{% extends "admin/base_site.html" %} {% load i18n %} {% block content %}
{% trans "To see applications that have been submitted to your workshop, choose an event from the list below:" %}
{% url 'admin:applications_form_add' as add_url %} {% blocktrans trimmed %} To see submitted applications, you need to add an application form first. {% endblocktrans %}
{% endif %} {% endblock %}


Weather Data in Krakow
CurrentWeather:
CurrentTemperature:
Timestamp:
Timestamp:
Timestamp:
Make and Save new information
Send JSON


cisco
Businessmodel of Cisco
Customer Segments
Cisco has a segmented business model, with four customers groups who have slightly different needs and problems:
- Enterprise: This group consists of firms with multiple locations that have 1,000+ employees.
- Service Providers: This group consists of firms that provide data, video, voice, and mobile services to businesses, utilities, governments, and consumers.
- Commercial: This group consists of firms that have less than 1,000 employees.
- Public Sector: This group consists of non-private entities such as federal, state, and local governments, in addition to educational institutions. ### Value Proposition
Cisco offers two primary value propositions: brand/status and accessibility.
The company has a well-known brand, having been in existence since 1984 and maintaining a large global footprint of 400 offices with 70,000 employees. It has a market capitalization of $129 billion, making it one of the most valuable firms, and its products are often seen in movies and on TV shows.
The company sells its products through a wide variety of channels, making them more accessible to customers who might have difficulty finding or obtaining the items; these range from direct sales to service providers and resellers. It also markets its offerings to a large range of industries.
Channels
Cisco sells most of its products through its channel partners, who include systems integrators, resellers, service providers, and distributors. The remainder of its items is sold through direct sales.
The company also markets its offerings on its website, as well as through numerous training programs and events such as conferences, trade shows, and webinars.
Customer Relationships
Cisco’s customer relationship is primarily of a personal assistance nature. The company offers a wide range of support services to assist customers with the use of their products, including deployment and migration. It also offers phone and e-mail support.
That said, there is also a self-service component as its website has a detailed Support section answering many potential questions.
Key Activities
Cisco’s business model entails designing and developing its various lines of products. Actual manufacturing is outsourced to contract manufacturers, who offer services such as printed-circuit board assembly, product repair, and product assembly.
The company is not involved in long-term contracts with any particular provider, and it has the option of renewing its agreements on an as-needed basis.
Key Partners
Cisco offers two types of partner programs:
- Solution Partner Program: This program enables companies to integrate their solutions into Cisco’s technologies and architectures, and then sell these combined solutions to customers. Specific members include technology partners and independent software vendors. They fall into one of three tiers: Solution Partner, Preferred Solution Partner, and Strategic Solution Partner. Cisco provides these firms with marketing, technical, and sales resources.
- Channel Partner Program: This program enables companies to take Cisco’s products and services as is and then sell them to customers. Its members include systems integrators, resellers, service providers, and distributors. Distributors sell to resellers, systems integrators, and service providers. The latter two groups then sell directly to end users and typically provide support services. Cisco provides them all with a variety of resources as well to facilitate these transactions. ### Key Resources
Cisco’s main resource is its research and development staff, whose members design and develop products and services for manufacture by contract companies.
It also has intellectual property in the form of proprietary software on memory chips used to configure products per customer needs.
Further, it relies heavily on sales/marketing staff for selling purposes and training staff to guide customers on how to use products.
Cost Structure
Cisco has a value-driven structure, placing an emphasis on quality and personal service as its employees have many interactions with customers.
Its biggest cost driver is sales/marketing expenses, a fixed cost. Other major drivers are in the areas of research and development and administration.
Revenue Streams
Cisco has two revenue streams:
- Products: These fall into the following categories: Switching, Next-Generation Network (NGN) Routing, Collaboration, Service Provider Video, Data Center, Wireless, Security, and Other Products.
- Services: These are offered along with products and include Strategy and Analysis, Assessment, Design, Validation, Deployment, Migration, Product Support, Solution Support, Optimization, and Operations Management.


Should show: level point (equilibrium) plus what flow rates you would need to increase by X/s and what to decrease by X/s
Fuel A
0
degrees
No ignition
DAMAGE!


This is an example of the A* (A Star) path finding algorithm. Written in Javascript ES6 using simple OO code with plenty of comments, it is perfect for beginners and people learning the algorithm. This is an unoptimized example showing the logic and ease of use not performance.
Select a heuristic weight (h)
Change maps
Interested in the code?
Source code
Documentation
Last updated 10 Jan 2019. Released as Public Domain. Free to use.
