Downloads Terry's Linux Bash Scripts General QEMU VirtualBox VMware Other ISOs/HD images Introduction F.A.Q. Features The Charter Source Code By File Source Code (Raw) Source Code By Sym Source Code By Address TempleOS Credits History of TempleOS TempleOS is a free, public domain, open source, x86_64, non-preemptive multi-tasking, multi-cored, ring-0-only, single-address-map (identity-mapped), non-networked, PC operating system. Paging is, basically, not used. The CIA encourages code obsfucation. They make it more complicated than necessary. TempleOS is, literally, more simple than necessary. It is obnoxiously simple... to the point it hurts. This "Hello World" joke, the BMP file format and the WAV file format show that the industry is really screwed-up! That's what TempleOS fixes. I capped the line-of-code count at 100,000 and God said it must be perfect, so it will never be an ugly monstrocity. It is currently 80,849 lines of unblemished code. Backward compatibility is not promised. Normally, failure is not an option, but since TempleOS accompanies Windows or Linux, we exclude certain uses. There is no reason to duplicate browsing, multimedia, desktop publishing, etc. Linux wants to be a secure, multi-user mainframe. That's why it has file permissions. The vision for TempleOS, however, is a modern, 64-bit Commodore 64. The C64 was a non-networked, home computer mostly used for games. It trained my generation how to program because it was wide open, completely hackable. The games were not multimedia works of art, but generated by non-artist.  It was ring-0-only and single-address-map." DOS was 16-bit, with segmentation -- awful! TempleOS is 64-bit, flat, non-segmented and multi-cored. It has a C64-like shell with HolyC, a dialect of C/C++, instead of BASIC. It was written from scratch, and not even ASCII was sacred -- it has 8-bit unsigned char source code to support European languages. Also, the source code supports binary sprite graphics. A troll might say, "It can crash!" We used DOS for years and loved it. Computers even had a reset switch! Just think of the power of ring-0, muhahaha! Think of the speed and simplicity of ring-0-only and identity-mapping. It can change tasks in half a microsecond because it doesn't mess with page tables or privilege levels. Inter-process communication is effortless because every task can access every other task's memory. It's fun having access to everything. When I was a teenager, I had a book, Mapping the Commodore 64, that told what every location in memory did. I liked copying the ROM to RAM and poking around at the ROM BASIC's variables. Everybody directly poked the hardware ports. TempleOS is simpler than Linux and you can have hours of fun tinkering because all memory and ports are accessible. Memory is identity-mapped at all times, so you can modify any task's memory from any other task. You can access all disk blocks, too. I had a blast using a C64 disk block editor to modify directories to un-delete files, when I was a kid. Maybe, you want to play with a raw-block database, or make your own file system? I wrote all 119,667 lines of TempleOS over the last 14.7 years, full-time, including the 64-bit compiler. It was called, at various times, "Hoppy", " The J Operating System", "LoseThos" and "SparrowOS". Here are my college transcripts. I've been a professional operating system developer since 1990 when I was hired to work on Ticketmaster's VAX OS. * "Commodore 64" is a trademark owned by Polabe Holding NV. * "Linux" is a trademark owned by Linus Torvalds. * "Windows" and "DOS" are trademarks owned by MicroSoft Corp.
The Temple Operating System


This article gives product owners and non technical executives examples of how ignorant technical management can bring software product development to a stall.
Every software developer practiced ignorance driven development at the beginning of their career. Great developers accept their ignorance early on and start a never ending journey to skill up through years and job titles. Mediocre developers never admit their ignorance and use the same approach for decades creating unmaintainable software convinced that working on big products must feel hard–wrong because of well established patterns to tackle software complexity and incremental design.
When developers that ignored patterns and incremental design for decades are leading teams or divisions they will set the course for the creation of software impractical to maintain and dreadful to work on. I call this ignorance driven development.
Symptoms
Any new system has a grace period in which ignoring incremental design doesn’t display any symptom but dents its long term maintainability and the cost to fix that will hit when you least expect it. Martin Fowler explain this in detail in Design Stamina Hypothesis.
Say your core business functionality is the sum of A + B + C + D if you need to change B based on market feedback and the software code is a tangle of [ABCD] it’s gonna be hard to estimate how long the process will take because parts of B are mixed all over the place–instead if your software has clear boundaries [A][B][C][D] estimating a change to B is much easier.
For developers working on unmaintainable code is like speaking with someone that has a thick accent–you are talking the same language but it takes extra effort to communicate effectively.
High turnover of software developers is often a symptom. Motivated developers will put up with ignorance at first and try to introduce better practices but without recognition and backup they will move on leaving only mellow developers on the team.
A product owner should be engaged in business logic conversations with the whole development team–translating to a developer dialect is a sign that the codebase diverged from the business terminology creating communication overhead and seeding future missunderstandings.
Only a few clear symptoms of unmaintainable software reach a product owner: constant slow down in delivered features, feature delivery consistently followed by new bugs and inconsistent estimations requiring release dates to be postponed.
Only when the slow down can’t be justified anymore executives will start hearing suggestions to rebuild a portion or the entire system.
Excuses
When questioned about those symptoms and the possibility of an unmaintainable code base I’ve heard technical executives using a list of excuses to conceal its root cause: poor design.
The requirements changed one
The code is unmaintainable because the requirements kept changing… the code was clean at the beginning!
You do not want to hear this from a tech lead or director. The sentence lacks the basic understanding of how software development works and someone like that shouldn’t manage others.
One thing you can be sure of is that the domain is not going to remain static during the building process. It will change at a rate dictated by its markets and its own invention rate. Waltzing With Bears: Managing Risk on Software Projects
Requirements will change and software design has to adapt.
Software engineering is not like other forms of engineering where the product is limited by its physical form–once you build a pedestrian bridge it can’t become a train bridge it will need to be rebuilt. Software is like a pedestrian bridge built with Lego bricks that can be reshuffled to become a train bridge using an evolving supple design as business requirements change.
The programming language one
The code is unmaintainable but at least now it’s in Ruby so that’s good.
You might think this is a joke but I heard this in serious conversations and it demonstrates great ignorance about software programming.
Bad designed code is going to affect all languages regardless of how popular or friendly they are–rebuilding an unmanageable legacy .NET application in to a unmaintainable Ruby on Rails application is not doing anyone any good because a mess is a mess. And if people blame Rails tell them to look at its component based architecture.
The minimal viable product one
The code is not maintainable because we delivered a minimum viable product, we release it fast and dirty to get feedback and will tackle code design later.
Some technical people ignoring iterative software design use minimal viable product as an excuse to skip it but MVP should prioritize features to release a minimal and effective version of your product but not a design less one.
Iterative design is done by the whole team as part of the development process and is different from an upfront design were a handful of illuminati would discuss architecture for months and hold off development. The best resource on this topic is Evans Domain Driven Design and Growing Object Oriented Software guided by tests.
When knowledgeable developers do iterative design it won’t add significant overhead but I’ve heard inexperienced leads talk as if it’s something that would make a difference between making the release or not so when under pressure it’s OK to omit.
In all but trivial projects is critical to include iterative design or when business requirements will inevitably change the code will be dreadful or impossible to manage. Technology alone can’t make your business successful but a crippling technology will impact it negatively or even make it fail.
The deadline one
The code is not maintainable because we had a hard deadline and had to cut corners to deliver all those features.
In time bound projects the scope has to be negotiated through constant communication between the development team and the product owner.
The negotiation might mean the scope is decreased or increased based on the velocity of the team–skipping design doesn’t mean you will deliver more features it means you will develop features impractical to maintain.
The technical debt one
The code is not maintainable because we had a hard deadline and accumulated technical debt to deliver all those features.
This is similar to the one above but instead of cutting corners you hear technical debt. Calling technical debt the result of a development process ignoring incremental design is wrong–Martin Fowler in his Technical Debt Quadrant makes a valuable distinction and calls it inadvertent reckless debt, Bob Martin speaks to this in A mess is not technical debt.
Sometimes developers might make an informed decision in order to fix a urgent bug or complete a time bound feature leaving that specific area with a less supple design–in the future working on it will require extra effort and that’s ok because it’s on a specific portion of the application.
The we will refactor later one
The code is not maintainable but now that we released we can focus on refactoring and code quality.
Refactoring means improving software design leaving features unchanged and it should be done in small iterative steps–you need to understand it will slow down deliverables and a good reference here is Refactoring: Improving the Design of Existing Code but working for months ignoring design and then hope to refactor it all later is an amateurish approach and is different from extending an architecture as it earns business value because there is no architecture in the first place.
When the code is unmaintainable I like to do incremental restructuring on small isolated portions related to features I am working on so the code quality increases while delivering business value–this will be more challenging but you can confidently control the amount of changes introduced. A great books about this is Working Effectively with Legacy Code.
During refactoring run a retrospective to understand why the code is in its current design less form and address any lack of development knowledge.
Acknowledge and fix
To learn if code is maintainable you need to actively work on it so if your tech directors and leads are not doing that their feedback is the opinion of an outsider. That can be positive if associated with knowledge of software design and updated hands on experience but without that is irrelevant and I’ve seen it contradicting and demoralizing talented developers lower in organization charts.
Make sure to let the tech division know the company cares about long term code maintainability and keep collecting feedback from all levels.
Is it necessary?
Regardless of what industry you operate in you are a software company.
In Good to Great Collins says:
technology by itself is never a primary root cause of either greatness or decline
I agree that technology alone won’t make your company great but I’ve seen many companies struggling to pivot in a predictable timeframe because of their crippling codebase. Missing opportunities and lagging behind won’t make you great.

