Audience: Level Designers, UnrealScript Programmers, C++ Programmers.
Last Updated: 07/21/99
This document has been written with our licensees in mind (Microprose, Ion Storm, Legend, and others). However, much of the info is useful to the Unreal community, so I am releasing it here unedited. The sections that refer to C++ code are not relevent to the community because we aren't releasing the C++ source. But, there is still a lot of useful information here.
An Unreal "package" is a collection of related objects such as textures, sound effects, and scripts which are grouped together for convenient distribution and use.
For example, in Unreal, textures are stored in texture package files, which use the ".utx" extension. A .utx file contains many (tens or hundreds) of textures which are part of a similar theme, such as the "SkyCity.utx" texture package.
Unreal's file format is based on packages because packages enable the game engine and content to be developed modularly. Artists maintain their textures in .utx files; the programmers working on the engine and game maintain separate packages of UnrealScript classes; people in the Unreal community can create and distribute their own packages online; and so on.
One package may refer to objects which are contained in another package. For example, an .unr level package may refer to textures which reside in various external .utx files; sounds in other .uax files; and music in a .umx file. We say that the level file is "dependent" on the other packages. To load that .unr level file successfully, you need to have all of the other .utx, .uax, and .umx files which that level refers to. If one of those packages is missing, you will not be able to load the .unr file.
All Unreal package files are stored in the same binary file format, but they use different extensions to identify their type:
When the Unreal engine needs to load a package, it looks in the subdirectories listed in the [Core.System] section, in the Path#= list. The relevent lines of the clean (unmodified) Unreal.ini file look like this:
[Core.System] CachePath=..\Cache CacheExt=.uxx Paths[0]=..\System\*.u Paths[1]=..\Maps\*.unr Paths[2]=..\Textures\*.utx Paths[3]=..\Sounds\*.uax Paths[4]=..\Music\*.umx
When you try to load a package by its raw name (such as "SkyCity"), the engine first searches in the CachePath for a matching package downloaded from the Internet; then it searches in each of the numbered directories in order (0, 1, 2...) for matching files. For example, it looks for \Unreal\Cache\[some funky name].uxx, then \Unreal\System\SkyCity.u, then \Unreal\Maps\SkyCity.unr, then \Unreal\Textures\SkyCity.utx -- and the file \Unreal\Textures\SkyCity.utx does exist, so it uses that file.
Because of this storage and search scheme, you must not create two packages with the same base name, which only differ by extension. For example, you must not create a texture file named SkyCity.utx and a music file named SkyCity.umx. If you do that, the engine will always fail to load one of the packages and give an error.
All Unreal package files (.utx, .uax, .umx, .unr, and .u) use the exact same file format, and are processed in exactly the same way by the engine. The only reason we define different extensions is for convenience, and to interoperate with Windows cleanly. For example, .unr files are known to contain levels, so we associate the Unreal icon with them, and set them up so right-clicking on an .unr file in Windows launches Unreal. And, UnrealEd knows that .utx files contain textures. The meanings of these file extensions are purely superficial. They all use the same file format.
Whenever you save a package file to disk, the file is internally stamped with a GUID ("Globally Unique Identifier"), which is a 128-bit number which is guaranteed to be unique. In single-player play, this GUID is never used and is irrelevent. However, when you connect to an Internet-based server, the server sends a list of packages that are required for gameplay there (for example, the level it uses, any texture packages it uses, any sound packages, etc). These packages are identified by name and GUID. If you don't have one of the packages required by the server, the package file is automatically downloaded to your \Unreal\Cache directory, and given a filename based on its GUID.
A typical \Unreal\Cache directory looks something like this:
Directory of F:\Unreal\Cache 06/02/98 03:37a <DIR> . 06/02/98 03:37a <DIR> .. 06/02/98 03:37a 8,932 2306087A11D1E2FD4F00DBA5CAA00349.uxx 06/02/98 03:38a 8,932 2401042A11D1E2FD4F00DBA5CAA00381.uxx 3 File(s) 8,932 bytes 698,601,472 bytes free
Packages stored in the \Unreal\Cache directory are identified by their GUID rather than the package name given to them by their creator, to avoid conflicting names. For example, there are bound to be a ton of levels on the net called Test.unr, a ton of textures named Walls.utx, etc. The GUID scheme avoids conflicts.
In UnrealEd, each time a package file is saved, it is assigned a new GUID. This way, each version of a package is guaranteed to be tracked and cached separate from other versions. This is good, because it prevents people from trying to play on a server using different versions of a level. This is bad, because if you simply load a texture file, resave it, and copy it to your UnrealServer, all of the players who come to your server will have to re-download the package. Therefore, we recommend modifying your package files only when necessary, and releasing them only after enough testing and use that you know they're not going to change and force redownloading a day later -- especially with large package files.
| Core | The high-level framework Unreal is built on, similar to the MFC core or the Java Virtual Machine. The Core package contains the definitions of object, class, subsystem, script, property, name, and the object manager. The core is indepenent of any notion of a game or 3d engine. |
| Engine | The Unreal 3d engine, including support for vector math, actors, physics, collision, interaction, cameras, and networking. |
| Editor | The UnrealEd 3d editing environment with geometry editing, realtime lighting, and actor editing support. |
| Render | The Unreal rendering engine implementation. |
| Window | The platform-specific code supporting Unreal. |
| Galaxy | The implementation of Unreal's sound system (UAudioSubsystem) running on top of the Galaxy sound system for Windows. It is possible (for example, when porting Unreal to another platform) to completely replace the Galaxy package with an implementation of another sound system. |
| GlideDrv | Unreal 3d hardware support code for 3dfx's Glide library. |
| UnrealI | The Unreal I game implementation. |
| WinDrv | Windows viewport and client driver. |
| SoftDrv | Software rendering driver. |
| Fire | Fractal fire and water effects. |
| IpDrv | TCP/IP networking driver. |
Licensees may use all our .u packages except UnrealI verbatim or you may modify them to fit your needs. Bear in mind that it is attractive to use them in an unmodified form, as that makes merging with future code updates much easier and makes it easy to isolate problems in each others' code.
Licensees may use the UnrealI package as a reference and for internal development use, but the content in UnrealI is specific to our particular game, and it mustn't be used in your final product.
Licensees should create one more more new packages, for example "WheelOfTime" for their game-specific content. Keep in mind that your package and UnrealI can exist side-by-side during your development cycle until you've fully migrated away from the UnrealI specific content.
Here is an example of the directory structure for all the files that are related to the "Engine" package. The other packages follow a similar structure.
Distributable files:
| \Unreal\System\Engine.dll | The package's C++ DLL file. |
| \Unreal\System\Engine.u | The package's UnrealScript class file. |
Developer files:
| \Unreal\Engine\Inc\Engine.h | Main public header file for the engine package. |
| \Unreal\Engine\Inc\*.* | Various public header files for the engine package, included by Engine.h. |
| \Unreal\Engine\Src\EnginePrivate.h | Private implementation header file. |
| \Unreal\Engine\Src\EngineClasses.h | Scripted classes exported to C++. |
| \Unreal\Engine\Src\Engine.cpp | Generates the package's precompiled header file. |
| \Unreal\Engine\Src\*.* | Various C++ files comprising the engine's code. |
| \Unreal\Engine\Lib\Engine.lib | The export library for linking with the engine. |
| \Unreal\Engine\Classes\*.uc | The UnrealScript classes used in building Engine.u. |
| \Unreal\Engine\Textures\*.* | Graphics files used in building Engine.u. |
| \Unreal\Engine\Models\*.* | Model files used in building Engine.u. |
| \Unreal\Engine\Sounds\*.* | Sound files used in building Engine.u. |
When you declare an UnrealScript class as "intrinsic", the engine looks in the .DLL file corresponding to the class's package for the class's corresponding C++ code. For example, here is the declaration of the "PlayerPawn" class in the "Engine" package:
//============================================= // PlayerPawn. //============================================= class PlayerPawn expands Pawn intrinsic;
(You can find the above code in the file \Unreal\Engine\Classes\PlayerPawn.uc.)
When you declare a class as "intrinsic" in UnrealScript, you are telling the engine that you have created some corresponding C++ code for the class. In this way, you can mix and match UnrealScript and C++ code when you write your game code.
When you declare "intrinsic" classes, Unreal looks for the .DLL file in the \Unreal\System directory whose name matches your package's name. For example, to find the C++ implementation of the PlayerPawn class, Unreal looks in the "\Unreal\System\Engine.dll" file.
In C++, you must use the IMPLEMENT_INTRINSIC macro (defined in UnObjBas.h) to tell the engine that you have implemented a new class in C++. Internally, this macro generates some __declspec(DLL_EXPORT) declarations that Unreal looks for in your DLL. For example, the PlayerPawn class is exposed in the source file "\Unreal\Engine\UnPawn.cpp" as follows:
IMPLEMENT_CLASS(APlayerPawn);
In addition, once per package you need to use Unreal's package declaration macro to expose the package:
IMPLEMENT_Package(Engine);
So, to summarize:
You can start working with the "baseline" version of the Unreal engine (that is, the engine with all game-specific content removed), with:
unreal.exe level.unr?class=engine.playerpawn?class=engine.gameinfo
While you're playing with the baseline configuration, you won't be able to see the player model and you won't be able to use any weapons because, of course, all of those things are game-specific and stored in the UnrealI package. But, the point is, you can edit and play levels with only the baseline engine, without any of our game-specific content.
See below for a description of what the Unreal.ini [EditPackages], [DefaultGame], and [DefaultPlayer] settings mean.
The first question is, "How do I create my own game package like your UnrealI.u?"
The easiest way to create a new package is by creating your first new class within UnrealEd. When creating a new game using the Unreal technology, you will need to create a custom "GameInfo" class to define high-level gameplay rules. Here's how:
The next question is, "How do I have my new package used in the editor and during gameplay?" The Unreal.ini file defines many of these project-specific settings you will want to modify for your title:
The most important thing you need to realize while working with classes is that each class may be stored redundently in two separate places:
There are two ways you can create and edit UnrealScript classes:
To summarize:
You can rebuild individual .u files, or all of the .u files, from the command line as follows:
When Unreal rebuilds a package, it switches into the \Unreal\packagename\Classes directory (for example, if you're rebuilding the Engine package, it switches into \Unreal\Engine\Classes), and it imports all of the *.uc files it finds there.
The .uc files are text files containing UnrealScript code. There is one .uc file for each class. The .uc filename must correspond to the class name. For example, the PlayerPawn class must reside in the file "PlayerPawn.uc".
The .uc files may contain special UnrealEd commands which begin with the keyword "#exec". These "#exec" commands import various objects as the script is compiled. For example, #exec commands exist to import textures, sounds, meshes, and music. The "#exec" commands are not currently documented; you will need to see the example .uc files in the UnrealI package for examples of usage.
Rebuilding certain packages, such as the Engine package and the UnrealI package, requires that you have the source artwork, sounds, and meshes, which are available on the UnEdit ftp site as a separate download. The source data is not included in the regular source distribution because of its huge size. The source artwork can be extracted with WinZip into the various subdirectories of the Unreal\Engine\ and \Unreal\UnrealI\ directories (for example, the engine sounds go into \Unreal\Engine\Sounds).
When cleanly rebuilding, any UnrealScript compiler errors cause the rebuild to halt, and an appropriate error message is displayed on the screen.
To summarize:
When Unreal rebuilds your package using "Unreal -make", it tries to load a text PackageName.upkg definition file from the same \Unreal\PackageName\Classes directory. If not found, the default package options are used. A sample package definition file looks like this:
[Flags] AllowDownload=False ClientOptional=False ServerSideOnly=True
The options that appear in a package definition file are:
If you create any intrinsic UnrealScript classes, or if you need to access any UnrealScript classes from C++ code, then you can have Unreal generate a C++ header file which mirrors the classes you've defined in UnrealScript.
For example, the Actor class any many of its child classes are defined by scripts in the Engine package (such as \Unreal\Engine\Classes\Actor.uc). The C++ code in the engine often needs to access objects in the Actor class. Early in development, we manually created C++ definitions which mirrored all of the UnrealScript classes. This process became tedious and error-prone as the number of classes increased. So, we added an option to Unreal to automatically generate a C++ header file, based on your UnrealScript definitions.
For an example of an automatically-generated C++ header file, check out "\Unreal\Engine\Inc\EngineClasses.h". This file was not written by a human. Unreal generated it.
To automatically generate a C++ header for a package, do the following:
Because there are many ways which UnrealScript and C++ can share information back and forth, the automatically-generated header file (for example EngineClasses.h) contains a variety of definitions:
For a more concrete example, carefully examine the UnrealScript file "\Unreal\Engine\Classes\TcpLink.uc" and the following definitions in the file \Unreal\Engine\Inc\EngineClasses.h": enum ETcpLinkState, enum ETcpMode, and class ATcpLink. This provides an example of a fairly isolated UnrealScript class which defines several enumerations and intrinsic functions.
Finally, to avoid a chicken-and-egg scenario, you should create new classes in the following order: first create a class in UnrealScript, then generate the C++ header, then recompile the engine code (adding in the IMPLEMENT_CLASS macro for any new intrinsic classes you've added).
To summarize the important points here:
For programmers who like to keep their work archived under Microsoft Visual SourceSafe, here are some tips. We use SourceSafe internally for our development, though it is purely optional -- nothing in the Unreal source code assumes that you have SourceSafe:
When you add or remove variables in an UnrealScript class, that changes the binary layout of objects belonging to that class. For example, if you have a script that contains some variable declarations like this:
class TestClass expands Actor; var int i, j; var texture t;
And you remove one of the variables like this:
class TestClass expands Actor; var int i; var texture t;
Then any objects in memory belonging to TestClass will become corrupted as soon as you recompile the script. The solution is to only add or remove variables from a script in an empty level. However, empty levels contain an actor belonging to the LevelInfo class, as well as one or more Camera actors, so it's never safe to add or remove variables from any of the following classes in UnrealEd: Actor, Info, LevelInfo, Camera, PlayerPawn, Pawn. To work with these files, edit their .uc files on-disk, and do a clean rebuild.
Also, bear in mind that Unreal makes heavy use of the Actor, Pawn, PlayerPawn, LevelInfo, and other intrinsic classes in C++ code. So, adding and removing variables to any intrinsic classes will cause the C++ code and UnrealScript code to disagree about the binary layout of classes. Whenever you change an intrinsic class, the safe thing to do is a clean rebuild with the "Unreal -make -h" option to generate new C++ header files for your classes, then recompile the Unreal C++ source.
The Unreal package file format is only useful to people who want to write external utilities that read and write Unreal files. Level designers and UnrealScript programmers don't need to know this info. But, the Unreal package file format is quite complex compared to what Quake, Quake 2, and Jedi Knight utility writers are accustomed to. It's so complex, in fact, that I doubt many utility writers are going to want to deal with it directly. It is complex for several reasons:
The coming release of the enhanced version of UnrealEd in 3+ months will include a very modular plug-in interface for creating built-in UnrealEd tools, file importing tools, and file exporting tools, which will operate directly on the engine's C++ data. That release will greatly simplify the task of programmers who want to write Unreal utilities, because it eliminates the need to read and write package files directly. Rather, with the UnrealEd plug-in interface, you will be able to use C++ to create all of your tools and compile them into DLL's. You'll make calls to the Unreal engine to allocate objects, save package files, load package files, etc. with the hairy file-format issues taken care of by the engine.
Each object and name stored in a package file can contain any combination of the following bitflags:
Any other bitflags stored in package files are irrelevent, should be set to zero when saving a package file, and should be ignored when loading a package file.
Compact indices exist so that small numbers can be stored efficiently. An index named "Index" is stored as a series of 1-5 consecutive bytes with the following C++ code. Basically, the "Ar << B0" type code serializes the byte stored in the variable B0. Serialize can mean read or write, depending on the internal implementation of the archive object Ar.
// // FCompactIndex serializer. // FArchive& operator<<( FArchive& Ar, FCompactIndex& I ) { INT Original = I.Value; DWORD V = Abs(I.Value); BYTE B0 = ((I.Value>=0) ? 0 : 0x80) + ((V < 0x40) ? V : ((V & 0x3f)+0x40)); I.Value = 0; Ar << B0; if( B0 & 0x40 ) { V >>= 6; BYTE B1 = (V < 0x80) ? V : ((V & 0x7f)+0x80); Ar << B1; if( B1 & 0x80 ) { V >>= 7; BYTE B2 = (V < 0x80) ? V : ((V & 0x7f)+0x80); Ar << B2; if( B2 & 0x80 ) { V >>= 7; BYTE B3 = (V < 0x80) ? V : ((V & 0x7f)+0x80); Ar << B3; if( B3 & 0x80 ) { V >>= 7; BYTE B4 = V; Ar << B4; I.Value = B4; } I.Value = (I.Value << 7) + (B3 & 0x7f); } I.Value = (I.Value << 7) + (B2 & 0x7f); } I.Value = (I.Value << 7) + (B1 & 0x7f); } I.Value = (I.Value << 6) + (B0 & 0x3f); if( B0 & 0x80 ) I.Value = -I.Value; if( Ar.IsSaving() && I.Value!=Original ) appErrorf("Mismatch: %08X %08X",I.Value,Original); } return Ar; }
Names are stored a compact indices with values >= 0 which index into the file's name table.
Objects are stored as compact indices with values defined as follows:
The following tables reside in the file at the offset specified by the header. If a table contains zero entries (as specified in the header), the offset value is meaningless and should be ignored.
Contains a list of human-readable Unreal names (which correspond to the UnrealScript "name" datatype and the C++ "FName" data type). Each name is stored consecutively in the following format:
Contains a list of objects contained in (a.k.a. "exported by") this file. Similar to a Windows DLL's export table.
Contains a list of objects in other packages which this packages refers to. Similar to a Windows DLL's import table.
Contains a list of GUID's which this package is compatible with. In the current version of Unreal, this table always contains exactly one GUID, because the backwards-compatible package management code has not yet been written. In the future, it may contain more than one GUID. Each entry contains:
Extremely complex. Different for each class. Hard to read. Not yet documented.


