane March, Leslie Ann Warren, Ruben Blades, Scott Bakula, Brad Dourif, Lance Henriksen Director: Richard Rush Producers: Buzz Feitshans and David Matalon Screenplay: Matthew Chapman and Billy Ray Cinematography: Dietrich Lohmann Music: Dominic Frontiere Released by Hollywood Pictures
Where's John McClane when you need him? If nothing else, the main character from the two DIE HARD films would have livened up proceedings in this pathetically inept psychological thriller. Bruce Willis is in desperate need of something to revive his gasping career, and I can guarantee that COLOR OF NIGHT's Dr. Bill Capa isn't going to be the actor's panacea.
Jane March, taking on her first big Hollywood role, doesn't appear clothed any more often here than during her previous screen credit, THE LOVER. Admittedly, she is a very alluring woman, but this particular motion picture needs more than her exotic sexuality to save it--a whole lot more, in fact.
By nature, thrillers rely heavily upon their plots, and it's in that area that COLOR OF NIGHT displays its greatest weakness. The storyline is routine and the so-called "twists" are obvious enough to be guessed far in advance of their revelation.
Bill Capa (Willis) was a thriving New York psychologist before one of his more disturbed patients threw herself out his office window and splattered all over the sidewalk below. Unable to continue seeing patients, Bill heads west to Los Angeles to spend time with his fellow shrink and old college chum, Bob Moore (Scott Bakula). It turns out to be as much business as pleasure, though, as Bob asks him to sit in on the infamous "Monday night group session."  (Note that COLOR OF NIGHT isn't particularly sympathetic towards any character with psychological problems.)
When Bob is murdered several days later, Bill believes the guilty party to be a member of this group, although the police detective in charge of the case, Lt. Martinez (Ruben Blades), suspects him. Beginning with Bob's murder, things get progressively worse for the visiting doctor, culminating in his car being rear-ended. However, when he gets a look at the driver, a hauntingly beautiful young woman named Rose (Jane March), he starts to believe that maybe things aren't as bad as they seem. That is, until he opens his mailbox and a rattlesnake pops out.
The most interesting elements of COLOR OF NIGHT deal with the characters' psychological dysfunctions, subjects which are given the most perfunctory treatment allowed by the needs of the script. What we're left with is a big-budget exploitation film that suffers from awful directing. Usually it's the actors who go over-the-top, but this time that fault can be ascribed to the people behind the camera. Someone involved with this production certainly fell in love with slow motion shots.
It would be nice to say that somewhere amidst this massive overdramatization, there's something to redeem the film, but about the best I can say is that the dialogue between Capa and Martinez is honed to a fine edge. Those who stick through COLOR OF NIGHT to the end are in for a rather unpleasant surprise. It would be nice if it was possible to believe that the final ten minutes represent a clever parody of the norms of the genre, but that would be giving COLOR OF NIGHT too much credit. It takes itself distressingly seriously, which is something few viewers will be able to do.
- James Berardinelli<EMAIL_ADDRESS>-- Evelyn C. Leeper | +1<PHONE_NUMBER> |<EMAIL_ADDRESS>"Am I politically correct today? Do I do crystals and New Age? Obviously, women's music's for me--Edith Piaf, Bessie Smith, and Patti Page." --Lynn Lavner
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