If you don’t value code maintainability you will only attract mellow developers mildly concerned with your long term objectives.
Skilling up
In large organizations sending a tech lead or director to improve skills that should already been there can be very demoralizing for the team.
I suggest the lead and directors join the team as developers and an external experienced mentor temporary takes over the development process to skill up the entire team and after a period of time the team will find his natural leader rather then relying on appointed roles.
 Let your company take an active role and allocate work time for targeted skilling up.
Expert mentoring
Developers can’t recognize unmaintainable software unless they have experience in building and maintaining year lasting projects and even then some developers with 10 years experience might really have a 1 year experience multiplied 10 times and lack those skills. Any development team of 5 should have a natural mentor able to evaluate and direct the incremental code design–without this figure team members might disregard best practices compromising morale and preventing the creation of a supple design.
Cross-pollinating knowledge
When your company has different divisions and some are not displaying any symptoms of ignorance driven development cross pollinating developers might help. Internal knowledge sharing works in a healthy organization but in a dysfunctional one internal politics and pride will not facilitate it so a director or tech lead might disregard suggestions coming from a developer below them in the company hierarchy.
Conclusion
Trusting technical management after an initial result can be misleading because of a new application grace period–concealed from your eyes there could be an accumulation of badly designed code and its clean up cost will kick in when you can least afford it.
Tell your technical division you are aware of low code maintainability side effects and understand the meaning of an incremental design adapting to the long term product vision. Ensure appointed technical leaders have updated hands on experience and are capable of dealing with development–they should lead by example from the front rather then with politics from a golden chair.


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DKItem
@objc(DKItem)
public final class DKItem : NSObject, NSCoding, DKResponseObjectSerializable, DKResponseListSerializable
Items belong to a collection, can optionally belong to another item (a stack), and have many comments and reactions.
-
The unique identifier of the item
Declaration
Swift
public var id: NSNumber
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The unique identifier of the parent collection
Declaration
Swift
public var collectionID: NSNumber
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The name of the parent collection
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Swift
public var collectionName: String?
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The unique identifier of the parent stack
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The name of the parent stack
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public var parentName: String?
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The name of the item
Declaration
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public var name: String?
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Not to be confused with the
NSObject
description
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Swift
public var descriptionText: String?
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Content may contain a multitude of types. Usually the content takes the form of a string, which may in turn represent a URL
Declaration
Swift
public var content: Any?
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A link to the content, external to Dropmark
Declaration
Swift
public var link: URL?
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Undocumented
Declaration
Swift
public var preview: String?
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User-defined thumbnail image URL, if available
Declaration
Swift
public var thumbnail: URL?
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true
if the item is available to share via a linkDeclaration
Swift
public var shareable: Bool?
-
The size in bytes, if applicable, of the content
Declaration
Swift
public var size: NSNumber?
-
Undocumented
Declaration
Swift
public var sort: NSNumber?
-
The high level representation of the content. See the documentation of
DKItemType
for a richer understanding of when to reference an item’s typeDeclaration
Swift
public var type: DKItemType
-
The MIME type as derived by Dropmark
Declaration
Swift
public var mime: String?
-
If available, the location the item’s content was created
Declaration
Swift
public var location: CLLocation?
-
The date the item was created
Declaration
Swift
public var createdAt: Date
-
The date the last time the item was updated
Declaration
Swift
public var updatedAt: Date?
-
The date the item was marked for deletion
Declaration
Swift
public var deletedAt: Date?
-
The total number of reactions (or “likes”) recieved by the item
Declaration
Swift
public var reactionsTotalCount: NSNumber
-
A link to the item on Dropmark. Note: The item must be
shareable
to view this link.Declaration
Swift
public var url: URL
-
A shortened link to the item on Dropmark. Note: The item must be
shareable
to view this link.Declaration
Swift
public var shortURL: URL
-
A suite of thumbnails generated by Dropmark
Declaration
Swift
public var thumbnails: DKThumbnails?
-
true
if the content contains a URL. Note: Always test the content yourself, use this only for preview/UI renderingDeclaration
Swift
public var isURL: Bool?
-
A list of tags applied to this item
Declaration
Swift
public var tags: [DKTag]
-
Contains a range of other data associated with the item’s content. For example, an image item may contain the image’s EXIF data as a key-value set
Declaration
Swift
public var metadata: [String : AnyObject]?
-
If the item is a stack, this contains a list of child items. Usually this is used to temporarily store up to 4 child items for a quadrant thumbnail, not as a store of all children items.
Declaration
Swift
public var items: [DKItem]?
-
If the item is a stack, this is the total number of child items
Declaration
Swift
public var itemsTotalCount: NSNumber?
-
The creator of the item
Declaration
Swift
public var user: DKUser
-
The reactions (or “likes”) the item recieved
Declaration
Swift
public var reactions: [DKReaction]
-
The comments the item recieved
Declaration
Swift
public var comments: [DKComment]
-
The effective file path for an item on Dropmark’s servers
Declaration
Swift
public var directory: DKDirectory { get }
-
Serializes a new instance from the provided network response and key-value representation. The representation is validated for the required parameters, then fills in optional parameters as necessary.
Declaration
Swift
public init?(response: HTTPURLResponse, representation: Any)
Parameters
response
A network response assocated with serialization
representation
A key-value object representing parameters and child objects.
-
Returns an object initialized from data in a given unarchiver.
Discussion: You typically return
self
frominit(coder:)
. If you have an advanced need that requires substituting a different object after decoding, you can do so inawakeAfter(using:)
.
Declaration
Swift
public required init?(coder aDecoder: NSCoder)
Parameters
coder
An unarchiver object.
Return Value
self
, initialized using the data incoder
. -
Encodes the receiver using a given archiver.
Declaration
Swift
public func encode(with aCoder: NSCoder)
Parameters
encoder
An archiver object.


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|
SUKKUR IBA UNIVERSITY Merit-Quality-Excellence DEPARTMENT OF ELECTRICAL ENGINEERING |
|
Project Planning: |
A proper and clever plan is essential for completion of any project with perfection. From the very first day of this project, it was in our mind that without teamwork completion of this project is not possible. We all, as a team, took our task seriously and distributed our project into parts so that it can be easy to work in different dimensions and to share our understanding with our team members, which is no doubt the best way to save time and get maximum yield. Some of our team members who were interested and were enthusiastic to work on code, took their part; some decided to work on circuit and so on. Here we present our project planning in the below mentioned table. |
| Task | Team Members Involved | September | October | November | December |
Literature Review |
All team members |
||||
Components selection |
All team members |
||||
Circuit Diagram |
Noorkhan & Waqas | ||||
| PCB Routing | Waqas, Jirjees & Singhe | ||||
| PCB soldering and troubleshooting | Waqas & Jirjees | ||||
Coding |
All team members |
||||
Hardware interface |
All team members |
||||
| Components description in report writing | Waqas & Singhe | ||||
| Content about process of PCB design | Jirjees | ||||
| Content about process of CAD design | Noorkhan & Singhe | ||||
| Hardware interface and coding issues | Noorkhan | ||||
| Description of PID tuning process | Noorkhan & Waqas | ||||
CAD design |
(-----) |
||||
| Description of processes involved in CAD design | Waqas & Singhe | ||||
| Content about Business Model | Singhe | ||||
| Components and literature references | Waqas |
| Prev | Next |


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- Feedback: If you find any bugs or have any suggestions to improve the tool, you may report them here [link].


--- layout: alert ---
Despite modern advances in infection control measures, respiratory viruses continue to impose a significant global healthcare challenge. Triggers that signal early detection of influenza and RSV outbreaks are key to controlling their spread. The Above Local Elevated Respiratory Illness Threshold (ALERT) algorithm was designed to detect seasonal influenza outbreaks. ALERT can be used directly by healthcare practitioners with no statistical training via a web applet. We are working to evaluate the performance of ALERT in a broader range of settings, including with datasets that have influenza A, influenza B, RSV, and combinations of respiratory pathogens (or influenza-like-illness). The ALERT algorithm was developed for use by the ResPECT Study.