|
Guild Wars 2 - Elite Insights
2.25+
JSON doc
|
Defensive stats More...
Properties | |
| long | DamageTaken [get] |
| Total damage taken More... | |
| int | BlockedCount [get] |
| Number of blocks More... | |
| int | EvadedCount [get] |
| Number of evades More... | |
| int | DodgeCount [get] |
| Number of dodges More... | |
| int | InvulnedCount [get] |
| Number of time an incoming attack was negated by invul More... | |
| int | DamageInvulned [get] |
| Damage negated by invul More... | |
| int | DamageBarrier [get] |
| Damage done against barrier More... | |
| int | InterruptedCount [get] |
| Number of time interrupted More... | |
| int | DownCount [get] |
| Number of time downed More... | |
| long | DownDuration [get] |
| Time passed in downstate More... | |
| int | DeadCount [get] |
| Number of time died More... | |
| long | DeadDuration [get] |
| Time passed in dead state More... | |
| int | DcCount [get] |
| Number of time disconnected More... | |
| long | DcDuration [get] |
| Time passed in disconnected state More... | |
Defensive stats
Definition at line 13 of file JsonStatistics.cs.
|
get |
Number of blocks
Definition at line 22 of file JsonStatistics.cs.
|
get |
Damage done against barrier
Definition at line 42 of file JsonStatistics.cs.
|
get |
Damage negated by invul
Definition at line 38 of file JsonStatistics.cs.
|
get |
Total damage taken
Definition at line 18 of file JsonStatistics.cs.
|
get |
Number of time disconnected
Definition at line 66 of file JsonStatistics.cs.
|
get |
Time passed in disconnected state
Definition at line 70 of file JsonStatistics.cs.
|
get |
Number of time died
Definition at line 58 of file JsonStatistics.cs.
|
get |
Time passed in dead state
Definition at line 62 of file JsonStatistics.cs.
|
get |
Number of dodges
Definition at line 30 of file JsonStatistics.cs.
|
get |
Number of time downed
Definition at line 50 of file JsonStatistics.cs.
|
get |
Time passed in downstate
Definition at line 54 of file JsonStatistics.cs.
|
get |
Number of evades
Definition at line 26 of file JsonStatistics.cs.
|
get |
Number of time interrupted
Definition at line 46 of file JsonStatistics.cs.
|
get |
Number of time an incoming attack was negated by invul
Definition at line 34 of file JsonStatistics.cs.


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Run by the Institute for the Study of International Development (ISID). The Global Governance Research-to-Practice Lab is bridging the gap between academics, practitioners and policy-makers. It is built around three interconnected nodes: natural resource conflicts and trade-offs, migration and refugees, and governance.
We are pleased to announce a new multidisciplinary partnership between McGill University and the UN Environment for tracking environment-related risks.
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{{ end }}The need for critical and innovative thinking in the field of forced migration has never been greater. Watch video recordings from ISID's 2017 annual conference 'Questioning Crisis'.