In computer science, A* (pronounced "A star") is a computer algorithm that is widely used in pathfinding and graph traversal, which is the process of finding a path between multiple points, called "nodes". It enjoys widespread use due to its performance and accuracy. However, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance, although other work has found A* to be superior to other approaches.
Peter Hart, Nils Nilsson and Bertram Raphael of Stanford Research Institute (now SRI International) first published the algorithm in 1968. It can be seen as an extension of Edsger Dijkstra's 1959 algorithm. A* achieves better performance by using heuristics to guide its search.
The core of this algorithm is quite simple, but code examples that are highly optimised can be confusing. This is the process of the calculation needed to find a good or shortest path.
Start at the first node, get all of its neighbours and calculate their g, h and F values, add these neighbour nodes to the 'open set'. Move the current node to the 'closed set'. Now find the lowest F value node in the 'open set' and repeat the calculations on its neighbours. Keep doing this until we run out of nodes or reach the destination.
g = parent g + distance to parent
Cost or distance to get here from the start node via the best path so far
h = Sqrt( dist_x * dist_x + dist_y * dist_Y )
Distance to destination node in a straight line. This is the heuristic value that makes
this A* and not just Dijkstra.
F = g + h
With weights
F = (g * gWeight) + (h * hWeight)
Manhattan? No not the cocktail. This option would not allow diagonal moves and h would be calculated dist_x + dist_y. I have not implemented this but worth thinking about.
By adjusting the weight of the node h value you can adjust how the algorithm works. A very low h weight results in the algorithm checking many or even all of the nodes, but will most likely find the shortest path. A very high weight results in the algorithm checking fewer nodes but may not find the shortest path.
A higher h value pulls the pathfinder towards the destination quickly, but won't allow other paths to be explored.
Implementations of A* need to be tuned to their environment, either producing very fast and efficient results or always getting the shortest path at any cost.
The code here is not optimised, for every loop of the program ALL the nodes in the map will be checked if they are open or not. Although this is a simple comparison when repeated 1000's of times the script becomes very slow. My benchmark for this code is 300 nodes per second.
The first optimisation is to have an extra node array that just contains Open nodes. Now when the program looks for the lowest F node it only needs to look in the much smaller Open array (a fraction of the size of the all nodes array).
With maybe 6 lines of extra code the performance of this routine has increased significantly to 30,000 nodes per second.
With the new Open Set array we still need to find the lowest F node in the Open array, and this is done by looking at every node in the array. Using a Priority Queue means the lowest F node is always at the top of the queue, we can simply pull it off as we need it. There is additional processing required to add and remove nodes to the queue, but this is outweighed by the gains.
With a binary heap the program now runs at 120,000 nodes per second.
The Javascript Math routines are reported as being a bit slow and we use Square Root on all node explorations. Note - These ideas do not seem to produce any noticeable improvements, will continue to fiddle...
Distance to neighbour : Recalculated every time through the generic distance to node function, but in reality there are only two possible values of 1 or 1.4 for the neighbour distance. We could check this and return the correct distance without doing the calculations. This would save some math operations and a Sqrt() function.
Square Root Lookup : There are a finite number of square root calculations the program could make in any map. Create an array storing all these values in a lookup table, we can then just pull the answer out of the array without having to do the Sqrt function.
Floating point numbers : Whole numbers are much faster to process than floating points. Some of the g and h values are stored as floating point and require an additional Math.round(). Time to look at all the Math functions and how we are using number variables. Goal is to make sure everything is an integer and use a minimum of Math calls / functions.
Javascript specific : Is there anything specific about the way Javascript works that could improve the code. Is it the most memory efficient way of dealing with the data. For example, the difference in speed between using forEach or a for loop.
Web Workers : won't improve the speed of the routine, but can work in the background without freezing the page. For these demos we could add a progress bar or loading icon. May also be suitable for distributed processing on multiple hosts.
Memory : With very large maps memory usage can get very high, for me this is not a problem, but it would be good to have memory optimisation included.  Hopefully this example can add to that knowledge base for future coders. Special thanks to Sebastian Lague for his video.
Everything you wanted to know about path finding algorithms but were afraid to ask - Amit’s A* Pages - Stanford University


The following options enable you to specify the name and location of the file that you wish to save:
File name
To save a document under a different name, enter a new file name here. A file name can consist of up to 8 characters plus a file extension of up to three characters. CrypTool adds the extension that you specified in the ”Save as type” field to the name.
Save in
Choose the drive on which the file is to be saved.
Directories
Choose the directory in which you wish to save the document.