Runs the NUnit console test runner.
| Attribute | Description | Required |
| vm | Same as dotnetexec's vm attribute. Specify the framework to use. | No. |
| config | Config file to use | No. |
| output | Where test output should go. | No. |
| error | Where test error output should go. | No. |
| xmlout | Where NUnit's XML output should go. | No. |
| transform | The transformation to apply. | No. |
| thread | Causes a separate thread to be created for running the tests - see the NUnit documentation for details. | No - defaults to false. |
| noshadow | Disables shadow copying of the assembly in order to provide improved performance.. | No - defaults to false. |
| fixture | Test fixture to run. | No. |
| labels | Causes an identifying label to be displayed at the start of each test case. | No - defaults to false. |
| failOnError | Stops the build if NUnit returns with a code indicating an error or failure. | No - defaults to false. |
| errorProperty | Name of the Ant property to set if one of the tests fails/causes an error. Only useful if the failOnError attribute is set to false. | No. |
testassembly
has a single required attribute name -
specifies an assembly or a project file holding tests.
in/exclude
have a single required attribute name -
specifies a category to include or exclude from the tests.
Note that in current versions of NUnit (up to 2.2) you may choose to either include or exclude categories in a run, but not both. This task does not enforce this restriction since future versions of NUnit may change behavior.
A nested I/O
Redirector can be specified. Any file mapping is done using a
null
sourcefile; therefore not all Mapper
types will return results.
It is possible to specify environment variables to
pass to the system command via nested <env>
elements. They support the same attributes as the nested env
element of the <exec>
task.
<nunit> <testassembly name="nunit.tests.dll"/> </nunit>
or
<nunit> <testassembly name="nunit.tests.csproj"/> </nunit>
<nunit fixture="NUnit.Tests.AssertionTests"> <testassembly name="nunit.tests.dll"/> </nunit>
<nunit> <testassembly name="nunit.tests.dll"/> <include name="Baseline"/> </nunit>
<nunit xmlout="console-test.xml"> <testassembly name="nunit.tests.dll"/> </nunit>
changes the name of the output file to "console-test.xml" - note that this task will resolve file names relative to the project's base directory, not the current working directory.
<nunit> <testassembly name="assembly1.dll"/> <testassembly name="assembly2.dll"/> <testassembly name="assembly3.dll"/> </nunit>


Excel Change For Work
test
1.Chinese Name Get Pinyin
Excel
Submit
2.Rename image
Common Name
Excel
Images
Submit


Playground
v4.1.0
Create interactive jq filters notebook.
Changelog v4.1.x
Create jq playground from query
Filter json on the fly
Create jq playground from query
ctrl + p
Create playground from filter
Append all queries to current jq playground
Filter json on the fly
from inputbox (ctrl + p →
no files needed
Changelog v4.0.x
Redirect output to file
Support command line variables
Input variable
Redirect output to file
Add redirect line between jq filter and context data
As command line but on new line 😅
Use variables and environment variables into commands
1. Start line with $ (dollar sign)
2. Write command line and use evnvironment variables or local variables defined before first jq filter
See more...
Use input variable
1. Write jq filter into tasks
See more...
Changelog v3.3.x
Experimental support for
command line
Use command line as jq's input
1. Start line with $ (dollar sign)
2. Write command line and filter the results with jq filter
Support some basics commands with hardcoded max execution timeout
5 seconds
http|curl|wget|cat|echo|ls|dir|grep|tail|head|find
Changelog v3.2.x
Support
multiline
jq filter
Enhanced
autocomple
with official documentazion and examples
Improve execute filter
(ctrl+enter)
and (shift+enter)
keyboard shortcut
Better
code highlight
with jq-syntax-highlighting integration
Support
new extension file
.jqpg (
jq
p
lay
g
round) to avoid .jq script conflicts
Multiline filter #1
better jq command line compatibility
using quoted string like jq command line
Multiline filter #2
better jq command line compatibility
copy and paste jq filter command from extension to command line
Syntax highlight
syntax highlight depend on jq-syntax-highlighting
See more...
Autocomplete
inline documentated completation code
Enhanced code completation with official documentazion and inline examples


AWS Code Pipeline Notification
This is a chrome extension that checks the state of AWS code pipelines and displays them. When a code pipeline stage state changes desktop notifications are shown -- NOT A PRODUCT FROM AWS ITSELF, USE AT YOUR OWN EXPENSE.
Options


export¶
Export targets from the build tree for use by outside projects.
export(EXPORT <export-name> [NAMESPACE <namespace>] [FILE <filename>])
Creates a file <filename>
that may be included by outside projects to
import targets from the current project’s build tree. This is useful
during cross-compiling to build utility executables that can run on
the host platform in one project and then import them into another
project being compiled for the target platform. If the NAMESPACE
option is given the <namespace>
string will be prepended to all target
names written to the file.
Target installations are associated with the export <export-name>
using the EXPORT
option of the install(TARGETS)
command.
The file created by this command is specific to the build tree and
should never be installed. See the install(EXPORT)
command to
export targets from an installation tree.
The properties set on the generated IMPORTED targets will have the same values as the final values of the input TARGETS.
export(TARGETS [target1 [target2 [...]]] [NAMESPACE <namespace>]
[APPEND] FILE <filename> [EXPORT_LINK_INTERFACE_LIBRARIES])
This signature is similar to the EXPORT
signature, but targets are listed
explicitly rather than specified as an export-name. If the APPEND option is
given the generated code will be appended to the file instead of overwriting it.
The EXPORT_LINK_INTERFACE_LIBRARIES keyword, if present, causes the
contents of the properties matching
(IMPORTED_)?LINK_INTERFACE_LIBRARIES(_<CONFIG>)?
to be exported, when
policy CMP0022 is NEW. If a library target is included in the export
but a target to which it links is not included the behavior is
unspecified.
Note
Object Libraries under Xcode
have special handling if
multiple architectures are listed in CMAKE_OSX_ARCHITECTURES
.
In this case they will be exported as Interface Libraries with
no object files available to clients. This is sufficient to satisfy
transitive usage requirements of other targets that link to the
object libraries in their implementation.
export(PACKAGE <PackageName>)
Store the current build directory in the CMake user package registry
for package <PackageName>
. The find_package()
command may consider the
directory while searching for package <PackageName>
. This helps dependent
projects find and use a package from the current project’s build tree
without help from the user. Note that the entry in the package
registry that this command creates works only in conjunction with a
package configuration file (<PackageName>Config.cmake
) that works with the
build tree. In some cases, for example for packaging and for system
wide installations, it is not desirable to write the user package
registry.
By default the export(PACKAGE)
command does nothing (see policy
CMP0090
) because populating the user package registry has effects
outside the source and build trees. Set the
CMAKE_EXPORT_PACKAGE_REGISTRY
variable to add build directories to
the CMake user package registry.
export(TARGETS [target1 [target2 [...]]] [ANDROID_MK <filename>])
This signature exports cmake built targets to the android ndk build system
by creating an Android.mk file that references the prebuilt targets. The
Android NDK supports the use of prebuilt libraries, both static and shared.
This allows cmake to build the libraries of a project and make them available
to an ndk build system complete with transitive dependencies, include flags
and defines required to use the libraries. The signature takes a list of
targets and puts them in the Android.mk file specified by the <filename>
given. This signature can only be used if policy CMP0022 is NEW for all
targets given. A error will be issued if that policy is set to OLD for one
of the targets.