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Copyright (2013) Sandia Corporation. Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation, the U.S. Government retains certain rights in this software.
The FireHose suite is licensed under the modified Berkeley Software Distribution (BSD) License. This is a very non-restrictive license which basically means the library can be used by anyone for any purpose, including commercial ones.
The legal text for the license is in the LICENSE file included in the FireHose distribution. As stated there, the FireHose library comes with no warranty of any kind. The copyright notice is listed in the header of each source file.
See www.gnu.org or www.opensource.org for a discussion of the open source philosophy.
See this page for ways you can contribute to the FireHose library.


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{% extends 'cpanel/index.html' %} {% load user %} {% load i18n %} {% load bootstrap %} {% load django_bootstrap_breadcrumbs %} {% block sectiontitle %}Manage player{% endblock %} {% block breadcrumbs %} {{ block.super }} {% breadcrumb "Players" "all_players" %} {% breadcrumb "Manage player" "manage_player" %} {% endblock %} {% block sectioncontent %} {% block buttons %} {% with object.get_profile as player %}
Please correct the error{{ form.errors|pluralize }} below.
{% endif %}


"ABBA" This Syriac or Chaldee word is found three times in the New Testament (Mark 14:36; Romans 8:15; Galatians 4:6), and in each case is followed by its Greek equivalent, which is translated “father.” It is a term expressing warm affection and filial confidence. It has no perfect equivalent in our language. It has passed into European languages as an ecclesiastical term, “abbot.”
"ABBA" This Syriac or Chaldee word is found three times in the New Testament (Mark 14:36; Romans 8:15; Galatians 4:6), and in each case is followed by its Greek equivalent, which is translated “father.” It is a term expressing warm affection and filial confidence. It has no perfect equivalent in our language. It has passed into European languages as an ecclesiastical term, “abbot.”


'You': Penn Badgley, Ambyr Childers reunite in Season 2 first look
by Annie MartinNov. 21 (UPI) -- Netflix is giving a glimpse of Penn Badgley in You Season 2.
The streaming service released a first look photo Thursday of Badgley, 33, as serial killer Joe Goldberg.
The picture shows Joe (Badgley) sharing a moment with his ex-girlfriend Candace (Ambyr Childers) in a restaurant. Candace was confirmed to be alive in the Season 1 finale.
You Season 1 is based on the Caroline Kepnes novel of the same name, while Season 2 adapts the author's book Hidden Bodies. Season 1 initially premiered on Lifetime and followed Joe's romance with Guinevere Beck (Elizabeth Lail).
Season 2 follows Joe's romance with his new obsession, Love Quinn (Victoria Pedretti), an aspiring chef.
"It's not that simple love-at-first sight he might've been looking for a couple years ago," showrunner Sera Gamble said of the relationship to Entertainment Weekly. "He's a different guy. He's been through more."
You Season 2 premieres Dec. 26 on Netflix.
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Nov. 20 (UPI) -- "Once Upon a Time in Hollywood" star Margot Robbie will executive produce "Maid," a dramedy series inspired by the Stephan Land memoir.
TV // 1 day ago
'Lizzie McGuire': Adam Lamberg to reprise Gordo in Disney+ reboot
Nov. 20 (UPI) -- Adam Lamberg will join Hilary Duff, Jake Thomas, Hallie Todd and Robert Carradine in the "Lizzie McGuire" sequel series on Disney+.
TV // 1 day ago
Nickelodeon renews 'Blue's Clues & You!' for Season 2
Nov. 20 (UPI) -- The preschool puzzle-solving program "Blue's Clues & You!" which debuted this month on Nickelodeon, has been renewed for a second season on Nickelodeon.


Go --> Salmon Cookie Home
Fill the location data and click on 'Add Location' to get the metrix data for each day
Location Name:
Minimum Hourly Customers:
Maximum Hourly Customers:
Average Cookies Per Customer:


{% extends 'newsletter/base_email.html' %} {% block content %}
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Get the distance between the tips of two given fingers
[PRIVATE] runs a half-rule on a given hand. A half-rule is a single element of a rule (that is an array of size max 2). In other words, a rule can be composed of 2 half-rule if it applied to 2 hands. Some rules apply only to a single hand, implicitely they are already half-rules encapsulated in an array
Run a single rule and tells if it applies or not.
 See the header of this file to know what is a rule.
Options:
{}
)
:
Return true if the hand is spread
Get if all the finger of a given hand are valid
Hand
hand
:
a Leapjs Hand instance
Boolean
:
true if all fingers of this hand are valid
return true if the given finger is extended
for a given hand, get a code based on what fingers are extended. Each extended finger add up to a code to create a unique checksum
Hand
hand
:
a leap js hand object
Number
:
the code
Same as fingerExtendedCode but works for 2 hands.
Hand
hand1
:
a leap js hand object
Hand
hand2
:
a leap js hand object
Array
:
the code for both hands
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the fist gesture
Get the grabstrenght of the given hand, in [0, 1]
Hand
hand
:
Leapjs Hand instance
Number
:
the strength
Silly function to get the hand object in a rule validator function
Hand
hand
:
Leapjs Hand instance
Hand
:
the same Leapjs Hand instance
Pitch angle in rad
Roll angle in rad
Get the rotation angle of the given hand, from some fram ago (default: 1 frame ago)
Hand
hand
:
instance of Leapjs Hand
Number
frameDelta
:
since how many frames ago do we want this angle
Number
:
the angle in rad
Get the rotation axis of the given hand, from some fram ago (default: 1 frame ago)
Hand
hand
:
instance of Leapjs Hand
Number
frameDelta
:
since how many frames ago do we want this rotation axis
Array
:
the axis in 3D as [x, y, z]
Get the rotation matrix of the given hand, from some fram ago (default: 1 frame ago)
Hand
hand
:
instance of Leapjs Hand
Number
frameDelta
:
since how many frames ago do we want this rotation axis
Array
:
the 3x3 matrix as a single dimensional array, row major.
Get the time this hand is visible
Hand
hand
:
Leapjs Hand instance
Number
:
time ins seconds
Get a distance vector from n frames ago to the current one. In case of doubt, maybe just use handVelocity() (which is built-in)
1
)
:
Yaw angle in rad
Get the number of hands visible
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the openPalm gesture
Get the palm normal
Hand
hand
:
Leapjs Hand instance
Array
:
normal vector as [x, y, z]
Get the palm stabilized position
Hand
hand
:
Leapjs Hand instance
Array
:
position vector as [x, y, z], each in mm from the leap origin
The velocity of the palm in mm/s
Hand
hand
:
a Leapjs Hand instance
Array
:
of velocity along axis [x, y, z]
Get the average outer width of the hand (not including fingers or thumb) in millimeters
Hand
hand
:
Leapjs Hand instance
Number
:
the width in mm
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the peace gesture
Get the pinch strenght of the given hand.
Hand
hand
:
the Leap hand object
Number
:
strenght in [0, 1]
Get the pinch strenght of both hands
Hand
hand
:
the Leap hand object
Number
:
strenght in [0, 1]
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the pinkyUp gesture
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the point gesture
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the pointAndThumb gesture
Get center of the sphere that fits the hand curvature.
Hand
hand
:
Leapjs Hand instance
Array
:
position vector as [x, y, z]
Get the sphere radius of the sphere the fits the hand curvature
Hand
hand
:
Leapjs Hand instance
Number
:
the radius in mm
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the three gesture
Finger interaction.
Hand
hand
:
Leap hand object
Boolean
:
true if the given hand performs the thumbUp gesture
Spread fingers is diferent than extended fingers. Spread mean extended + do not touch each other, are distant. return true if the fingers are spread, false if not
Finger
f1
:
a finger
Finger
f2
:
another finger
Number
distanceMm
:
threshold distance in mm, default 30


content
header
content
grid-column
and
grid-row
.grid-column
is a shorthand for
grid-column-start
and grid-column-end
who takes two parameters, the first
define where the element should start and the second where he should end on the column line.grid-row
.grid-column: 2 / -1
and grid-row: 1 / 2
.div.header
then we try to place our element after the div.menu
so on the column line with grid-column
we will indicate 2
for
for the second column and -1
who define the last column of our grid this is helpful
when you don't know exactly how many columns you have in your grid, it's the same process for
grid-row
.


| Fig. 1 |
A systems perspective that includes multiple sectors. The so ... |
| Fig. 2 |
Forest management units categorized by ecozones ( colors) an ... |
| Fig. 3 |
Cumulative global mitigation impacts of individual strategie ... |
| Fig. 4 |
Global mitigation impacts of combined strategies and the por ... |
| Fig. 5 |
Distribution of the strategy mix in portfolios |
| Fig. 6 |
Cost curves for strategies and portfolios in various time pe ... |
| Fig. 7 |
Cost curves for individual strategies in a long term (2017–2 ... |
| Fig. 8 |
Spatial distribution of the strategy mix in portfolios with ... |
| Fig. 9 |
Sensitivity analysis of the cost of the portfolio that maxim ... |


Yuva Quiz
Where do you proactively envision multimedia based expertise and cross-media growth strategies?
Seamlessly visualize quality intellectual capital
Collaboratively administrate turnkey channels
Objectively seize scalable metrics
Energistically scale future-proof core competencies
Where do you proactively envision multimedia based expertise and cross-media growth strategies?
Seamlessly visualize quality intellectual capital
Collaboratively administrate turnkey channels
Objectively seize scalable metrics
Energistically scale future-proof core competencies