Network…
Use this button to assign a connection to a network drive to a drive letter.


Extract Links From HTML
Copy Your Links From Here
Links Summary
0
0
0
0
Detailed Link Data (Table)
About HTML Link Extractor Tool
This is a free online tool to extract URLs from a HTML document. You can copy/paste any HTML document in the text area and hit the "Extract URLs" button to get list of all unique links on the HTML page.
This tool is also commonly called as href extractor tool due to HTML
attribute HREF
in the anchor tag a
.
What is a HTML?
HTML (HyperText Markup Language) is used for web pages. All web pages on internet use this language. Browsers understand this language and render pages accordingly.
What Is Link?
A link or URL or HREF value is common name for web page address. A link uniquely identifies a page location on internet.
Why Extract URLs From HTML?
Extracting the URL from HTML pages can be done for many reasons. I like to do it for web scraping and content research. HTML is powerful language for browsers, however, human can not easily read HTML pages. This page can easily extract all reference link from a HTML page and you can use them as you like.
How Do You Extract URLs From HTML?
Every HTML document contains link in a specific format. We look for anchor tags in HTML document and extract the value of HREF attribute from it.
My HTML Document Has Duplicate Links. What Can You Do?
We automatically remove duplicate links from the results.


Welcome to my programming website
My Projects:
Weather Station
Rosetta@home Project
Current Project (and semester update (click icon)):
Click me for free cookies


A suite of pre-built Dojo widgets, ready to use in your web application. These widgets are built using Dojo’s widget authoring system [(@dojo/framework/core)](https://github.com/dojo/framework/blob/master/src/core/README.md).
To use @dojo/widgets
in your project, you will need to install the package:
npm install @dojo/widgets
This package contains all of the widgets in this repo.
All of the widgets are on the same release schedule, that is to say, that we release all widgets at the same time. Minor releases may include new widgets and/or features, whereas patch releases may contain fixes to more than 1 widget.
To use a widget in your application, you will need to import each widget individually:
import Button from '@dojo/widgets/button';
Each widget module has a default export of the widget itself, as well as named exports for things such as properties specific to the widget:
import Button, { ButtonProperties } from '@dojo/widgets/button';
Because each widget is a separate module, when you create a release build of your
application, you will only include the widgets that you have explicitly imported. This
allows our dojo cli
build tooling
to make sure that the production build of your application only includes the widgets you
use and is as small as possible.
All widgets are supported in all evergreen browsers (Chrome, Edge, Firefox, IE11+, and Safari) as well as popular mobile browsers (Mobile Safari, Chrome on Android).
All widgets are designed to be accessible. If custom ARIA semantics are
required, widgets have an aria
property that may be passed an
object with custom aria-*
attributes.
All widgets are fully themeable. Example themes are available in the [@dojo/themes](https://github.com/dojo/themes) repository.
All widgets support internationalization (i18n
)
Live examples of current widgets are available in the widget showcase.
You can register event handlers that get called when the corresponding events occur by
passing the handlers into a widget’s properties
. The naming convention for
event handlers is as follows:
onRequest[X]
, e.g. for a close
event, the event handler called
by the child widget must be called onRequestClose
Here the child widget is requesting that the close
event take place.
Request
naming convention is dropped:
on[X]
, e.g. for a dismiss
event, the event handler called by
the child widget must be called onDismiss
We use font awesome for icons. Where a theme requires specific icons that are not part of the Font Awesome set, then those themes will ship their own icons.
Icon fonts are generated using IcoMoon. If a new
icon is required, it is possible to upload the current dojoSelect.json
from
src/theme/fonts
and then add new icons by selecting from the Font Awesome
library. After selecting the new icons from the library, merge them down into the
current icon set, then delete the rest of the Font Awesome icons that were added by
IcoMoon. After this you can export and download them as a zip. Once downloaded you will
also need to unzip them and replace the font files (svg, woff, ttf) in
src/theme/fonts
. Now download the new selection JSON file from the
projects
page of IcoMoon and replace the current
dojoSelection.json
file.
To make use of the new icons it is necessary to update the icon.m.css
file
in the theme folder with the new unicode icon like so:
.newIcon:before {
content: "\f123";
}
Where \f123
is the unicode character for the new icon. To check the new
icon works you can render it in the src/widgets/examples/icon/Basic.tsx
to
make sure everything renders correctly.
There is an icon widget that aids in creating in proper semantics and provides type-checking for the type of icon.
px vs. em
- we specify font sizes in px
. When creating a
widget, spacing (margin, padding) should be specified using px
unless the
design calls for proportional spacing, in which case em
can be used.