This application requires access to your YouTube account. Please
authorize
to continue.
CUMULATIVE ANALYTICS
for YouTube
CHANNEL STATS
videos
subscribers
views
*
*The view count shown above might differ from the view count in the graphs due to how YouTube counts views.
VIEWS & MINUTES
lifetime
VIEWS & MINUTES
last 90 days
VIEWS & MINUTES
last 60 days
VIEWS & MINUTES
last 30 days


14
1 We humans are very frail. We are born, and
we live only a short time; we experience much trouble.
2 We disappear quickly, like flowers that grow from the ground quickly and then wither and die.
We are like shadows that disappear when the sun stops shining.
3 Yahweh, why do you keep watching me to see if I am doing something that is wrong ?
Do you want to take me to court to judge me?
4 No one can bring something acceptable to God out of something that is not acceptable to him.
5 You have decided how long our lives will be.
You have decided how many months we will live,
and we cannot live longer than the time that you have decided.
6 So please stop examining us, and allow us to be alone
so that we might enjoy our life of hard labor, if a hired worker can possibly do so.
7 If we cut a tree down,
sometimes we hope that it will sprout again and grow new branches.
8 Its roots in the ground may be very old,
and its stump may decay,
9 but if some water falls on it,
it may bud and send up shoots like a young plant.
10 But when we people lose all our strength and die,
we stop breathing, and then we are gone forever.
11 Just as water evaporates from a lake,
or as a riverbed dries up,
12 people lie down and die and do not get up again.
Until the heavens do not exist any longer;
people who die do not wake up,
and no one can wake them up.
13 Yahweh, I wish that you would put me safely in the place of the dead and forget about me, so that I do not suffer any more
until you are no longer angry with me.
I wish that you would decide how much time I would spend there,
and then remember that I am there.
14 When we humans die, we will certainly not live again.
If I knew that we would live again, I would wait patiently
for you to release me from my sufferings.
15 You would call me, and I would answer.
You would be eager to see me, one of the creatures that you had made.
16 You would carefully see where I went,
and you would not be interested in seeing whether I sinned or not.
17 The record of my sins would be sealed in a small bag,
and you would cover them.
18 But, just as mountains crumble and rocks fall down from a cliff,
19 and just as water slowly wears away the stones, and just as floods wash away soil,
you eventually destroy us; you do not allow us to continue to hope that we will keep on living.
20 You always defeat us, and then we die.
You cause our faces to look ugly after we die,
and you send us away.
21 When we die, we do not know if our sons will grow up and do things that will cause other people to honor them.
Or if they become disgraced, we do not know that either.
22 We will feel our own pain; we will not feel anything else;
we will be sorry for ourselves, not for anyone else."


API Reference¶
loggertools is a Python port of the Control File Functions of the Logger Tools Software of Olaf Kolle, MPI-BGC Jena, (c) 2012.
From the Logger Tools Software manual: “The functions range from simple mathematic operations to more complex and special procedures including functions for checking data. Most of the functions have the following appearance: a = f(b,p1,p2,…,pn) where a is the variable in which the result of the function f is stored, b is the input variable of the function and p1 to pn are parameters (numbers) of the function. An output variable (result of a function) may be the same as an input variable. Some functions need more than one input variable, some functions do not need any parameter and some functions (mean, mini, maxi) may have a variable number of input variables.”
- copyright:
Copyright 2014-2022 Matthias Cuntz, see AUTHORS.rst for details.
- license:
MIT License, see LICENSE for details.
Subpackages¶
loggertools is a Python port of the Control File Functions of Logtools, the Logger Tools Software of Olaf Kolle, MPI-BGC Jena, (c) 2012. |
- History
Written Jun-Oct 2014 by Matthias Cuntz (mc (at) macu (dot) de)
v1.0, initial Github, PyPI, Zenodo commit, Sep 2022, Matthias Cuntz
- loggertools
bit_test()
cubic()
hms()
ifeq()
ifge()
ifgt()
ifle()
iflt()
ifne()
limits()
lin()
maxi()
mean()
met_alb()
met_albl()
met_dpt()
met_h2oc()
met_h2oc_rh()
met_lwrad()
met_rho()
met_sh()
met_tpot()
met_trad()
met_urot()
met_uv_wd()
met_uv_wv()
met_vpact()
met_vpdef()
met_vpmax()
met_vrot()
met_wdrot()
met_wvwd_u()
met_wvwd_v()
mini()
quad()
sethigh()
setlow()
varadd()
varchs()
vardiv()
varexp()
varlog()
varmul()
varpot()
varsqr()
varsqrt()
varsub()


@composi/datastore:
getFromLocalStorage
Hydrate DataStore from LocalStorage
If you're using putInLocalStorage to persist a dataStore's state, you can use getFromLocalStorage
during page load to hydrate the dataStore with the data saved during the last session.
getFromLocalStorage
returns a promise, so it is non-blocking. That also means you'll have to use a then
function to do anything with the result. If there is no data in localStorage, or there is any other problem is retrieving it, getFromLocalStorage
will throw an error. This means you must always use a conditional check to see if you received any data before trying to use it. To deal with a failure you will have to use a catch
function.
import { h, render } from '@composi/core'
import { DataStore } from '@composi/datastore'
// Create empty dataStore:
const dataStore = new DataStore()
// Try to hydrate dataStore from localStorage.
dataStore.getFromLocalStorage()
.then(data => {
// Always check that you got something back:
if (data) {
// Use the data to set state on the empty dataStore:
dataStore.setState(prevState => {
prevState = data
return prevState
})
}
})
In the above example we hyrdate a dataStore with what was found in localStorage. However, if there was nothing there, you might want to provide some default data. The following example shows how to do that. We introduce a watcher to render a list component. That way, whether state is set with default data or data retrieved from localStorage, the component will render. We also show how to persist changes to dataStore's state with putInLocalStorage
.
import { h, render } from '@composi/core'
import { DataStore } from '@composi/datastore'
const refs = {}
function uuid() {
return Math.random().toString(16).substring(2, 16)
}
// Default data to use.
const fruits = [
{
key: 101,
value: 'Apples'
},
{
key: 102,
value: 'Oranges'
},
{
key: 103,
value: 'Bananas'
}
]
// Create an empty dataStore:
const dataStore = new DataStore()
// Setup a watcher to render the component when state changes:
dataStore.watch('update-list', () => {
render(<List data={dataStore.state}/>, 'section')
})
// Hydrate dataStore with data from localStorage:
dataStore.getFromLocalStorage()
.then(data => {
// If there was data retrieved from localStorage,
// add it to dataStore, which will trigger the watcher.
if (data) {
dataStore.setState(prevState => {
prevState = data
return prevState
})
}
})
// If localStorage has no data,
// this is the first time loading.
// In that case give the dataStore some default data.
.catch(() => {
dataStore.setState(prevState => {
prevState = fruits
return prevState
})
dataStore.putInLocalStorage()
})
// Define component to render.
function List({data}) {
const createInputRef = input => {
if (input)
refs.input = input
}
const addItem = () => {
const value = refs.input && refs.input.value
if (value) {
dataStore.setState(prevState => {
prevState.push({
key: uuid(),
value
})
return prevState
})
refs.input.value = ''
refs.input.focus()
// When data is added, save to localStorage.
dataStore.putInLocalStorage()
.then(() => console.log('Successfully saved data with new item in localStorage!'))
} else {
alert('Please provide a value before submitting.')
}
}
function deleteItem(key) {
dataStore.setState(prevState => {
const state = prevState.filter(item => item.key != key)
return state
})
// When an item is deleted,
// save new state to localStorage.
dataStore.putInLocalStorage()
.then(() => console.log('Successfully persisted removal of item in localStorage!'))
}
return (

<input onmount={createInputRef} type="text"/>
<button onclick={addItem}>Add</button>

{
data.map(item => (

{item.value}
<button onclick={() => deleteItem(item.key)} className='delete-item'>X</button>