|
Assimp
5.0.1, master @ cd42b955
|
Inherits Assimp::BaseImporter.
Public Types | |
| enum | ImporterUnits { M , MM , CM , INCHES , FEET } |
| enum | TextFileMode { ALLOW_EMPTY , FORBID_EMPTY } |
| Enum to define, if empty files are ok or not. More... | |
Public Member Functions | |
| SMDImporter () | |
| ~SMDImporter () | |
| bool | CanRead (const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const |
| Returns whether the class can handle the format of the given file. More... | |
| virtual const ImporterUnits & | GetApplicationUnits () |
| const std::string & | GetErrorText () const |
| Returns the error description of the last error that occurred. More... | |
| const std::exception_ptr & | GetException () const |
| Returns the exception of the last exception that occurred. More... | |
| void | GetExtensionList (std::set< std::string > &extensions) |
| Called by #Importer::GetExtensionList for each loaded importer. More... | |
| virtual double | GetFileScale () const |
| aiScene * | ReadFile (Importer *pImp, const std::string &pFile, IOSystem *pIOHandler) |
| Imports the given file and returns the imported data. More... | |
| virtual void | SetApplicationUnits (const ImporterUnits &unit) |
| virtual void | SetFileScale (double scale) |
| Will be called only by scale process when scaling is requested. More... | |
| void | SetupProperties (const Importer *pImp) |
| Called prior to ReadFile(). More... | |
Static Public Member Functions | |
| static bool | CheckMagicToken (IOSystem *pIOHandler, const std::string &pFile, const void *magic, unsigned int num, unsigned int offset=0, unsigned int size=4) |
| Check whether a file starts with one or more magic tokens. More... | |
| static void | ConvertToUTF8 (std::vector< char > &data) |
| An utility for all text file loaders. More... | |
| static void | ConvertUTF8toISO8859_1 (std::string &data) |
| An utility for all text file loaders. More... | |
| template<typename T > | |
| static AI_FORCE_INLINE void | CopyVector (std::vector< std::unique_ptr< T > > &vec, T **&out, unsigned int &outLength) |
| Utility function to move a std::vector of unique_ptrs into a aiScene array. More... | |
| template<typename T > | |
| static AI_FORCE_INLINE void | CopyVector (std::vector< T > &vec, T *&out, unsigned int &outLength) |
| Utility function to move a std::vector into a aiScene array. More... | |
| static std::string | GetExtension (const std::string &pFile) |
| Extract file extension from a string. More... | |
| static bool | SearchFileHeaderForToken (IOSystem *pIOSystem, const std::string &file, const char **tokens, unsigned int numTokens, unsigned int searchBytes=200, bool tokensSol=false, bool noAlphaBeforeTokens=false) |
| A utility for CanRead(). More... | |
| static bool | SimpleExtensionCheck (const std::string &pFile, const char *ext0, const char *ext1=nullptr, const char *ext2=nullptr) |
| Check whether a file has a specific file extension. More... | |
| static void | TextFileToBuffer (IOStream *stream, std::vector< char > &data, TextFileMode mode=FORBID_EMPTY) |
| Utility for text file loaders which copies the contents of the file into a memory buffer and converts it to our UTF8 representation. More... | |
Public Attributes | |
| std::map< ImporterUnits, double > | importerUnits |
| Assimp Importer unit conversions available NOTE: Valid options are initialised in the constructor in the implementation file to work around a VS2013 compiler bug if support for that compiler is dropped in the future initialisation can be moved back here. More... | |
Protected Member Functions | |
| void | AddBoneChildren (aiNode *pcNode, uint32_t iParent) |
| Add all children of a bone as subnodes to a node. More... | |
| void | CreateOutputAnimation (int index, const std::string &name) |
| void | CreateOutputAnimations (const std::string &pFile, IOSystem *pIOHandler) |
| void | CreateOutputMaterials () |
| void | CreateOutputMeshes () |
| Build output meshes/materials/nodes/animations. More... | |
| void | CreateOutputNodes () |
| void | FixTimeValues () |
| Fix invalid time values in the file. More... | |
| void | GetAnimationFileList (const std::string &pFile, IOSystem *pIOHandler, std::vector< std::tuple< std::string, std::string >> &outList) |
| const aiImporterDesc * | GetInfo () const |
| Return importer meta information. More... | |
| unsigned int | GetTextureIndex (const std::string &filename) |
| Get the index of a texture. More... | |
| void | InternReadFile (const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) |
| Imports the given file into the given scene structure. More... | |
| void | LogErrorNoThrow (const char *msg) |
| Print a log message together with the current line number. More... | |
| void | LogWarning (const char *msg) |
| void | ParseFile () |
| Parse the SMD file and create the output scene. More... | |
| bool | ParseFloat (const char *szCurrent, const char **szCurrentOut, float &out) |
| Parse a floating-point value. More... | |
| void | ParseNodeInfo (const char *szCurrent, const char **szCurrentOut) |
| Parse a line in the nodes section. More... | |
| void | ParseNodesSection (const char *szCurrent, const char **szCurrentOut) |
| Parse the nodes section of the SMD file. More... | |
| bool | ParseSignedInt (const char *szCurrent, const char **szCurrentOut, int &out) |
| Parse a signed integer. More... | |
| void | ParseSkeletonElement (const char *szCurrent, const char **szCurrentOut, int iTime) |
| Parse a line in the skeleton section. More... | |
| void | ParseSkeletonSection (const char *szCurrent, const char **szCurrentOut) |
| Parse the skeleton section of the SMD file. More... | |
| void | ParseTriangle (const char *szCurrent, const char **szCurrentOut) |
| Parse a single triangle in the SMD file. More... | |
| void | ParseTrianglesSection (const char *szCurrent, const char **szCurrentOut) |
| Parse the triangles section of the SMD file. More... | |
| bool | ParseUnsignedInt (const char *szCurrent, const char **szCurrentOut, unsigned int &out) |
| Parse an unsigned integer. More... | |
| void | ParseVASection (const char *szCurrent, const char **szCurrentOut) |
| Parse the vertex animation section in VTA files. More... | |
| void | ParseVertex (const char *szCurrent, const char **szCurrentOut, SMD::Vertex &vertex, bool bVASection=false) |
| Parse a single vertex in the SMD file. More... | |
| void | ReadSmd (const std::string &pFile, IOSystem *pIOHandler) |
| bool | SkipLine (const char *in, const char **out) |
| bool | SkipSpacesAndLineEnd (const char *in, const char **out) |
Protected Attributes | |
| ImporterUnits | applicationUnits = ImporterUnits::M |
| double | fileScale = 1.0 |
| double | importerScale = 1.0 |
| std::string | m_ErrorText |
| Error description in case there was one. More... | |
| std::exception_ptr | m_Exception |
| The exception, in case there was one. More... | |
| ProgressHandler * | m_progress |
| Currently set progress handler. More... | |
Private Member Functions | |
| virtual void | UpdateImporterScale (Importer *pImp) |
Private Attributes | |
| std::vector< SMD::Bone > | asBones |
| Array of bones found in the file. More... | |
| std::vector< SMD::Face > | asTriangles |
| Array of triangles found in the file. More... | |
| std::vector< std::string > | aszTextures |
| Array of textures found in the file. More... | |
| bool | bHasUVs |
| Do we have texture coordinates? More... | |
| bool | bLoadAnimationList = true |
| unsigned int | configFrameID |
| Configuration option: frame to be loaded. More... | |
| double | dLengthOfAnim |
| Length of the whole animation, in frames. More... | |
| unsigned int | iFileSize |
| Size of the input file in bytes. More... | |
| unsigned int | iLineNumber |
| Current line numer. More... | |
| int | iSmallestFrame |
| Smallest frame index found in the skeleton. More... | |
| std::vector< char > | mBuffer |
| Buffer to hold the loaded file. More... | |
| bool | noSkeletonMesh = false |
| aiScene * | pScene |
| Output scene to be filled. More... | |
|
inherited |
|
inherited |
| SMDImporter::SMDImporter | ( | ) |
| SMDImporter::~SMDImporter | ( | ) |
|
protected |
Add all children of a bone as subnodes to a node.
| pcNode | Parent node |
| iParent | Parent bone index |
|
virtual |
Returns whether the class can handle the format of the given file.
See BaseImporter::CanRead() for details.
Implements Assimp::BaseImporter.
|
staticinherited |
Check whether a file starts with one or more magic tokens.
| pFile | Input file |
| pIOHandler | IO system to be used |
| magic | n magic tokens @params num Size of magic |
| offset | Offset from file start where tokens are located |
| Size | of one token, in bytes. Maximally 16 bytes. |
|
staticinherited |
An utility for all text file loaders.
It converts a file to our UTF8 character set. Errors are reported, but ignored.
| data | File buffer to be converted to UTF8 data. The buffer is resized as appropriate. |
|
staticinherited |
An utility for all text file loaders.
It converts a file from our UTF8 character set back to ISO-8859-1. Errors are reported, but ignored.
| data | File buffer to be converted from UTF8 to ISO-8859-1. The buffer is resized as appropriate. |
|
inlinestaticinherited |
Utility function to move a std::vector of unique_ptrs into a aiScene array.
| vec | The vector of unique_ptrs to be moved |
| out | The output pointer to the allocated array. |
| numOut | The output count of elements copied. |
|
inlinestaticinherited |
Utility function to move a std::vector into a aiScene array.
| vec | The vector to be moved |
| out | The output pointer to the allocated array. |
| numOut | The output count of elements copied. |
|
protected |
|
protected |
|
protected |
|
protected |
Build output meshes/materials/nodes/animations.
|
protected |
|
protected |
Fix invalid time values in the file.
|
protected |
|
inlinevirtualinherited |
|
inlineinherited |
Returns the error description of the last error that occurred.
If the error is due to a std::exception, this will return the message. Exceptions can also be accessed with GetException().
|
inlineinherited |
Returns the exception of the last exception that occurred.
Note: Exceptions are not the only source of error details, so GetErrorText should be consulted too.
|
staticinherited |
Extract file extension from a string.
| pFile | Input file |
|
inherited |
Called by #Importer::GetExtensionList for each loaded importer.
Take the extension list contained in the structure returned by GetInfo and insert all file extensions into the given set.
| extension | set to collect file extensions in |
|
inlinevirtualinherited |
|
protectedvirtual |
Return importer meta information.
See #BaseImporter::GetInfo for the details
Implements Assimp::BaseImporter.
|
protected |
Get the index of a texture.
If the texture was not yet known it will be added to the internal texture list.
| filename | Name of the texture |
|
protectedvirtual |
Imports the given file into the given scene structure.
See BaseImporter::InternReadFile() for details
Implements Assimp::BaseImporter.
|
protected |
Print a log message together with the current line number.
|
protected |
|
protected |
Parse the SMD file and create the output scene.
|
protected |
Parse a floating-point value.
|
protected |
Parse a line in the nodes section.
|
protected |
Parse the nodes section of the SMD file.
| szCurrent | Current position in the file. Points to the first data line of the section. |
| szCurrentOut | Receives a pointer to the heading line of the next section (or to EOF) |
|
protected |
Parse a signed integer.
Signs (+,-) are handled.
|
protected |
Parse a line in the skeleton section.
|
protected |
Parse the skeleton section of the SMD file.
| szCurrent | Current position in the file. Points to the first data line of the section. |
| szCurrentOut | Receives a pointer to the heading line of the next section (or to EOF) |
|
protected |
Parse a single triangle in the SMD file.
| szCurrent | Current position in the file. Points to the first data line of the section. |
| szCurrentOut | Receives the output cursor position |
|
protected |
Parse the triangles section of the SMD file.
| szCurrent | Current position in the file. Points to the first data line of the section. |
| szCurrentOut | Receives a pointer to the heading line of the next section (or to EOF) |
|
protected |
Parse an unsigned integer.
There may be no sign!
|
protected |
Parse the vertex animation section in VTA files.
| szCurrent | Current position in the file. Points to the first data line of the section. |
| szCurrentOut | Receives a pointer to the heading line of the next section (or to EOF) |
|
protected |
|
inherited |
Imports the given file and returns the imported data.
If the import succeeds, ownership of the data is transferred to the caller. If the import fails, nullptr is returned. The function takes care that any partially constructed data is destroyed beforehand.
| pImp | Importer object hosting this loader. |
| pFile | Path of the file to be imported. |
| pIOHandler | IO-Handler used to open this and possible other files. |
|
protected |
|
staticinherited |
A utility for CanRead().
The function searches the header of a file for a specific token and returns true if this token is found. This works for text files only. There is a rudimentary handling of UNICODE files. The comparison is case independent.
| pIOSystem | IO System to work with |
| file | File name of the file |
| tokens | List of tokens to search for |
| numTokens | Size of the token array |
| searchBytes | Number of bytes to be searched for the tokens. |
|
inlinevirtualinherited |
|
inlinevirtualinherited |
Will be called only by scale process when scaling is requested.
|
virtual |
Called prior to ReadFile().
The function is a request to the importer to update its configuration basing on the Importer's configuration property list.
Reimplemented from Assimp::BaseImporter.
|
staticinherited |
Check whether a file has a specific file extension.
| pFile | Input file |
| ext0 | Extension to check for. Lowercase characters only, no dot! |
| ext1 | Optional second extension |
| ext2 | Optional third extension |
|
inlineprotected |
|
inlineprotected |
|
staticinherited |
Utility for text file loaders which copies the contents of the file into a memory buffer and converts it to our UTF8 representation.
| stream | Stream to read from. |
| data | Output buffer to be resized and filled with the converted text file data. The buffer is terminated with a binary 0. |
| mode | Whether it is OK to load empty text files. |
|
privatevirtualinherited |
|
protectedinherited |
|
private |
Array of bones found in the file.
|
private |
Array of triangles found in the file.
|
private |
Array of textures found in the file.
|
private |
Do we have texture coordinates?
|
private |
|
private |
Configuration option: frame to be loaded.
|
private |
Length of the whole animation, in frames.
|
protectedinherited |
|
private |
Size of the input file in bytes.
|
private |
Current line numer.
|
protectedinherited |
|
inherited |
|
private |
Smallest frame index found in the skeleton.
|
protectedinherited |
Error description in case there was one.
|
protectedinherited |
The exception, in case there was one.
|
protectedinherited |
Currently set progress handler.
|
private |
Buffer to hold the loaded file.
|
private |
|
private |
Output scene to be filled.