Widgets adhere to a basic convention for using specific ranges of z-index values based
on function and visual context. This convention is followed in both individual widget
CSS and in the Dojo theme styles. These values can be overridden in a custom theme if
necessary since no z-index
values are set in fixed styles.
The range definitions are as follows:
There are many ways in which you can customize the behavior and appearance of Dojo
widgets. See the
core
README for examples of how to customize the theme or a specific CSS class of a widget.
Or can you write your own widget that extends an official widget.
Because all Dojo widgets are Classes, you can simply extend the Class to add or change its behavior.
export class MyWidget extends Button {
...
}
Dojo widgets provide standard extension points to allow you to customize their behavior. For more details, please refer to the widget authoring system.
Individual widgets also provide certain types of extension points where applicable:
render*
: Large render functions are split up into multiple smaller
pieces that can be more easily overridden to create custom vdom.
getModifierClasses
: Modify the array of conditionally applied classes
like css.selected
or css.disabled
. Not all widgets include
these extension points, and some have additional overridable methods.
When writing a widget variant, ie. RaisedButton
, you should ensure that you
use theme.compose
from the widget
theme middleware. This allows your variant to interit css from it’s base widget whilst allowing it to
be themed separately.
We appreciate your interest! Please see the Dojo Meta Repository for the Contributing Guidelines and Style Guide.
Note that all changes to widgets should work with the dojo theme. To test this start the example page (instructions at Installation section) and select the dojo option at the top of the page.
To start working with this package, clone the repository and run
npm install
.
In order to build the project run npm run build
.
Test cases MUST be written using Intern using the Object test interface and Assert assertion interface.
90% branch coverage MUST be provided for all code submitted to this repository, as reported by istanbul’s combined coverage results for all supported platforms.
To test locally in node run:
npm run test
The Dojo widget examples application is located in src/examples
.
To add a new example, create a directory that matches the directory name of the widget
e.g. src/examples/src/widgets/text-input
. Each widget must have an
example called Basic.tsx
and an entry in the
src/examples/src/config.ts
keyed by the name of the widget directory. The
widget example should import widgets from @dojo/widgets
and not via a
relative import. It is very important that the config entry name (ie.
text-input
) matches the folder name / css file name of the widget otherwise
the doc build will fail.
{
'text-input: {
filename: 'index',
overview: {
example: {
module: BasicCheckbox,
filename: 'Basic'
}
},
examples: [
{
title: 'The example title',
description: 'Optional example description',
module: OtherCheckbox,
filename: 'Other'
}
]
}
}
index
'Basic'
)
To view the examples locally run npm run dev
in the root directory and
navigate to http://localhost:9999, this starts the examples in watch mode and should
update widget module are changed. Note that you do not have to install dependencies in
the src/examples
project, this will result in an error.
The widget examples and documentation is automatically generated by the
examples
application when built with the docs
feature flag set
to true
. The site relies on a few conventions in order to be able do this:
Properties
, e.g. for text-input
the properties interface
would be TextInputProperties
src/theme
and match the name of the widget directory e.g. text-input.m.css
All widgets must have a README.md
file in their root directory.
interface ExampleProperties { /** This is the description for foo */ foo: string; /** This is the description for bar */ bar: string; }
To build the documentation run npm run build:docs
and to build and serve
the documentation in watch mode run npm run build:docs:dev
The examples also run on Codesanbox, to run the examples on the master branch go to https://codesandbox.io/s/github/dojo/widgets/tree/master/src/examples. To run the examples for a specific user/branch/tag adjust the url as required.
© 2018 JS Foundation. New BSD license.


Do you have the right skills for the job you've been aspiring for?
A company who lets you play games?
We all need some money, don't we?
I'm not going to North Korea to work
The most important component to be employed.

Back-end guru
Dataset hero
...
Graphs


|
Otter
<IP_ADDRESS>
2d Game Development Framework based on SFML.Net
|
Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the Game. More...
Inherited by Otter.Flash, and Otter.Particle.