))
}

)
}


This post is about how we built our test suite for our API server at Rollbar and some of the tricks and gotchas we ran into along the way. We wanted to build a test suite that not only tested the API logic, but also the underlying code, namely the Express and the Connect middlewares we use. If our API server was going to break, we wanted to know before we deployed it to thousands of customers and millions of requests per day.
Testing is super important. If you don’t want to test, this probably won’t be very helpful or interesting.
We use Vows. Why not Mocha?
Mocha is, by far, the most widely used testing framework for Node.js apps. So, why didn’t we use it? The two main reasons were that Vows was the first thing I found when Googling “nodejs async testing” and the other is that the syntax of Mocha tests felt like another language and less like code. Mocha tests are more readble but the benefit of readability was overshadowed by the need to remember all of these new, special-case methods that Mocha injects.
1 2 |
|
vs
1 2 |
|
There’s something that bothered me about the former. I didn’t like how the library used a bunch of magic to enable something this small/strange.
Mocha has a lot of awesome features but none that were important enough for me to switch.
A simple Vows test
Vows works just as you’d expect it to, except when it doesn’t. More on that later…
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 |
|
The above test will make sure that the function username()
calls its callback with (null, "cory")
.
Note that we use this.callback since everything is assumed to be async and we use {error: false}
when we export the batch. More on those later.
Check out the Vows website for better examples.
Useful design patterns (I swear this will be short)
We’ve found a few idioms and conventions that have been super helpful. Without going too much into design patterns and architecture, here are a few tips that have made writing tests super-easy; almost enjoyable—almost.
Separate your view logic from your API business logic
Your server’s views should have one job, to marshall data from the request/socket/carrier pigeon and provide it to your API library.
Any error checking done in your views should be to make sure the types provided to your API library are correct.
Make every function you write use a callback.
This is super-important for refactoring and adding new features. If you find yourself wanting to add a feature that requires i/o into a code path that was assumed to be completely synchonous, you’ll need to refactor the hell our of your code to make it work. Don’t bother. Make everything take a callback. Embrace async!
Make the first argument to every callback be an optional error.
This is how the Node.js developers do it and I agree. It makes for a lot more boiler-plate code but it forces you to keep error handling in-mind when developing. Writing defensive code is more important than writing fewer lines of code.
This will also make testing much, much easier with Vows. How? Read on…
Testing the API server, for reals
Definitely write tests and exercise your API library directly but don’t stop there. Fork a process, start your API server up in it and start firing requests at it using Vows.
testcommon.js:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 |
|
In our API server:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
|
tests/routes.project.js:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 |
|
There is a lot happening in these tests.
- We use promises to notify our test when the API server is ready.
- Documentation for using promises with Vows can be found here.
- I’m not completely on-board with the Promise design pattern but it seemed like the easiest way to get this working. Mostly, I needed an event to be fired when there was an error that caused the API server process to shut down.
- We use a Vows teardown function to shut down the API server process.
- We use our API library to help test our API server.
- We cross-check our API server’s response by using our API library directly.
- We use Vows macros for reusable tests on all API requests.
- We also make use of Vows contexts even though there are none in this example.
- Documentation for macros and contexts are here.
Gotchas
Never, ever, ever throw an uncaught exception in a Vows topic. It makes debugging impossible. I’ve wasted hours looking through my API library for a bug only to find that I had a silly bug in my topic.
Always use export(module, {error: false})
in your Vows batches. This option is not really described in the Vows docs. I had to find it in the source. Basically, if you don’t have this, Vows will inspect the first argument to each test to see if it’s an error. Vows will potentially call your test functions with a different set of arguments depending on if the first parameter to the topic’s callback is an Error or not. It’s completely strange and magical and confusing.
Testing without mock objects means that you need a real database which means you probably need real-ish data to test with. This is tough. We chose to maintain a DB SQL fixture that we have to update whenever the schema changes. It’s a bit clunky but it works. I’m open to suggestions for this if anyone knows of a better way.
Wrapping up…
We use CircleCI to run all of these tests and are really happy with their service. It’s fast and easy to set up. Also, it has all of the systems that our API server uses like MySQL, Beanstalkd and Memcache pre-installed. This gets us closer to testing in a production environment than would otherwise be possible.
Hopefully you were able to glean some useful tips from our experience at Rollbar. We love building tools for devs like you!
Add me on Twitter @coryvirok. Follow @rollbar for more updates.
Moment of zen
1
|
|


{{header}} {{nav.opaque}}
To complete your registration please pay the £60 registration fee using this button:


{% macro google_analytics() %} {% endmacro %} {% macro show_weeks_dropdown(league_id, current_week, weeks, endpoint) %}
{% endmacro %} {% macro show_menu(league_id) %} Main Page | Tools Page {% endmacro %} {% macro rankings_macro(type, league_id, current_week, weeks, rankings, intro, conclusion) %} {{ google_analytics() }}
{{ intro }} In the event of a tie in the rankings, multiple teams will appear on the same line, delimited by a comma.
{% for item in rankings %} {{ loop.index }}. {{ item[1]|join(', ') }}{{ conclusion }} It then compares a team's stats for the whole {% if 'Weekly' == type %} {{ type.lower()[:-2] }} {% else %} {{ type.lower() }}{% endif %} against the stats for every other team and computes the score. The result of all these comparisons are displayed in the link above for the user to see. Teams with more wins against their peers are ranked higher in the "{{ type }} Rankings".
{% endmacro %} {% macro matchups_macro(type, league_id, current_week, weeks, matchups) %} {{ google_analytics() }}This page shows: taking the whole {% if 'Weekly' == type %} {{ type.lower()[:-2] }} {% else %} {{ type.lower() }}{% endif %}'s data into account, how many categories would you win against each of your opponents?
See {{ type }} Further Analysis| Team 1 | Team 2 | Won | Lost | Tied |
|---|---|---|---|---|
| {{ team_a }} | {{ team_b }} | {{ w }} | {{ l }} | {{ t }} |
{{ intro }}
{% for team in analysis %}| Team 1 | Team 2 | Won | Lost | Tied |
|---|---|---|---|---|
| {{ team_a }} | {{ team_b }} | {% for won_item in won_list %} {{ won_item[0] }} ({{ won_item[1] }}), {% endfor %} | {% for lost_item in lost_list %} {{ lost_item[0] }} ({{ lost_item[1] }}), {% endfor %} | {% for tied_item in tied_list %} {{ tied_item[0] }}, {% endfor %} |
This page shows the strength of schedule for each team. This averages the weekly rankings of each player's opponents over the course of the season. Lower average opponent rank means a harder schedule. An average weekly opponent rank of 3 means the team on average faced the 3rd best team each week. Probably does not work for leagues with an odd number of teams.
| SOS Difficulty Ranking | Team | Avg. Weekly Opponent Rank |
|---|---|---|
| {{ team[0] }} | {{ team[1] }} | {{ team[2] }} |
This page shows the season performance for each team. This averages each player's weekly ranking over the course of the season. Lower average rank means better performance. An average weekly rank of 3 mean the team on average was the 3rd best team each week. Probably does not work for leagues with an odd number of teams.
| Performance Ranking | Team | Avg. Weekly Rank |
|---|---|---|
| {{ team[0] }} | {{ team[1] }} | {{ team[2] }} |


This page does not exist. The content you are looking for may have been moved elsewhere or removed, or you followed a faulty link.
Please use the navigation links at the top of this page, or your search engine of choice, to locate what you were looking for.


{% extends "base_wide.html" %} {% load static %} {% block title %}About the catalogue - {{block.super}}{% endblock %} {% block content %}
The UQ Anthropology Museum houses a wealth of items ranging from everyday implements to diverse performance paraphernalia. There are water-craft, paintings, bodywear, hunting gear, a large quantity of stone tools, including grindstones and axes and a collection of over 6,000 photographs.
Please note that UQ Anthropology Museum Catalogue records may not reflect the best available knowledge about Collection items. If you have additional information or questions about objects in the Collection, we encourage you to contact us.
Users are warned that there may be words and descriptions which may be culturally sensitive and which might not normally be used in certain public or community contexts. Terms and annotations which reflect the author's attitude or that of the period in which the item was written may be considered inappropriate today in some circumstances.
We respectfully advise Aboriginal and Torres Strait Islander peoples that this site may include images, or intellectual property, that may be of a sensitive nature. All efforts have been made to ensure that restricted works are not included.
The UQ Anthropology Museum respects the rights of artists and copyright holders. Every effort is made to trace the copyright holders and gain permission for use of the images within this collection. We would be grateful for any information concerning copyright of images.
No image or information displayed on this site may be reproduced, transmitted or copied other than for the purpose of fair dealing (e.g. for research and study) as permitted under the Copyright Act 1968 and subsequent amendments, without the permission of the copyright holders and UQ Anthropology Museum.
The UQ Anthropology Museum catalogue was developed as a partnership between the eResearch Group within the UQ School of Information Technology and Electrical Engineering and the UQ Anthropology Museum. It uses open source technologies including the Python Django web framework, Apache Solr search server and PostgreSQL database server. Source code for catalogue is available in GitHub under a BSD open source licence.
The user interface was designed in collaboration with the UQ Office of Marketing and Communications.
The images and 3D scans used on the catalogue were generated as part of the Museum’s digitisation project, made possible primarily through external funding and with funding from the UQ Faculty of Social and Behavioural Sciences, the School of Social Science and the Vice-Chancellor’s Strategic Initiative. We aim, with further support, to continue digitising the Collection. It is a time-consuming and costly process, but one that we see as vital in achieving one of our key strategies to engage with local and international researchers and communities.
This project is supported by the Australian National Data Service (ANDS). ANDS is supported by the Australian Government through the National Collaborative Research Infrastructure Strategy Program and the Education Investment Fund (EIF) Super Science Initiative.


Checks if an entry (pattern) is duplicated in the ignore file (e.g. .gitignore, .hgignore). Duplicate entries in these files are redundant and can be removed.
Example:
# Output directories /out/ /target/
/out/


strerror_r
—convert error number to string and copy to bufferSynopsis
#include <string.h> #ifdef _GNU_SOURCE char *strerror_r(int errnum, char *buffer, size_t n); #else int strerror_r(int errnum, char *buffer, size_t n); #endif
Description
strerror_r
converts the error number errnum into a
string and copies the result into the supplied buffer for
a length up to n, including the NUL terminator. The value of
errnum is usually a copy of errno
. If errnum
is not a known
error number, the result is the empty string.
See strerror
for how strings are mapped to errnum
.
Returns
There are two variants: the GNU version always returns a NUL-terminated
string, which is buffer if all went well, but which is another
pointer if n was too small (leaving buffer untouched). If the
return is not buffer, your application must not modify that string.
The POSIX version returns 0 on success, EINVAL if errnum
was not
recognized, and ERANGE if n was too small. The variant chosen
depends on macros that you define before inclusion of string.h
.
Portability
strerror_r
with a char * result is a GNU extension.
strerror_r
with an int result is required by POSIX 2001.
This function is compliant only if _user_strerror
is not provided,
or if it is thread-safe and uses separate storage according to whether
the second argument of that function is non-zero. For more details
on _user_strerror
, see the strerror
documentation.
POSIX states that the contents of buf are unspecified on error, although this implementation guarantees a NUL-terminated string for all except n of 0.
POSIX recommends that unknown errnum result in a message including
that value, however it is not a requirement and this implementation
provides only an empty string (unless you provide _user_strerror
).
POSIX also recommends that unknown errnum fail with EINVAL even
when providing such a message, however it is not a requirement and
this implementation will return success if _user_strerror
provided
a non-empty alternate string without assigning into its third argument.
strerror_r
requires no supporting OS subroutines.