ReShifter
… a cluster admin backup and restore tool for Kubernetes.
ReShifter is a tool and a library for Kubernetes cluster backups. You can use it as a Web app (what you're looking at),
you can use it as a CLI tool (rcli
) that you can download from the releases
page, or you can use it in your own Go codebase as a library.
Start now with Configuration where you can set the etcd endpoint of your Kubernetes cluster, define a remote storage location, as well as explore what's in the Kubernetes cluster. Then you can back up and restore your Kubernetes cluster, either via downloading a ZIP archive or by storing it in the remote storage location. ReShifter currently supports S3-compatible remote storage endpoints, incl. Amazon S3, Google Storage, and Minio.
You can use ReShifter for many different things including but not limited to:
- Restore When running a Kubernetes cluster in production, you can use ReShifter to back up the current state of the deployed apps and global resources such as namespaces. The backup can be useful as a basis for a restore process (into the same or a new cluster) or for auditing purposes.
- Disaster Recovery When operating two or more clusters, you can use ReShifter to replicate the state for DR failover scenarios.
- Saving money When running development or test clusters in a public cloud setting, you might not want to pay for the whole time, only when you actively use it. You can use ReShifter to snapshot the state, shut down the cluster and once ramped up again, restore the state.
- Troubleshooting For any kind of Kubernetes clusters, be it prod or testing, you can use ReShifter to capture the state of the cluster at a certain point in time for offline debugging and troubleshooting or to share the state with a provider, who then can take care of looking into a support case.
- Upgrading When you are upgrading a cluster, say, from Kubernetes 1.5 to 1.6, you can use ReShifter to achieve zero-downtime upgrades with minimal manual effort.
Learn more about the origins and philosophy of ReShifter, check out the roadmap or let us know about issues.


--- layout: post authors: ["Will Trimble", "Asela Wijeratne"] title: "Teaching at Monsanto" date: 2015-06-07 time: "08:00:00" tags: ["Teaching", "Monsanto"] ---
As we discussed in April, the Steering Committee decided to run a small number of workshops for companies this year in order to see how our material would work for them, and whether they'd be willing to pay a higher administration fee that we could then use to underwrite workshops for people who might not otherwise be able to host one. The first of these workshops was held at Monsanto, and seems to have gone well: experience reports from two of the instructors are included below, and we hope to repeat the experiment for other companies in the coming months. (If you know a firm that would like our help, please do introduce us.)
Will Trimble writes:
In the Python room, we had about 18 learners the first day, slightly fewer the second day, and between 5-10 participating by Webex. This was the most advanced audience I've seen; they were bored by the two-letter shell commands, and could have probably gone through find, for, and grep in a quarter day.
We covered the shell with the standard lessons, and Python with the inflammation dataset; on day 2 we did Git in pairs, and since they quickly finished resolving conflicts locally and pushing to their neighbor's repository we did a central repository fork-and-pull request (11 forks, 7 pull requests) in the remaining time.
On day 2 we worked through building a simple Python command line script, and checked it in every time it changed. The end of the second day we went through the first of the Python-mosquitoes (Pandas) notes and the matplotlib+basemaps notebook by Nikolay Koldunov. We didn't get good coverage of either testing or data structures (dicts in particular, which might be unfamiliar to R and Fortran users) and did not attempt SQL.
When polled, the audience was glad for the instruction, though there were some technical issues:
There were widespread reports that neither more
nor less
was working for some reason under Git Bash,
and cat
has been written out of the lesson for simplicity reasons.
To run the fancy graphics notebook we tried to run conda, and hit a snag where Git Bash + conda did not work for most users without first disabling SSH for conda. To do this, make a file called ".condarc" in C:\Users\(your-user-id) containing:
# Disable ssl verification. The default is True. ssl_verify: False
then conda install basemaps
should work.
Asela Wijeratne writes:
From the feedback we got, I believe that overall, we did well. I think the Git, SQL and shell lessons went fairly well and Xu did an excellent job teaching SQL with a very short notice. For the R lessons, we covered some of the basics (like data types, data structures and subsetting etc), creating function in R, and the intro to ggplot.
However, for R lessons, we could have done better (partly, because this is my first time teaching it). In addition, it appeared (from the discussion we had with the participants and also from the pre-workshop survey), most participants were well versed in R. So I expected that I could just introduced some of basics and then moved to more advance topics like creating functions and control of flow. Once I started to teach, I realized that most people needed a refresher on R basics and eventually, I didn't have time to do all the topics and examples that I was planning to cover. In the end, R lessons should have been two sessions.
In addition, as Xu pointed out, perhaps there should be a different way to assess the knowledge of the participant (for e.g., instead of asking whether they know R, we could ask them to complete a task without external resources).
The second problem, which might be specific to companies and government institutes, is that there are certain restrictions where we can post data; for example, I posted the data on Google drive and I was told that the participants could not access it. In addition, we should explicitly mention that which version of R and RStudio we are planning to use (this may apply for others software as well). Some attendees were using older versions of R and it was not easy to switch as they needed to get permission to do so.
Xu Fei writes:
The R session was overall challenging but smooth. Our pre-workshop questions didn't capture the background level of participants (more specifically on the Shell and R) very well this time. I think it made teaching such a diverse audience challenging but I think Asela managed it pretty well. Also, like Asela mentioned, the installation note for R may need an update, as I've seen enough cases where installation of a specific library of R failed due to version issues.
The Git lesson did not go as smoothly as in the other room. The good thing was that people were asking a lot of good questions (and from WebEx). But I got caught in the headless state (consequence of being too creative?) and created a bit of confusion when I was trying to resolve a conflict. We did not have time for all the participants to resolve a conflict, and we certainly did not cover pull requests.
SQL was pretty standard and I had time to cover all the topics, even with an additional session on how to use SQLite in R. I think it was a good way to end the whole workshop as it made people connect with what they just learned in the morning. Again, our audience didn't have much experience with Git and SQL and it made it a bit easier to control the flow.


[gecode-users] Real time interpreters using GECODE
Christian Schulte
cschulte at kth.se
Wed Oct 31 21:52:41 CET 2007
Dear Mauricio,
your questions are not easy to answer.
- I do not know how big (or hard) the problems are. So can't say.
- Don't know anything about that.
- Gecode/J maybe?
I think the first and most important question to ask is whether there exists
a good constraint model for solving the problems you have. If that exists,
and the problems are easy enough then Gecode is indeed efficient enough to
do the trick. But, as said, first check how to model.
Christian
From: users-bounces at gecode.org [mailto:users-bounces at gecode.org] On Behalf
Of Mauricio Toro
Sent: Wednesday, October 31, 2007 9:38 PM
To: gecode at gecode.org
Subject: [gecode-users] Real time interpreters using GECODE
Hello Gecode Comunity !
Together with the AVISPA research group we are trying to develop
a real time interpreter for a process calculus called
Non deterministic Timed Concurrent Constraint (NTCC), this calculus is a
non deterministic extension to the Timed Concurrent Constraint Calculus
(TCC).
In the past, some implementations were done using Mozart OZ using
combinators, but the
real time was not achieved. We are now considering using GECODE with
reification, but the whole concurrency syncronization seems to be a big
problem, additionally
reification could be not general enough.
We are also considering using GECOL (the lisp wraper of GECODE) because we
want to model music improvisation with the NTCC interpreted, and LISP has
been widely
used for computer music.
- Do you considered that a real time interpreter can be done with GECODE?
- What about GECOL? fast enough?
- What other options could we consider to make the interpreter?
Thank you very much
--
Mauricio Toro Bermudez
Pontifica Universidad Javeriana
Cali, Colombia S.A
More information about the gecode-users
mailing list


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Set up a watch for location changes. Note that watching for location changes
can consume a large amount of energy. Be smart about listening only when you need to.
// Whether your app needs altitude data or not. This can impact the
sensor the device uses, increasing energy consumption.
Note: altitude information may not be available even when
passing true here. Similarly, altitude data maybe be returned
even if this value is false, in the case where doing so requires
no increased energy consumption.
requireAltitude?:
boolean;
timeout?:
number;
}
GeolocationPosition
interfaceGeolocationPosition{
// The GPS coordinates along with the accuracy of the data


Slovakia: Visited Slovakia 3 times, spent most of my times at the Tatra mountain, Excelent place for mountain hiking in the summer and beginner-intermidiate sking in the winter