Public Member Functions | |
| Entity (float x=0, float y=0, Graphic graphic=null, Collider collider=null, string name="") | |
| Create an entity. More... | |
| void | SetGraphic (Graphic g) |
| Sets the graphic to a new graphic, removing all previous graphics. More... | |
| void | SetPosition (float xy) |
| Set the X and Y position to a value. More... | |
| void | AddPosition (float x, float y) |
| Add to the X and Y positions of the Entity. More... | |
| void | AddPosition (Axis axis, float multiplier=1) |
| Add to the X and Y position of the Entity. More... | |
| void | AddPosition (Vector2 vector) |
| Add to the X and Y position of the Entity. More... | |
| void | SetPosition (float x, float y) |
| Set the position of the Entity. More... | |
| void | SetPosition (Entity e, float offsetX=0, float offsetY=0) |
| Set the position of the Entity to another Entity's position. More... | |
| void | SetPosition (Vector2 v) |
| Set the position of the Entity. More... | |
| T | AddGraphic< T > (T g) |
| Adds a Graphic to the Entity. More... | |
| T | AddGraphic< T > (T g, float x, float y) |
| Adds a Graphic to the Entity. More... | |
| List< Graphic > | AddGraphics (params Graphic[] graphics) |
| Adds the graphics to the Entity. More... | |
| T | AddGraphicGUI< T > (T g) |
| Adds a graphic to the Entity and sets its Scroll value to 0. More... | |
| T | AddGraphicGUI< T > (T g, float x, float y) |
| Adds a graphic to the Entity and sets its Scroll value to 0. More... | |
| List< Graphic > | AddGraphicsGUI (params Graphic[] graphics) |
| Adds Graphics to the Entity and sets their Scroll values to 0. More... | |
| T | RemoveGraphic< T > (T g) |
| Removes a Graphic from the Entity. More... | |
| void | RemoveGraphics (params Graphic[] g) |
| Removes Graphics from the Entity. More... | |
| void | ClearGraphics () |
| Remove all the graphics from the entity. More... | |
| T | AddComponent< T > (T c) |
| Adds a component to the entity. More... | |
| T | AddComponent< T > (params object[] constructorArgs) |
| Creates and adds a Component to the entity. More... | |
| List< Component > | AddComponents (params Component[] c) |
| Add multiple components to the entity. More... | |
| T | RemoveComponent< T > (T c) |
| Removes a component from the Entity. More... | |
| T | RemoveComponent< T > () |
| Removes the first component of type T from the Entity. More... | |
| void | ClearComponents () |
| Remove all components from the Entity. More... | |
| void | AddSurface (Surface target) |
| Add a surface that the entity should render to. More... | |
| void | RemoveSurface (Surface target) |
| Remove a surface from the list of surfaces that the entity should render to. More... | |
| void | ClearSurfaces () |
| Remove all Surfaces from the list of Surfaces that the Entity should render to. More... | |
| BoxCollider | SetHitbox (int width, int height, params int[] tags) |
| Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider. More... | |
| BoxCollider | SetHitbox (int width, int height, Enum tag, params Enum[] tags) |
| Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider. More... | |
| T | GetEntity< T > () |
| Get the first instance of an Entity of type T in this Entity's Scene. More... | |
| List< T > | GetEntities< T > () |
| Get a list of entities of type T from this Entity's Scene. More... | |
| T | GetComponent< T > () |
| Get the first Component of type T. More... | |
| Component | GetComponent (Type type) |
| Get the first Component of Type type. More... | |
| List< T > | GetComponents< T > () |
| Get all Components of type T. More... | |
| T | GetGraphic< T > () |
| Get the first graphic of type T. More... | |
| T | GetCollider< T > () |
| Get the first collider of type T. More... | |
| T | AddCollider< T > (T c) |
| Add a collider to the entity. More... | |
| T | RemoveCollider< T > (T c) |
| Remove the collider from the entity. More... | |
| void | ClearColliders () |
| Remove all colliders from the entity. More... | |
| T | SetCollider< T > (T c) |
| Remove all current colliders and set collider to a new one. More... | |
| List< Collider > | AddColliders (params Collider[] colliders) |
| Adds colliders to the entity. More... | |
| void | RemoveColliders (params Collider[] colliders) |
| Removes colliders from the entity. More... | |
| Collider | Collide (float x, float y, params int[] tags) |
| Checks for a collision using the first available Collider. More... | |
| Collider | Collide (float x, float y, params Enum[] tags) |
| Checks for a collision using the first available Collider. More... | |
| List< Collider > | CollideList (float x, float y, params int[] tags) |
| Checks for a collision with the first available Collider. More... | |
| List< Collider > | CollideList (float x, float y, params Enum[] tags) |
| Checks for a collision with the first available Collider. More... | |
| List< Entity > | CollideEntities (float x, float y, params int[] tags) |
| Checks for a collision with the first available Collider. More... | |
| List< Entity > | CollideEntities (float x, float y, params Enum[] tags) |
| Checks for a collision with the first available Collider. More... | |
| List< T > | CollideEntities< T > (float x, float y, List< T > entities) |
| List< T > | CollideEntities< T > (float x, float y, params int[] tags) |
| List< T > | CollideEntities< T > (float x, float y, params Enum[] tags) |
| bool | Overlap (float x, float y, params int[] tags) |
| Checks for an overlap using the first available collider. More... | |
| bool | Overlap (float x, float y, params Enum[] tags) |
| Checks for an overlap using the first available collider. More... | |
| bool | Overlap (float x, float y, Entity e) |