Have comments or questions on a specific ArrayExpress page?
Please use the "Feedback" button at the top right hand corner of every ArrayExpress page. On the feedback form, please describe what you're trying to do on the page, what went wrong or what you noticed to be odd/incorrect. Please leave your name and email address if you would like a response.
Submission queries? Still lost after reading help pages?
Drop us an email. Please include information such as the URL of the page you were on, any error messages you've seen, or a screenshot of the page where you had a problem.
General questions<EMAIL_ADDRESS>Annotare webform tool submitters<EMAIL_ADDRESS>We welcome enquiries on data submission and access, as well as more technical issues, e.g. ArrayExpress database infrastructure. A curator will usually respond to your email within 3-5 working days.
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Follow us at ArrayExpressEBI and the #AnnotareEBI hashtag for submission-related news.
RSS feeds for ArrayExpress experiment public releases
We provide an RSS service listing experiments as they become public in the ArrayExpress Archive so you can be aware of new experiments that may be of interest to you. The URL for the RSS feed is http://www.ebi.ac.uk/arrayexpress/rss/v2/experiments.


#!/usr/bin/env python
#
# Template was used to login to PFSense. Required use of CSRF
# token and session id. Need to get those to "setup" session before
# working with it.
#
# Set website to BURP redirector for better troubleshooting
#
import requests
from requests.packages.urllib3.exceptions import InsecureRequestWarning
import re
re_csrf = 'csrfMagicToken = "(.*?)"' #Replace as needed to grab needed HTTP Headers- #in this case, PFSense needs a csrfMagicToken
s = requests.session() #supposed to set the PHPSESSID
requests.packages.urllib3.disable_warnings(InsecureRequestWarning) #does what it says
# f = open('passwords.txt','r')
# for pass in f:
# Do the below, indent, etc. Turn it into a bruteforcer or anything else!
r = s.post('http://website", verify=false) #verify=false to ignore SSL Cert
csrf = re.findall(re_csrf, r.text)[0] #re. is for regular expression
login = { '__csrf_magic': csrf, 'usernamefld': username, 'passwordfld' : password, 'login': 'Login' }
r = s.post('http://website/index.php', data=login)
# have access to r.status_code or r.text for filtering on correct/incorrect responses as need
# if "correct" in r.text:
# print "valid'
# else:
# print "fail"
# s.cookies.clear()


--- title: "March Gardening Tips" layout: "default" ---
Prune trees and shrubs that were damaged by heavy snow. It's also a good time to plant trees. Check out our classes "Unique Trees for Utah Landscapes" and/or "Fabulous Fruit Trees" this spring.
Cut back ornamental grasses and perennials that weren't pruned in the fall.
Start seeds of vegetables and annual flowers indoors under fluorescent lights for late May - June planting outdoors.
Core aerate lawn area if heavily compacted once soil dries.
Apply pre-emergent herbicide for crab grass control between March 15 - April 15.
Cool season vegetables like peas, radish, lettuce, and spinach can be planted as soon as the soil can be worked. Transplants of cool season vegetables like broccoli and cabbage can also be planted as soon as soil can be worked.
Quality soil is the foundation for plants, have soil tested before planting new areas. Soil tests will give you important information like pH, % organic matter, soluble salts, and major nutrients in soil. Recommendations for amendments will also be provided. Soil tests can be obtained from USU Extension.
Design a section of your landscape to be more water efficient. Join us for one of our many water-wise and native plant classes, including "Irrigation Basics" or "Residential Landscape Design."
Plant bare root roses the latter part of the month, soak roots of bare root roses in water several hours before planting.
Prune hybrid tea and shrub roses late March to early April removing dead and diseased wood, and crossing branches. Cut remaining branches of hybrid teas back to 16 - 24 inches above ground level. Join the "Rose Pruning Workshop" for hands-on experience.
Force branches of Pussy Willow, Cherry, Quince, and Forsythia to bloom indoors. Prune twigs once flower buds are swollen, place in vase of water and put in sunny warm location.


PROBLEM
Corporate consumer persona information had not been updated in over a year. Stakeholders began to forget about and/or neglect personas, especially when making design considerations.
SOLUTION
Refresh persona data with job seeker o*nets that were of particular interest to the business in the upcoming year. These o*nets were determined by a list provided by the marketing department of the most in-demand job titles for 2016.
PROCESS
As business needs changed over the past year, the research team began to see gaps in our persona data. Many of those gaps were in regard to the types of individuals we were not able to speak with when initially creating the personas.
The research team asked the marketing department to supply us with a list of the most in-demand job seekers/users on our site for the upcoming year. From this list, we picked out o*nets/job titles that we were not able to speak with in our initial rounds of persona research. We then ran a series of persona interviews with those o*nets to see where, if at all they fall into our current persona landscape.
FINDINGS/OUTCOMES
From our research, we were able to refresh our persona data with business relevant and in-demand job seekers who everyone could easily identify with. Although the project was just recently finished, we have already seen an increase in our persona research usage from stakeholders within the company. We hope this renewed interest in the company’s personas continue and are spread further than they were before.
- Time Frame
- Inital Research
April 2014 - October 2014 - Research Update
September 2015 - December 2015 - Role
- Principal Researcher
- Project Type
- Collaborative
PROJECT DETAILS


import { TooltipModule } from '@sbb-esta/angular-public';
TooltipComponent
Selector: sbb-tooltip
| Name | Description |
|---|---|
|
@Input()
|
The icon to be used as click target. By default uses question-mark, but the user can use his own icon using the TooltipIconDirective. |
|
@Output()
|
Close event to a click on tooltip element. |
|
@Output()
|
Open event to a click on tooltip element. |
|
|
Identifier of tooltip content. |
|
|
Css class on tooltip component. |
|
|
Checks if a tooltip panel exists |
|
|
A stream of actions that should close the autocomplete panel, including on blur events. |
|
|
Identifier of tooltip. |
|
|
Overlay containg the tooltip text and the close button. It's built when the user clicks on the question mark. |
|
|
Refers to tooltip trigger element. |
| close | |
|---|---|
|
Closes the tooltip |
|
| Parameters | |
|
isUserInput boolean = false
|
states if the tooltip has been opened by a click |
| onClick |
|---|
| open | |
|---|---|
|
Opens the tooltip |
|
| Parameters | |
|
isUserInput boolean = false
|
states if the tooltip has been opened by a click |
SbbTooltipChangeEvent
| Name | Description |
|---|---|
|
|
Instance of tooltip component. |
|
|
States if the tooltip has been opened by a click. |


- Character - Class in Run4YourBits
-
This class defines the behavior of the main avatar and its different
animations, it also includes the score,speed and the multiplier variables.
- Character(String, String, String, int, int, String, String, int) - Constructor for class Run4YourBits.Character
-
Constructs a character based on input
- checkCollisions(Character, MultithreadSystem, Thread, String, Background) - Method in class Run4YourBits.Checkpoint
-
Checks for collisions and acts accordingly
- checkCollisions(Character, MultithreadSystem, Thread, String, Background) - Method in class Run4YourBits.HighObstacle
-
Checks whether the obstacle has collided with the avatar and takes action
- checkCollisions(Character, MultithreadSystem, Thread, String, Background) - Method in class Run4YourBits.LowObstacle
-
Checks whether the obstacle has collided with the avatar and takes action
- checkCollisions(Character, MultithreadSystem, Thread, String, Background) - Method in class Run4YourBits.Obstacle
-
Calls the checkCollisions method in each type of obstacle in order to check
whether the obstacle has collided with the avatar and takes action
- checkCollisions(Character, MultithreadSystem, Thread, String, Background) - Method in class Run4YourBits.PowerUp
-
Checks whether the avatar has collided with the Power-Up and takes action
- Checkpoint - Class in Run4YourBits
-
This class defines the behavior of the checkpoint
- Checkpoint(int) - Constructor for class Run4YourBits.Checkpoint
-
Constructs a checkpoint based on input position
- compareTo(Object) - Method in class Run4YourBits.Obstacle
-
- compareTo(Object) - Method in class Run4YourBits.Score
-
- CompatibleImage - Class in Run4YourBits
-
This class uses the system's configuration and optimizes the images
accordingly.
- CompatibleImage() - Constructor for class Run4YourBits.CompatibleImage
-
- condLose() - Method in class Run4YourBits.Background
-
Checks if the character has lost all his lives and acts accordingly
- condWin(int) - Method in class Run4YourBits.Background
-
Determines when the user has reached the desired length and displays a
message, it also saves the highscore
- Config - Class in Run4YourBits
-
Menu for volume configurations for both sound and music
- Config(Menu) - Constructor for class Run4YourBits.Config
-
Creates a new configuration method
- createButton(String, GraphicsConfiguration, int) - Static method in class Run4YourBits.CustomButton
-
Creates a Custom Swing JButton
- CustomButton - Class in Run4YourBits
-
This class creates button with the right look and feel for the project
- CustomButton() - Constructor for class Run4YourBits.CustomButton
-
- cycle() - Method in class Run4YourBits.Background
-
Method that controls jumping