{% extends 'base.html' %} {% block content %}
Our grocery sign-ups are temporarily paused while we work to deliver the requests we've already received. This form will re-open for grocery requests each Friday at 9am and is open until Sunday 2pm.
We are only able to fulfill {{settings.GROCERIES_LIMIT}} grocery requests per week, and we will draw {{settings.GROCERIES_LIMIT}} request submissions on Sunday at 2pm. We will contact you to let you know whether your request was selected.
{% endblock %}


class: center, middle, inverse, title-slide # Lecture 05 ## Taxes ### Ivan Rudik ### AEM 4510 --- exclude: true ```r if (!require("pacman")) install.packages("pacman") pacman::p_load( tidyverse, xaringanExtra, rlang, patchwork, nycflights13, tweetrmd, vembedr ) options(htmltools.dir.version = FALSE) knitr::opts_hooks$set(fig.callout = function(options) { if (options$fig.callout) { options$echo <- FALSE } knitr::opts_chunk$set(echo = TRUE, fig.align="center") options }) ``` ``` ## Warning: 'xaringanExtra::style_panelset' is deprecated. ## Use 'style_panelset_tabs' instead. ## See help("Deprecated") ``` ``` ## Warning in style_panelset_tabs(...): The arguments to `syle_panelset()` changed in xaringanExtra 0.1.0. Please refer to the documentation to update your slides. ``` --- # Roadmap 1. What are the different kinds of price instruments in theory and the real world? 2. What happens under a tax? --- class: inverse, center, middle name: taxes # Taxes

 --- # Emission taxes The main tax we will focus on is an .hi[emission tax] -- When a polluter faces an emission tax, it must pay a fee `\(\tau\)` to the regulator for each unit of emissions `\(E\)` -- It is as if the government claimed the property rights to the air on behalf of the citizens, and then sold the rights to pollute back to the firm at price `\(\tau\)` -- Solves the two big problems with externalities: 1. Poorly defined property rights (assigned to the regulator) 2. High transactions costs (pay a flat fee) --- # Emission taxes What is the socially optimal tax? -- The `\(\tau\)` that minimizes total social cost: abatement cost + damages (ignore tax payments since they're just a transfer from firms to the regulator) -- Let `\(C(E)\)` be abatement cost of emissions level `\(E\)` and `\(D(E)\)` be damages at `\(E\)` -- We know abatement costs are decreasing in emissions and damages are increasing in emissions --- # Emission taxes To figure out the socially optimal tax we need to know how the firm and regulator make decisions -- First lets set up the firm problem: they want to minimize the cost of satisfying the policy --- # Emission taxes: firm The firm's problem is then: $$ \min_E C(E) + \tau E$$ -- The firm's first-order condition to minimize costs is: `$$\underbrace{-C'(E^*)}_{\text{MAC}} = \tau$$` -- The firm minimizes costs by choosing emissions `\(E^*\)` so that its MAC equals the tax --- # Emission standards: firm The firm minimizes costs by choosing emissions so that its MAC equals the tax -- This makes sense! -- The tax is the PMC of emitting, the MAC is the PMB of emitting (reduced abatement cost) -- Costs are minimized when these two things are equal --- # Emission taxes: regulator The regulator's problem is to maximize social welfare / minimize total costs of abatement and damages -- We already know this occurs when: `$$-C'(E^*) = D'(E^*)$$` -- but we know that firms select `\(E^*\)` so that: `$$-C'(E^*) = \tau$$` -- This means that the regulator's optimal tax is given by: `$$\tau^* = D'(E^*)$$` --- # Emission taxes: regulator The optimal tax is equal to the MD .hi[at the optimal emission level] -- This also makes a lot of sense -- We want the firm to act as if they are bearing the damage costs on the margin -- The tax actually makes them bear a cost exactly equal to marginal damage --- # Emission taxes: graphical .pull-left[ ![taxes](05-slides-taxes_files/figure-html/tax-1.png) ] .pull-right[ The optimal tax equals MD at `\(E^*\)` You can think of this as the firm being forced to pay for damages equal to the cost of the last unit of emissions In addition to paying abatement cost equal to the red area `\(B\)`, the firm also has a tax payment equal to the blue area `\(F+G\)` ] --- # Emission taxes: real world Australia started carbon tax on July 1, 2012 $23 AUD per ton of carbon emitted for large emitters as a response to the Copenhagen Accord of 2009 Australia hopes to reduce carbon emissions by 80% below 2000 levels by 2050 Started by Julia Gillard government and revoked by Tony Abbott government in July 2014 --- # Emission taxes: real world In 2008, the province of British Columbia implemented North America’s first broad-based carbon tax The carbon tax applies to the purchase and use of fossil fuels and covers approximately 70% of provincial greenhouse gas emissions Beginning April 1, 2018, B.C.'s carbon tax rate is $35 per tonne of carbon dioxide equivalent emissions To improve affordability, government increased the Climate Action Tax Credit --- class: inverse, center, middle name: subsidies # Subsidies

 --- # Abatement subsidies What is the socially abatement subsidy `\(s\)`? -- The `\(s\)` that minimizes total social cost: abatement cost + damages (ignore tax payments since they're just a transfer from firms to the regulator) -- Let `\(C(E)\)` be abatement cost of emissions level `\(E\)` and `\(D(E)\)` be damages at `\(E\)` -- First lets set up the firm problem: they want to minimize the cost of satisfying the policy --- # Abatement subsidies: firm The firm's problem is then: $$ \min_E C(E) - s(-E)$$ where we are substituting in `\(-E\)` for `\(A\)` -- The firm's first-order condition to minimize costs is: `$$-C'(E^*) = s$$` -- The firm minimizes costs by choosing emissions `\(E^*\)` so that its MAC equals the subsidy rate! --- # Abatement subsidies: firm The firm minimizes costs by choosing emissions so that its MAC equals the subsidy rate -- This makes sense! -- The subsidy is the MC of emitting: the forgone abatement subsidy The MAC is the marginal benefit of emitting (reduced abatement cost) -- Costs are minimized when these two things are equal --- # Abatement subsidies: firm The regulator's problem is to minimize the social cost of emissions, we know they want to set: `$$-C'(E^*) = D'(E^*)$$` -- but we know that firms set: `$$-C'(E^*) = s$$` -- This means that the regulator wants to set: `$$s^* = D'(E^*)$$` --- # Emission taxes: regulator The optimal subsidy is equal to the MD at the optimal emission level -- This also makes a lot of sense -- We want the firm to act as if they are bearing the damage costs on the marginal -- The subsidy actually makes them bear a cost exactly equal to marginal damage --- # Abatement subsidies: graphical .pull-left[ ![subsidies](05-slides-taxes_files/figure-html/subsidies-1.png) ] .pull-right[ The optimal subsidy equals MD at `\(E^*\)` You can think of this as the firm being forced to pay for damages equal to the cost of the last unit of emissions In addition to paying abatement cost equal to the red area `\(B\)`, the firm also has subsidy **revenues** equal to the red+blue area `\(B+F\)` ] --- # Abatement subsidies It is as if the government claimed the property rights to the air on behalf of the firm, and then pays the firm for the right to clean air on behalf of the citizens


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Cache with single / multiple sets. More...
#include <cachecontroller.H>
Public Member Functions | |
| CacheController (uint32_t, uint32_t, uint32_t, bool, uint64_t) | |
| Constructor for CacheController - Single level. | |
| CacheController (CacheController *, CacheController *, uint32_t, uint32_t, uint32_t, bool, uint64_t) | |
| Constructor for CacheController in a multilevel memory hierarchy. | |
| ~CacheController () | |
| CacheController destructor. | |
| uint32_t | access (memblock, uint64_t, uint32_t) |
| Request for a Cache Access. | |
| void | evict (cacheBlock *) |
| Eviction triggered by lower level cache. | |
| bool | evictRegion (uint64_t, uint64_t) |
| Eviction for an entire region triggered by lower level. | |
| void | setPattern (void) |
| SetPattern triggered by higher level cache. | |
| IdealCache * | getCacheSet (uint64_t) |
| Get index of IdealCache object, i.e set, to probe. | |
| bool | isSetSpanningBlock (memblock) |
| Check if a memblock spans across a set boundary. | |
| void | print (void) |
| Iterate over and print contents of each IdealCache object, i.e set. | |
| void | purge (uint64_t) |
| Calls purge on each set. | |
| uint64_t | rShiftSetSize (uint64_t addr) |
| uint64_t | rShiftMaxGran (uint64_t addr) |
| int | getIndex (uint64_t addr) |
Public Attributes | |
| bool | alignedAccess |
| Cache Aligned Access Mode. | |
| bool | firstInsGate |
| First Instruction Gate. | |
| bool | execOnce |
| Execute Once. | |
| uint64_t | optWarmCount |
| Number of instructions for cache warmup. | |
| uint64_t | setSize |
| Capacity of each IdealCache object, i.e set in terms of words. | |
| uint32_t | maxGran |
| Maximum granularity of a block in an IdealCache set. | |
| uint64_t | setCount |
| Number of IdealCache objects, i.e sets. | |
| DataHub * | hub |
| Pointer to DataHub object. | |
| vector< IdealCache * > | cacheSet |
| Vector of IdealCache object pointers. | |
| CacheController * | parent |
| Parent CacheController in a multilevel memory hierarchy. | |
| CacheController * | child |
| Child CacheController in a multilevel memory hierarchy. |
Cache with single / multiple sets.
The CacheController represents a cache which can run in ideal mode or aligned access mode according to the memblock issued as load request by the Predictor. Two or more CacheControllers can be attached to form a multilevel memory hierarchy.
| CacheController::CacheController | ( | uint32_t | optSetCount, | |
| uint32_t | optSetSize, | |||
| uint32_t | optGran, | |||
| bool | optAligned, | |||
| uint64_t | oWC | |||
| ) |
Constructor for CacheController - Single level.
| optSetCount | Number of sets | |
| optSetSize | Size of the each set in Bytes | |
| optGran | Maximum Granularity of the cacheBlock | |
| optAligned | TRUE for cache aligned access mode | |
| oWC | Number of instructions to allow for cache warmup |
| CacheController::CacheController | ( | CacheController * | p, | |
| CacheController * | c, | |||
| uint32_t | optSetCount, | |||
| uint32_t | optSetSize, | |||
| uint32_t | optGran, | |||
| bool | optAligned, | |||
| uint64_t | oWC | |||
| ) |
Constructor for CacheController in a multilevel memory hierarchy.
| p | Pointer to parent CacheController object | |
| c | Pointer to child CacheController object | |
| optSetCount | Number of sets | |
| optSetSize | Size of the each set in Bytes | |
| optGran | Maximum Granularity of the cacheBlock | |
| optAligned | TRUE for cache aligned access mode | |
| oWC | Number of instructions to allow for cache warmup |
| CacheController::~CacheController | ( | ) |
CacheController destructor.
Iterate over each IdealCache object and deallocate
| uint32_t CacheController::access | ( | memblock | mb, | |
| uint64_t | effectiveAddress, | |||
| uint32_t | memoryAccessSize | |||
| ) |
Request for a Cache Access.
The access method probes the sets for the memblock requested by the Predictor. The actual access is represented by the effectiveAddress and the memoryAccessSize. The actual access is necessarily contained within the memblock requested by the Predictor. The latency is reported with respect to the result of the probe : hit / collated hit / complete miss / partial miss.
| mb | Block of memory requested by the Predictor | |
| effectiveAddress | The word aligned start address of the current access | |
| memoryAccessSize | The size of the current access in terms of Bytes |
Inside a spanning memblock, the access itself may or may not be spanning - but we dont care
| void CacheController::evict | ( | cacheBlock * | evictBlock | ) |
Eviction triggered by lower level cache.
| evictBlock | cacheBlock to be evicted |
| bool CacheController::evictRegion | ( | uint64_t | startAddress, | |
| uint64_t | endAddress | |||
| ) |
Eviction for an entire region triggered by lower level.
| startAddress | Start Address of the region | |
| endAddress | End Address of the region |
| IdealCache * CacheController::getCacheSet | ( | uint64_t | addr | ) |
Get index of IdealCache object, i.e set, to probe.
The lower bits for addressing the block inside the set are removed. The result is ANDed with setCount - 1
| addr | The word aligned start address of a access / memblock |
| int CacheController::getIndex | ( | uint64_t | addr | ) | [inline] |
| bool CacheController::isSetSpanningBlock | ( | memblock | mb | ) |
Check if a memblock spans across a set boundary.
Check if the given memblock spans over a set boundary. Dependant of hashing function. Also assumes that the size of a memblock cannot exceed that of a set
| mb | memblock to check for spanning access |
| void CacheController::print | ( | void | ) |
Iterate over and print contents of each IdealCache object, i.e set.
| void CacheController::purge | ( | uint64_t | insCount | ) |
Calls purge on each set.
Calls the purge method of each IdealCache object after the end of the simulation run in order to collect the statistics of the blocks presently residing in the cache.
| insCount | Latest instruction count seen by the cache |
| uint64_t CacheController::rShiftMaxGran | ( | uint64_t | addr | ) | [inline] |
| uint64_t CacheController::rShiftSetSize | ( | uint64_t | addr | ) | [inline] |
| void CacheController::setPattern | ( | void | ) |
SetPattern triggered by higher level cache.
Cache Aligned Access Mode.
| vector<IdealCache*> CacheController::cacheSet |
Vector of IdealCache object pointers.
Child CacheController in a multilevel memory hierarchy.
Execute Once.
First Instruction Gate.
Pointer to DataHub object.
| uint32_t CacheController::maxGran |
Maximum granularity of a block in an IdealCache set.
| uint64_t CacheController::optWarmCount |
Number of instructions for cache warmup.
Parent CacheController in a multilevel memory hierarchy.
| uint64_t CacheController::setCount |
Number of IdealCache objects, i.e sets.
| uint64_t CacheController::setSize |
Capacity of each IdealCache object, i.e set in terms of words.