| Checks for an overlap using the first available collider. More... | |
| virtual void | Added () |
| Called when the entity is added to a scene. The reference to the Scene is available here. More... | |
| virtual void | Removed () |
| Called when the entity is removed from a scene. The reference to Scene is now null. More... | |
| virtual void | SceneBegin () |
| Called when the Scene begins. More... | |
| virtual void | SceneEnd () |
| Called when the Scene ends. More... | |
| virtual void | ScenePause () |
| Called when the Scene is paused. More... | |
| virtual void | SceneResume () |
| Called when the Scene is resumed. More... | |
| virtual void | Paused () |
| Called when the entity is paused by the Scene. More... | |
| virtual void | Resumed () |
| Called when the entity is resumed by the Scene. More... | |
| Tween | Tween (object target, object values, float duration, float delay=0) |
| Tweens a set of numeric properties on an object. More... | |
| virtual void | UpdateFirst () |
| Called first during the update. Happens before Update. More... | |
| virtual void | UpdateLast () |
| Called last during the update. Happens after Update. More... | |
| virtual void | Update () |
| Called during the update of the game. More... | |
| virtual void | Render () |
| Called when the entity is rendering to the screen. More... | |
| virtual void | Prerender () |
| Called before an entity is rendered. Things rendered here will appear below the Entity's Graphics. More... | |
| void | RemoveSelf () |
| Remove this entity from the Scene it's in. More... | |
Public Attributes | |
| float | X |
| The X position of the Entity. More... | |
| float | Y |
| The Y position of the Entity. More... | |
| float | Timer |
| How long the Entity has been active. More... | |
| bool | Visible = true |
| Determines if the Entity will render. More... | |
| bool | Collidable = true |
| Determines if the Entity will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities. More... | |
| bool | AutoUpdate = true |
| Deteremines if the Entity's update functions will run automatically from the Scene. More... | |
| bool | AutoRender = true |
| Determines if the Entity's render functions will run automatically from the Scene. More... | |
| Tweener | Tweener = new Tweener() |
| The tween manager that controls all tweens on this entity. More... | |
| Action | OnAdded = delegate { } |
| An action that fires when the entity is added to a Scene. More... | |
| Action | OnUpdate = delegate { } |
| An action that fires when the entity is updated. More... | |
| Action | OnUpdateFirst = delegate { } |
| An action that fires in the entity's UpdateFirst(). More... | |
| Action | OnUpdateLast = delegate { } |
| An action that is fired in the entity's UpdateLast(). More... | |
| Action | OnRemoved = delegate { } |
| An action that fires when the entity is removed from a Scene. More... | |
| Action | OnRender = delegate { } |
| An action that fires when the entity is rendered. More... | |
| string | Name |
| The name of this entity. Default's to the Type name. More... | |
| int | Layer |
| The order in which to render this entity. Higher numbers draw later. More... | |
| int | Order |
| The order in which to update this entity. Higher numbers update later. More... | |
| int | Group |
| The pause group this entity is a part of. More... | |
| float | LifeSpan |
| How long the entity should live in the scene before removing itself. If this is set the entity will be automatically removed when the Timer exceeds this value. More... | |
Properties | |
| bool | UpdatedOnce [get, set] |
| Is true if the Entity has been updated by the Scene at least once. More... | |
| Component | this[int id] [get] |
| List< Graphic > | Graphics [get, set] |
| The list of graphics to render. More... | |
| List< Component > | Components [get, set] |
| The list of components to update and render. More... | |
| List< Collider > | Colliders [get, set] |
| The list of colliders to use for collision checks. More... | |
| List< Surface > | Surfaces [get, set] |
| The list of surfaces the entity should draw to. More... | |
| Scene | Scene [get, set] |
| The Scene that controls and updates this entity. More... | |
| int | InstanceId [get, set] |
| The int id of the Entity for the Scene its currently in. More... | |
| bool | IsInScene [get] |
| Returns true if the entity is currently in a Scene, or is queued to be added to a Scene next update. More... | |
| Surface | Surface [get, set] |
| The default Surface that the entity should render to. More... | |
| Entity | Overlapped [get, set] |
| The currently overlapped entity. This only works when using an Overlap collision check, and there is a result. More... | |
| BoxCollider | Hitbox [get, set] |
| Set to a collider by using the SetHitbox method. Shortcut reference. More... | |
| Collider | Collider [get, set] |
| Returns the first available collider, or set the Collider. More... | |
| Input | Input [get] |
| A reference to the Input object in the Game that controls the Scene. More... | |
| Game | Game [get] |
| A reference to the Game that controls the Scene. More... | |
| bool | IsPaused [get] |
| If the entity is currently paused by the scene. More... | |
| float | ScreenX [get] |
| The x position in screen space of the entity. More... | |
| float | ScreenY [get] |
| The y position in screen space of the entity. More... | |
| Graphic | Graphic [get, set] |
| Returns the first available graphic, or set the graphic. More... | |
| Vector2 | Position [get, set] |
| The position of the Entity represented as a Vector2 More... | |
Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the Game.