About simple-tasks
Recently I noticed that I seem to write a similar pattern way too often: Some form of scheduling or task management part. Usually this is due to the need of executing some task in a specific thread, or simply wanting to schedule something for processing in the background.
Basic Usage
Load it through ASDF or Quicklisp:
(ql:quickload :simple-tasks)
Before we can do anything, we need to have a manager to run tasks with. These are called runner
s. Usually you will want a queued-runner
which will use threading capabilities if the system provides them, and thus can process tasks in the background.
(defvar *runner* (make-instance 'simple-tasks:queued-runner))
Next we'll want to start the runner, if possible in a separate thread. The standard start-runner
function does not do this, as you might want to set up the thread scenario yourself, or perhaps even inject the runner into a different thread. However, for the common scenario, there's make-runner-thread
.
(defvar *thread* (simple-tasks:make-runner-thread *runner*))
Now we can finally create task
s and send them off for processing! Out of the box, simple-tasks provides three classes to do remote evaluation with: call-task
, blocking-call-task
, and callback-task
. However, adding your own is very easy. Just subclass task
and implement run-task
.
(defvar *task* (make-instance 'simple-tasks:call-task :func (lambda () (print "hi"))))
Finally we need to send off the task for processing.
(simple-tasks:schedule-task *task* *runner*)
All call-task
s also save the return-values
of the function they're calling, so you can read that out later. Usually if you want to do so, you'll want to either block until the task is done, or delegate to a callback function. The former is made convenient through with-body-as-task
.
(simple-tasks:with-body-as-task (*runner*)
(sleep 1)
(expt 2 12))
In the case that a task encounters a failure during a run, it sets its status to :errored
and saves the current environment. You can inspect this environment at any later point by fetching it with error-environment
and looking at its contents with the various functions Dissect provides. This is mostly useful in a scenario where you cannot use a debugger and thus just automatically invoke the skip
restart in the runner thread. With the environment saved, the error can still be inspected elsewhere or at a later date.
(dissect:present
(simple-tasks:error-environment
(simple-tasks:schedule-task
(make-instance 'simple-tasks:blocking-call-task :func (lambda () (error "Hi"))) *runner*)))
And that's pretty much it.
(simple-tasks:stop-runner *runner*)
Extending simple-tasks
If you want to add flexibility by creating your own specialised task classes, you should look at task
, run-task
, and schedule-task
. Usually you can get away by just subclassing task
, and adding a run-task
method to do your calculations in. If you also need to modify the behaviour of the scheduling, adding :after
methods to schedule-task
can also be useful.
In case that the existing runners aren't suited to your needs, adding one should also not be much of a problem. Simply subclass runner
, and implement appropriate methods for start-runner
, stop-runner
, and schedule-task
. The existing methods on runner
will take care of keeping the status
in sync and making sure no invalid calls can be made.
Also See
- Dissect for error environment capture and inspection.


@(SuperAdmin uses Nexmo SMS API which sends cheap SMS. Obtain your key and secret on www.nexmo.com.)
@(SuperAdmin creates important statistics every day and it can send a daily report on entered email addresses when it creates these statistics.)
@(Access tokens are used for 3rd party applications (e.g. mobile applications or services), your application can connect to SuperAdmin easily via x-token header.)


success isnt always about greateness. Its about consistency. Consistent
Hardwork gains success. Greatness will come
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DEFAULT
INVERT
RULER
VERTICAL
WIDE TICKS
VERTICAL RULER
WIDE TICKS
NO HANDLE
READONLY
DISABLED
TOOLTIP
RETRO
RETRO
GRADIENT
GRADIENT


Done? or cancel
Start typing in the box above, use arrow keys and [enter] to select a task
Go to TimeLog


API
Square engine is available online at Github. If you have question setting up a game please check the tutorial page.
The 2 main classes
The gameGrid class is the actual game engine itself. It creates and maintains the gameObjects, input events and canvas methods. The gameGrid tick() methods is called 60 times a second. The tick will then call the appropriate methods depending on its game state.
The states are: START, UPDATE, PAUSED and GAMEOVER. The STARTS state will just render the start screen and wait for input. The UPDATE is the running game and it will update all its game objects an drender them. The PAUSED state skips gameObject updates but calls the render method. The GAMEOVER stops all updates.
The gameObject is just a simple square that can be created by the gameGrid. You can change it's position, size, color, speed and many other attributes. You must override a few gameObject methods to get it to do stuff. The update() method is called 60 times per frame and it's mostly used to define behavior.
Extended gameObjects
Besides the basic gameObject, the library comes with 3 extended gameObjects. gameObjectMove is just a simple gameObject but be default it takes keyboard inputs to move. gameObjectPaddle is a gameObjectMove but with screen limits. gameObjectBall is a gameObject that keeps moving and bounces against the screen edges. These 3 classes are odeal to make simple games.
Other classes
The library also comes with a few convenience classes: 2D Vector class with methods to do vector math. A boundingBox class to help with collision detection. A square class that extends boundingBox and adds rendering and color methods. An RGB color class to help set gameObject colors.
GameGrid methods
Here's a list of the most important methods you want to override to create game behavior. These methods don't do anything so you can use them anyway you like. The most important one is probably update(). This method is called 60 times per second while the game is running.
These methods can be redefined to render squares or text at start, update, pause or gameOver. They are called 60 times per second.
These methods are called when user inputs keyboard or mouse data. They must have at least 1 argument, which is the input data.
These methods are NOT meant to be overriden. You use them to get data from the gameGrid.
These methods are are used to create and get gameObjects form the gameGrid. You can also add your new gameObject classes to the gameGrid factory. That way the gameGrid can create and keep track of your new gameObject.
Use these to print HTML text to the logger element.
You can use these methods to render squares and text on the screen.
If you want your game to be tiled based you can use these methods to help you get and set tile data. The gameGrid has a tile array that keeps track of tile objects.
GameObject methods
Same as the gameGrid the gameObject have the folowing input methods and methods meant to be overriden. The only difference is that you must have an argument on some of these methods. When they are called the gameGrid passes itself as the first argument. That way you can access the gameGrid and other gameObjects inside the gameGrid.
These methods are meant to turn on/off some gameObject behavior or to get gameObject data.
The gameObject at creation has a 1 unit square by default, but you can use these methods to add/remove/edit them.
Methods for changing the gameObject color.
You can use these methods to change your game object direction and position. The direction is a Vector that represents the direction that your gameObject is aiming to. The position is a Vector that represents its position in the screen X & Y plane.
You can use the screenCheck and check if a given Vector goes beyond the screen limit. When a gameObject goes past the screen it will call one of the 4 following screen methods. You can override them to create a game behavior.
A gameObject has the following methods to check for collision against Vectors and other gameObjects. Your gameObject uses its boundingBox to check collision. If you disable auto update boundingBox you can always call updateBoundingBox() to do so.
Finally a gameObject has a few methods to work with tiles. Please look at gameGrid tile methods for more information.
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Simplified Feature Branching - Source control done right
Introduction
As one does typically develop features in parallel, and some features can not be released while others can, a lot of software teams seem to have problems with their source control.
In this post I will describe Simplified Feature Branching usable with git or any other DVCS.
This model is not rocket science, and is a further simplification of Adam Dymitruk's post on feature branching.
It assumes you use proper release cycles and versioning during the software development lifecycle.
Whenever I mention "feature" in this post, I actually mean "feature" or "bugfix", but I am a lazy b*d.
The main idea: simplification
Make everything as simple as possible, but not simpler - Albert Einstein
Whenever things start to get complicated, we should attempt to simplify them by breaking it up into smaller parts. This is exactly what Simplified Feature Branching does. We make the distinction between branching and integration.
Feature (and bugfix) branches
In large development teams we typically have the problem that several things are developed in parallel, and need to be integrated afterwards. What we will do is separate these two concepts.
We will forget about integration for now, and will just create a branch for every new feature or bugfix we perform. We will give the branch a proper name (usually that will be some kind of an ID we get from a tracking tool).
The Development repository would look like this:
- Development
- master
- [Bugfix] *
- [Feature] *
- master
For example:
- Development
- master
- Bug-sales-123123
- Bug-marketing-5454
- Feature-sales-444
- ...
- master
All branches would be children of Development/master. Exceptions are not allowed, unless you really, really need it and know what you are doing.
This is exactly the same as Adam's model.
Integration branches
Integration branches are the branches where we integrate the different features in a new branch. A typical workflow during development would look like this:
git fetch
git checkout development/master -B Bugfix-1231
...
git checkout development/master -B Feature-5454
...
Once we are satisfied with this integration, we typically deploy this dev branch to the shared development environment.
Never alter development/master!!
Important to note here, is that the whole process described here is targeting the development process, not release management, and this is exactly where the simplification starts.
Integration branches are just temporary placeholders. Think about it! Integration branches should be dropped and recreated once a release is finalized!!!
I would even suggest you to make this explicit by having a distinct repository for the release integration. As one typically goes through a process where multiple clients might have requested different features, I would opt for the following approach:
- Repo: development
- master
- [Bugfix] *
- [Feature] *
- master
- Repo: releases
- master
- staging
- QA/[customer] *
- master
Here is the simplification: integration branches are just temporary things, which can be dropped and recreated as you want. Let's say you want to setup a QA environment for a certain customer in the releases repo:
git fetch
git checkout development/master -B QA/JohnTitor
git checkout development/Bugfix-1231 -B Bugfix-1231
git rebase QA/JohnTitor
git checkout QA/JohnTitor
git merge Bugfix-1231
git checkout development/Feature-5454 -B Feature-5454
git rebase QA/JohnTitor
git checkout QA/JohnTitor
git merge Bugfix-1231
git push release QA/JohnTitor -f
This will allow you to have proper branches per customer QA environments and a staging environment (for the final release), while having an acceptable merge tree. IF you want a single commit per feature branch (which makes it easy to revert a feature if necessary), it is advisable to run a interactive rebase in order to make sure every feature is a single commit.
Once a the version on the staging environment has been approved by all the customers, we do the following:
git checkout master
git merge staging
git tag v1.2.3
As all changes are now integrated in the master, we can drop all the feature branches.
git branch -D Bugfix-1231
git branch -D Feature-5454
git branch -D ...
So all your releases are on the main branch.
And an added bonus
One does not have to have a single development repository, for example one could have one per development team/country/division/... (In my current project we will use a separate repository for outsourced work for example). This approach would also integrate very nicely with code reviews and other CI-related things.
By creating this simplified feature branching model, one clearly separates responsibilities using multiple repositories, and make sure the whole integration process is centralized and separated from development.
Happy simplified feature branching everyone!!
PS: do not forget to enable git rerere when merging git branches; this might save you a lot of time... In fact Adam even suggests sharing your merge cache folder...