Russian PM labels doping ban 'anti-Russian hysteria' – video
Russia's prime minister Dmitry Medvedev has called the decision by the World Anti Doping Agency (Wada) to ban Russia for four years 'anti-Russian hysteria'. The decision made on Monday will see Russia banned from competing at the Tokyo Olympics and the 2022 Qatar World Cup. Individual athletes will be able to compete, however they will not be able to represent Russia but instead compete under a neutral banner as long as they can prove they are drug free • Russia banned from Tokyo Olympics and football World Cup


{% extends 'layout.html' %} {% block pageTitle %} State Pension Activation {% endblock %} {% block content %} ALPHA This is a new service – your feedback will help us to improve it. {% include 'includes/pages/calculated.html' %} {% endblock %}
ALPHA This is a new service – your feedback will help us to improve it.


Niklas Mähler, Group meeting 2018-10-12
Visualisation
How to visualise additional information on the network in a general way
First tries involved creating new tables for each of the additional properties that we wanted to visualise
Add three general tables
extension
table| Variable | Description |
|---|---|
name |
Name of the extension |
description |
Free text description |
| Definition of the score associated with the extension |
extension_gene
table| Variable | Description |
|---|---|
gene_id |
Gene for which the extension should be applied |
extension_name |
Name of the extension this belongs to |
score |
Score of this gene for this extension |
extension_edge
table| Variable | Description |
|---|---|
gene_id1 |
Source gene |
gene_id2 |
Target gene |
network_id1 |
Network that the source gene belongs to |
network_id2 |
Network that the target gene belongs to |
extension_name |
Name of the extension this belongs to |
score |
Score of this gene for this extension |
These tables together with a config file for each extension makes it possible to display multiple extensions for each gene in a very flexible way.
User interface issue
How to indicate selected networks and what is the active network?
Possible solution: drag-and-drop
Managing 4.5 million SLURM jobs
Dependency hell
Choose a node where the masking server has to run
Let SLURM choose the node and store the masking server status in the database
SLURM can be reaaaaally slow
Jobs are submitted one by one, and this can be really slow, and sometimes even fail if SLURM is very busy
Traceback (most recent call last):
File "/proj/uppstore2017145/V3/software/miniconda3/envs/marvel/bin/marvelous_jobs", line 11, in
sys.exit(main())
File "/proj/uppstore2017145/V3/software/miniconda3/envs/marvel/lib/python3.6/site-packages/marvelous_jobs/__main__.py", line 542, in main
update_and_restart()
File "/proj/uppstore2017145/V3/software/miniconda3/envs/marvel/lib/python3.6/site-packages/marvelous_jobs/__main__.py", line 352, in update_and_restart
dj.start()
File "/proj/uppstore2017145/V3/software/miniconda3/envs/marvel/lib/python3.6/site-packages/marvelous_jobs/job.py", line 167, in start
return super().start(str(self.block_id1), str(self.block_id2))
File "/proj/uppstore2017145/V3/software/miniconda3/envs/marvel/lib/python3.6/site-packages/marvelous_jobs/job.py", line 54,
in start
raise RuntimeError(output[1].decode('utf-8'))
RuntimeError: sbatch: error: Batch job submission failed: Socket timed out on send/recv operation
Instead of submitting single jobs, switch to job arrays
sbatch --array=1-20 ...
$SLURM_ARRAY_TASK_ID
#!/bin/bash -l
#SBATCH -t 1:00:00
#SBATCH -n 4
set -eu
project=$(sqlite3 /scratch/marvelous_test/testdb "SELECT name FROM project")
block1=$(sqlite3 /scratch/marvelous_test/testdb "SELECT block_id1 FROM daligner_job WHERE rowid = $SLURM_ARRAY_TASK_ID")
block2=$(sqlite3 /scratch/marvelous_test/testdb "SELECT block_id2 FROM daligner_job WHERE rowid = $SLURM_ARRAY_TASK_ID")
maskip=$(sqlite3 /scratch/marvelous_test/testdb "SELECT ip FROM masking_job")
if [[ false = true ]] && [[ -z $maskip ]]; then
echo >&2 "error: no masking server available"
exit 1
fi
/proj/uppstore2017145/V3/software/marvel/bin/daligner -v -I -t 20 -e 0.7 -j 4 "${project}.${block1}" "${project}.${block2}"
Started writing tests for the package using nose


The intended audience of this document is Java developers who are familiar with the JMS specification. Readers are not required to know all the details of AMQP protocols. However, some knowledge of AMQP basic concepts would be advantageous for reading of this document.
This document only covers the usage of 0-8, 0-9 and 0-9-1 AMQP protocols with Apache Qpid JMS client for AMQP 0-9-1/0-10. The specifications for these protocols are available from the AMQP web site.
The document covers some specific implementation details of JMS connections, sessions, consumers and producers in Chapter 5, Understanding the Client. It also demonstrates how to write a simple point to point and simple publish/subscribe application using the Client in Chapter 4, Examples.
The Client supports various configuration options which can be set via JVM system properties, connection URLs and JNDI configuration file. The setting of system properties is described in Chapter 10, System Properties. The details of supported options within the connection URLs are given in Chapter 7, Connection URLs. The details of JNDI properties format for the Apache Qpid JMS client for AMQP 0-9-1/0-10 is provided in Chapter 6, JNDI Properties Format. The Qpid destination URL format is covered in Chapter 8, Binding URL.
The Client can be used for writing of JMS vendor neutral messaging applications. However, in some cases it might be required to use specific AMQP features. Thus, the Client provides the extended operation set to invoke those features.
Chapter 11, Logging provides the details about turning on client logging which can help in debugging of various issues while developing the messaging applications.
The details about Client Exceptions are provided in Appendix A, Exceptions
Apache Qpid, Messaging built on AMQP; Copyright © 2015 The Apache Software Foundation; Licensed under the Apache License, Version 2.0; Apache Qpid, Qpid, Qpid Proton, Proton, Apache, the Apache feather logo, and the Apache Qpid project logo are trademarks of The Apache Software Foundation; All other marks mentioned may be trademarks or registered trademarks of their respective owners


MARIE.js v1.0.0-preivew
About MARIE
MARIE ('Machine Architecture that is Really Intuitive and Easy') is a machine architecture and assembly language from The Essentials of Computer Organization and Architecture (Linda Null, Julia Lobur). The publisher provides a set of simulators for the machine, written in Java. However, since using simulators can be rather difficult, we have implemented a web-based version, so that students are able to access it readily and easily. Since beginning the project we have added many features such as importing and exporting of Marie Assembly Source files (*.mas) to provide compatibility with the existing simulators.
Terms of Use
By agreeing to the following terms and conditions, you understand that:- you are bound by the Higher Education Plagiarism Notice set here: https://github.com/MARIE-js/MARIE.js/wiki#plagiarism-notice-for-higher-education-students
- all source code is bound by the MIT license, as specified in the README.md file: https://github.com/MARIE-js/MARIE.js#license
- the Terms of Use may change in the future
About MARIE.js
MARIE.js is an implementation of a simulator for a 'Machine Architecture that is Really Intuitive and Easy' in JavaScript.
It is currently developed by Jason Nguyen, Saurabh Joshi, Eric Jiang and Erfan Norozi.
Some example/demostration code is writtern by Felix Salim
License
Copyright (c) 2016 Jason Nguyen, Saurabh Joshi, Eric Jiang, Erfan Norozi
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This project is designed by students of:
Monash University - Faculty of Information Technology
Designed for FIT1047: Introduction to Computers, Networks and Security.