| Otter.Entity.Entity | ( | float | x = 0 , |
| float | y = 0 , |
||
| Graphic | graphic = null , |
||
| Collider | collider = null , |
||
| string | name = "" |
||
| ) |
Create an entity.
| x | The x position to place the entity. |
| y | The y position to place the entity. |
| graphic | The graphic to assign to the entity. Defaults to null. |
| collider | The collider to assign to the entity. Defaults to null. |
| name | The name of the entity. Defaults to the type name. |
| T Otter.Entity.AddCollider< T > | ( | T | c | ) |
Add a collider to the entity.
| c |
| T | : | Collider |
Adds colliders to the entity.
| colliders |
| T Otter.Entity.AddComponent< T > | ( | T | c | ) |
Adds a component to the entity.
| c |
| T | : | Component |
| T Otter.Entity.AddComponent< T > | ( | params object[] | constructorArgs | ) |
Add multiple components to the entity.
| c | The components to add. |
|
virtual |
Called when the entity is added to a scene. The reference to the Scene is available here.
Reimplemented in Otter.Particle, and Otter.Flash.
| T Otter.Entity.AddGraphic< T > | ( | T | g | ) |
| T Otter.Entity.AddGraphic< T > | ( | T | g, |
| float | x, | ||
| float | y | ||
| ) |
| T Otter.Entity.AddGraphicGUI< T > | ( | T | g | ) |
| T Otter.Entity.AddGraphicGUI< T > | ( | T | g, |
| float | x, | ||
| float | y | ||
| ) |
Adds the graphics to the Entity.
| graphics | The Graphics to add. |
Adds Graphics to the Entity and sets their Scroll values to 0.
| T |
| graphics | The Graphics to add. |
| void Otter.Entity.AddPosition | ( | float | x, |
| float | y | ||
| ) |
Add to the X and Y positions of the Entity.
| x | The amount to add to the x position. |
| y | The amount to add to the y position. |
| void Otter.Entity.AddPosition | ( | Axis | axis, |
| float | multiplier = 1 |
||
| ) |
Add to the X and Y position of the Entity.
| axis | The axis to add from. |
| multiplier | The amount to muliply the axis values by before adding. |
| void Otter.Entity.AddPosition | ( | Vector2 | vector | ) |
| void Otter.Entity.AddSurface | ( | Surface | target | ) |
Add a surface that the entity should render to.
| target |
| void Otter.Entity.ClearColliders | ( | ) |
Remove all colliders from the entity.
| void Otter.Entity.ClearComponents | ( | ) |
Remove all components from the Entity.
| void Otter.Entity.ClearGraphics | ( | ) |
Remove all the graphics from the entity.
| void Otter.Entity.ClearSurfaces | ( | ) |
Remove all Surfaces from the list of Surfaces that the Entity should render to.
| Collider Otter.Entity.Collide | ( | float | x, |
| float | y, | ||
| params int[] | tags | ||
| ) |
Checks for a collision using the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The int tags to check for. |
| Collider Otter.Entity.Collide | ( | float | x, |
| float | y, | ||
| params Enum[] | tags | ||
| ) |
Checks for a collision using the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The enum tags to check for. |
| List<Entity> Otter.Entity.CollideEntities | ( | float | x, |
| float | y, | ||
| params int[] | tags | ||
| ) |
Checks for a collision with the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The int tags to check for. |
| List<Entity> Otter.Entity.CollideEntities | ( | float | x, |
| float | y, | ||
| params Enum[] | tags | ||
| ) |
Checks for a collision with the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The enum tags to check for. |
| List<Collider> Otter.Entity.CollideList | ( | float | x, |
| float | y, | ||
| params int[] | tags | ||
| ) |
Checks for a collision with the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The int tags to check for. |
| List<Collider> Otter.Entity.CollideList | ( | float | x, |
| float | y, | ||
| params Enum[] | tags | ||
| ) |
Checks for a collision with the first available Collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The enum tags to check for. |
| T Otter.Entity.GetCollider< T > | ( | ) |
Get the first collider of type T.