|
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Set WebM Duration To 5 Seconds
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Just search and it will pull results exclusively from X, Y & Z. Results are based on Google's CSE algorithm- I cannot guarantee that all results will be there, but it should be relatively comprehensive.
This is super uber experimental so whilst its useful, please don't depend on it exclusively for case law & searching for precedent- I suggest using it for preliminary legislative discovery and university research.


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There are many diferent foods that contein protein without having to eat meat. As we age, protein is important for keeping up muscle mass to stay active, avoid injury, and support a healthy immune system. Choosing non-meat proteins in later years can be a good idea for more than just health or ethical reasons. “Many non-meat protein sources are lower in cost, and if you’re on a fixed income, then watching the food budget can be helpful,” says Angela Catic, MD, an assistant professor of internal medicine at Baylor College of Medicine. Dental problems like missing teeth and dentures can come into play, too -- making a piece of steak or hamburger hard to chew. But there are plenty of ways to get protein besides meat. You just have to know what you’re looking for.
Soy milk, almond milk, beans, tofu, nuts, whole grains non-animal protein


Simulated annealing is an optimisation metaheuristic whose goal is to find the global minimum/maximum of a function in a large search space. It is a random-search technique inspired from annealing in metallurgy, that’s why in this article you will see references to notions such as the energy or the temperature.
Compared to an optimisation technique such as gradient descent, you don’t need to compute any derivative of the function you want to optimize. Therefore, it can be applied to non-differentiable functions. Moreover, it has less chance to get stuck in a local optima. The tradeoff for this feature is of course computational time.
In this article we’ll first present simulated annealing’s main concepts. Then, in a second time we’ll apply it to solve the traveling salesman problem.
Main concepts
If we do an analogy with physics, the goal of simulated annealing is to minimize the energy of a system. In an optimization problem it means minimizing a cost function.
To address this problem we start by defining two parameters:
- The energy E, which is the value returned by the cost function you want to optimize;
- The temperature T, which we are going to explain the meaning later.
We start from an initial solution S0 that can be generated randomly. We associate an energy E0 and a temperature T0 to this solution.
At each iteration, we generate a new solution Sn that slightly differs from the previous solution Sn-1. In the case of the traveling salesman problem that we are going to solve later, it consists in switching 2 cities in our solution.
Once we have generated a new solution, we can decide to accept or refuse it. The rules to take this decision are based on the Metropolis-Hastings algorithm.
We always accept a new solution that decreases the global energy of our system since it means that it is better than the previous one.
When En > En-1 we don’t automatically reject it, even though it means that the new solution is worse than the previous one. We accept the new solution with a probability of .
Why should we accept a worse solution ?
You may wonder why we want to accept a solution that is worse than the previous one, which at first sight may seem unlogical. The reason is to avoid local optima. Indeed, imagine on the picture below you start near point B. Then after few iterations you will converge to B. Since all of the new solutions will be worse, then you will get stuck in B, even though it is not the global minima. However, if you allow your algorithm to sometimes take “bad” decisions, it may enable you to leave B’s neighbourhood to go to A.
At which frequency should we allow “bad” decisions
There are two parameters that influence this probability: - The difference of energy ΔE between the two solutions; - The temperature T of our system.
The only parameter we can influence is the temperature. The more we increase it, the more likely we are going to allow a solution that increases the global energy of our system. On the opposite, the smaller it is, the more likely we are going to refuse worse solutions.
Concerning the value to give to the temperature, it can set to a fixed value to the temperature or you can use a strategy that makes it vary over time. In the next part we will define a cooling rate parameter. After each iteration we will decrease our temperature by multiplying it with this rate.
The reason we do this is similar to the Boltzman selection in genetic algorithms. It tends to favor exploration at the begining, whereas in the end it focus on a local optima.
Algorithm
To sum up, the general principle of the algorithm is to start from an initial solution. Then at each iteration we generate a slightly different solution. If it is better, then we automatically accept it. Otherwise we accept it with a probability of .
We repeat the iteration process until a stopping criterion is reached. It may be: - A minimum value of the temperature; - A number of iterations that has passed without acceptance of a new solution; - A fixed number of iterations;
Traveling salesman problem
In this part we apply simulated annealing to the traveling salesman problem. We already solved this problem in a previous article (in french) using genetic algorithms.
The problem is, given a set of cities, to find the shortest path to visit all of the cities exactly once.
We start by defining a City class.
Then we define two classes: Tour and TourManager.
Finally we create a SimulatedAnnealing class whose goal will be to run the simulated annealing algorithm. We need to pass the value of the initial temperature as well as the cooling rate to instantiate it.
We explain briefly the methods of this class: The accept_solution method is responsible for deciding whether we want to accept a new solution or not. As we explained in the first part of this article, when the new solution is better than the previous one we always accept it. When that is not the case, we accept it with a probability of .
The evolve_tour method is an iteration of our simulated annealing algorithm. We generate a new solution by inverting the place of 2 cities randomly selected. We use the accept_solution method to decide whether or not we keep the new generated solution.
Finally, the run method is responsible for iterating while the temperature is greater than 1. After each iteration we multiply the temperature by 1 - cooling rate, which as we said previously, tends to favor exploration at the beginning.
We use the following main to run our algorithm. The cities of our example are the same french cities that we used for the genetic algorithm:
By running the program we obtain a solution of 4615 km to visit all of our cities.
The graph below represents the distance in kilometers against the number of iterations. As we can see, it is quite chaotic at the beginning and tends to stabilize in the end, when the temperature decreases.
If we compare it with the graph below obtained by running a genetic algorithm, we can see the difference in the way the two algorithms converges.