{% extends "app_base.html" %} {% load accounts_tags static waffle_tags %} {% block head_title %}{% if first_day %}{% if user.first_name %}{{ user.first_name }}’s School{% else %}Week of {{ first_day|date:"l, M j" }} – {{ last_day|date:"l, M j" }}{% endif %}{% else %}Your School{% endif %}{% endblock %} {% block main %} {% trial_banner %}
Before you can view the week’s schedule, you need to enroll a student.
No school year is running this week. You can start a new school year to see your schedule here{% if future_school_year %} or jump ahead to your next school year{% endif %}.


I’m on my way back from try! Swift, which was fantastic. Of course it had those obvious things I’d hope for. Interesting talks, friendly people. Making new friends, and reuniting with old ones. But it also had some surprising delights and lessons.
I travel pretty well, but sometimes I make mistakes, and this was one of those times. The deodorant I thought I’d packed turned out to be body wash. Now there are a dozen reason that this shouldn’t really matter, and wouldn’t really matter given the A/C and the weather, etc., but I’m a product of my culture, and it was a bit stressful. I tried to find a drug store on the way to the conference, but I was afraid of being late and finally resigned myself to accepting things as they are and moving on.
And then, in the conference rest room, I discovered a small cache of toiletries under a try! Swift sign saying “if you need one, please take one.” I was dumbfounded. It was a very small kindness, but it mattered to me. I spoke to the conference organizer, Natasha, to thank her. She immediately told me it wasn’t her idea, she’d just copied it from Erik Romijn. I went to thank Erik, and he assured me it wasn’t his idea, he’d just copied it from Django conferences he’d been a part of. So I just wanted to say thanks to whomever came up with this very kind idea.
To me, the best part of try! Swift was chatting with people during the breaks and in office hours. Hopefully the videos will be up soon, since I missed a few presentations due to conversations that ran long. So if you only “attend” by watching the videos online (like I did for the first one in Tokyo), you’ll unfortunately miss the best parts. I wish I could change that for you, but I can’t. I’m sorry.
One of the more interesting talks I had was about cut and pasting from Stack Overflow. This practice gets a lot of shaming, and we were discussing that. I can’t promise that this conversation actually took the form of a Platonic dialog, but I can’t promise it didn’t, either. You’ll have to see me at a conference to find out.
Anubis: I’ve only been programming for a little while. Swift is my first language, and I really don’t know anything yet. I find myself just searching Stack Overflow and cutting and pasting code. I know that’s a horrible way to program, but I don’t know what else to do. Before the Internet, I guess people had to figure it out themselves, but we’ve all gotten so lazy.
Kakophonis: Most of my first years programming were just copying BASIC out of Nibble magazine.
Anubis: You mean reading articles and implementing what they taught?
Kakophonis: Oh, no. I mean typing hundreds and hundreds of lines of code for full programs that they included.
Anubis: So you didn’t really learn much those first few years.
Kakophonis: I learned a lot. I learned to use my tools. I learned to debug because I made a lot of typing mistakes. But most of all, I learned what good programs looked like. These were working programs written by good programmers. And I didn’t just read their code, I started changing it. Not a lot. I didn’t know a lot. But I learned to change the colors, or add a trivial feature, or just make random changes that made me happier with it.
Anubis: When did you stop copying other people’s code and become a real programmer?
Kakophonis: I copy code all the time.
Anubis: As a short-cut, right? To make a deadline?
Kakophonis: Not at all. I use others’ code whenever it’s beautiful and useful and they’ve shared it. But you’re right that I copy code a little differently than a beginner does.
Anubis: How so?
Kakophonis: I rarely cut and paste. Maybe it’s a habit from my magazine days, but I usually retype the code by hand. Stack Overflow answers aren’t very long, and retyping gives me a chance to really think about what the code is doing. And then, if the code works and solves my problem, I usually restyle it to match my preferences and make it a little more my own. I almost always rename things. Sometimes I rewrite it from scratch. I make sure I know what each line does and why it’s there.
Anubis: Is that all?
Kakophonis: If the code is more than a line or two, I generally add a comment crediting the source.
Anubis: For politeness?
Kakophonis: Yes, but more importantly, I want future maintainers, which is sometimes me, to know the context around the code, why it does things this way. That keeps them from creating regression bugs if they ever need to rewrite it further.
Anubis: It sounds like you might learn more about programming from copying that way than from doing it yourself.
Kakophonis: Exactly. But copying only improves your code and your understanding if you choose the right things to copy. Many answers on Stack Overflow are incorrect, or they’re presented as magic incantations that may work, but are fragile. A mark of a good programmer is the ability to distinguish what they should copy from what they shouldn’t. Stack Overflow provides beginners some clues about quality, like votes and reputation and comments, but ultimately it’s experience that will help you recognize good code.
Anubis: So Stack Overflow doesn’t make us weak programmers?
Kakophonis: It’s a tool. It is what you make of it. Programmers today have many more resources than they did before the Internet. It’s easy to think that the previous generations had it much harder. But computers and programs were also much, much simpler. No networking. No threading. Not even a GUI. I’m amazed that anyone is able to jump straight to building an iOS app with no programming experience. I had 25 years of experience before I encountered my first multi-threaded program. No, I don’t think beginning programmers today are weak.
Sometimes life is not unlike programming. Who and what we choose to copy says a lot about us. Choosing to use someone’s idea is still a choice. Give credit to your inspirations, but don’t discount the wisdom in picking something beautiful to copy.


Experienced Project Engineer with a demonstrated history of working in the construction industry. Strong engineering professional skilled in Field Supervision, Legal aspects of contracting, Construction Safety Management, Project Planning, Civil Engineers, and Program Management.
My interest towards Civil Engineering has underlined my passion for Suatainability, Bridge network & Vertical Construction and has breezed in curiosity about various civil works rolling in on a global scale. Curiosity often left me asking questions on how an overpass remain elevated and how bridges remain intact over water bodies. My awe left me bewildered to learn that regardless of advancement in construction technology.
Course Studied - Construction Planning and Cost Control, Construction Project management, Engineering Specification and Contract Law, Sustainability and Green Construction, Foundation Engineering, Advanced traffic Engineering.
Course Studied - Structural Design & Analysis of Steel & Concrete, Professional Practice & Valuation, Transportation Planning, Concrete Technology, Railway Bridge & Tunnel Eng., Geotech Eng, Dock Harbour and Tunnel Engineering.
Conducted the Joint Training and Certification Program (JTCP) to achieve consistent training and certification for all Technician involved in the transportation industry throughout California.
Prepared samples for class and practical exam by civil codes and quantity (AASTHO and CT).
Implanted daily equipment Checking and help instructor for S&A, HMA I, HMA II classes.
Researched on highway material and Sand Aggregate for quality and quantity assurance and its grade.
Worked on the project worth around $4 million and creating Schedule, Tracking schedule, and Budget.
Maintain documents of Subcontractors, Job Progress, Inspections, T&M tickets.
Ensure Jobsite safety, participate in Safety meetings.
Create QA/QC observation plan, Completion Checklist and Inspection templates.
Assist in analyzing and drafting additional Scope of Work.
Ensure work progress to meet schedule and milestones
Document OAC and Subcontractor Meeting Minutes
Ensured the project feasibility through continual evaluation of structural integrity and design practicality.
Processed, tracked and logged RFIs, Submittals, Change Orders and Daily Progress Report to resolve the contractual disputes by Using MS Project and Procore.
Participated in the project” Sardar Patel international Airport Resurfacing of Runway Pavement” and Material testing for calculating tearing and wearing of the surface.
Researched on Precast M20 Grade concrete Lintel for Residential building by using industrial waste.
Replaced 100% Coarse and Fine Aggregate and tested concrete Periodically for required strength by using Universal Testing Machine. Collected reports for making correct Mix-Design for concrete.
Assisted Engineers for developing shop drawings (AutoCAD) which met German Quality Standards.
Worked on RSTAB for designing of steel, wood & Concrete structures mostly Bridge Designs.
Got hands-on three- week training on Geographic Information System.
Courses Studied: Structural Design I, Structural Design II, Bridge Design.
Manually calculation for MAT Foundation with 4 Rectangular Columns.By that design the Foundation using SAFE software for safe structural design. Check simulations and change designs as per requirements. Rebar Design and Foundation Uplift and Bearing Capacity.
Study which demonstrates completely different criteria for various locations like residential and industrial buildings. Those knowledge collected by a Sound Level Meter (SLM)and automatic sound sensors from various tasks throughout the development activity. The measure metric for comparison is based on OSHA (Occupational Safety and Health Administration) regulations. Choice of equipment for the development conjointly elevates or decrease the extent of noise. Data collection amount is quarter-hour for every location determined and another quarter-hour provided to move the device to another station. Daily data are collected manually for further working days because of using SLM.
The Project is about to convert parking facility into CSULB medical office facility. I played As LEED Manager for achieving Gold certification by applying different strategies to budget and programme requirement. All Safety, Evacuation Plan, Building Design As per LEED Applications and Patient Comfort all angles are considered for making this structures. This task elevate our Team work and construction management skills.
A JavaScript code for optimization was prepared which uses Google Maps Application Programming Interface. By data of Origin and destination Compared Two Decision-Making method using widely AHP (Analytical Hierarchy Process) and CBA (Choose by Advantage).
Different category listed to save the economy and Hospitality Structure like ITC MAURYA, Hotel Verde, ITC Mughal, Bardessono, and Proximity Hotel are taken for case studies and Data on new techniques and technologies applied to gain LEED points to reach platinum certificate level. Research is made for different application of strategies for LEED Categories.
The immediate objective of the project is to discuss different methods for the sustainable approach in highway construction projects and to understand, how better quality can be achieved at the lowest possible cost. These methods are used in such a way that the project meets the prerequisites of the Highway Rating System as well as improve a number of factors indicating its quality. Some of those most commonly used practices are reducing construction-related waste destined for the landfill, reduce overall consumption of fossil fuels by now- road construction equipment, reduce environmental impacts by utilizing dust control measures at construction site etc. Done CBA (Cost Benefit Analysis) for making best optimization for highways.
We Design M20 grade Concrete Design By replacing conventional materials With non-conventional materials Like industrial waste. Here, we Replaced Course Aggregate By 10mm Size Ceramic Tiles and Fine Aggregate by AAC (Autoclaved Aerated Concrete) Block. For Mix Design of Concrete Industrial Waste Cut and crush by hand and prepared three different Mix design for gaining strength.3,7 and 21 days Compression strength test run on standard cubes which are filled with different mix design mixtures. Final Mix Design Done and then Made two Moldes For lintel one for 20 cm thick wall and another for 30 cm wall. Concrete made and place into the mold and after 7-day test for flexural strength and Economical Calculation done for market use.