| T | The type of collider to look for. |
| T | : | Collider |
| Component Otter.Entity.GetComponent | ( | Type | type | ) |
| T Otter.Entity.GetComponent< T > | ( | ) |
| List<T> Otter.Entity.GetComponents< T > | ( | ) |
Get all Components of type T.
| T | The type of Component to look for. |
| T | : | Component |
| List<T> Otter.Entity.GetEntities< T > | ( | ) |
| T Otter.Entity.GetEntity< T > | ( | ) |
| T Otter.Entity.GetGraphic< T > | ( | ) |
Get the first graphic of type T.
| T | The type of graphic to look for. |
| T | : | Graphic |
| bool Otter.Entity.Overlap | ( | float | x, |
| float | y, | ||
| params int[] | tags | ||
| ) |
Checks for an overlap using the first available collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The int tags to check for. |
| bool Otter.Entity.Overlap | ( | float | x, |
| float | y, | ||
| params Enum[] | tags | ||
| ) |
Checks for an overlap using the first available collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| tags | The enum tags to check for. |
| bool Otter.Entity.Overlap | ( | float | x, |
| float | y, | ||
| Entity | e | ||
| ) |
Checks for an overlap using the first available collider.
| x | The X position to check for a collision at. |
| y | The Y position to check for a collision at. |
| e | The Entity to check for a collision with. |
|
virtual |
Called when the entity is paused by the Scene.
|
virtual |
Called before an entity is rendered. Things rendered here will appear below the Entity's Graphics.
| T Otter.Entity.RemoveCollider< T > | ( | T | c | ) |
Remove the collider from the entity.
| c |
| T | : | Collider |
| void Otter.Entity.RemoveColliders | ( | params Collider[] | colliders | ) |
Removes colliders from the entity.
| colliders |
| T Otter.Entity.RemoveComponent< T > | ( | T | c | ) |
| T Otter.Entity.RemoveComponent< T > | ( | ) |
Removes the first component of type T from the Entity.
| T | The type of component to remove. |
| T | : | Component |
|
virtual |
Called when the entity is removed from a scene. The reference to Scene is now null.
Reimplemented in Otter.Particle, and Otter.Flash.
| T Otter.Entity.RemoveGraphic< T > | ( | T | g | ) |
| void Otter.Entity.RemoveGraphics | ( | params Graphic[] | g | ) |
Removes Graphics from the Entity.
| g | The Graphics to remove. |
| void Otter.Entity.RemoveSelf | ( | ) |
Remove this entity from the Scene it's in.
| void Otter.Entity.RemoveSurface | ( | Surface | target | ) |
Remove a surface from the list of surfaces that the entity should render to.
| target |
|
virtual |
Called when the entity is rendering to the screen.
|
virtual |
Called when the entity is resumed by the Scene.
|
virtual |
Called when the Scene begins.
|
virtual |
Called when the Scene ends.
Reimplemented in Otter.Particle.
|
virtual |
Called when the Scene is paused.
|
virtual |
Called when the Scene is resumed.
| T Otter.Entity.SetCollider< T > | ( | T | c | ) |
Remove all current colliders and set collider to a new one.
| c |
| T | : | Collider |
| void Otter.Entity.SetGraphic | ( | Graphic | g | ) |
Sets the graphic to a new graphic, removing all previous graphics.
| g |
| BoxCollider Otter.Entity.SetHitbox | ( | int | width, |
| int | height, | ||
| params int[] | tags | ||
| ) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider.
| width | The width of the box collider. |
| height | The height of the box collider. |
| tags | The tags assigned to the box collider. |
| BoxCollider Otter.Entity.SetHitbox | ( | int | width, |
| int | height, | ||
| Enum | tag, | ||
| params Enum[] | tags | ||
| ) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider.
| width | The width of the box collider. |
| height | The height of the box collider. |
| tag | The first tag to add. |
| tags | The rest of the tags to add. |
| void Otter.Entity.SetPosition | ( | float | xy | ) |
Set the X and Y position to a value.
| xy | The value of the X and Y position. |
| void Otter.Entity.SetPosition | ( | float | x, |
| float | y | ||
| ) |
Set the position of the Entity.
| x | The new x position. |
| y | The new y position. |
| void Otter.Entity.SetPosition | ( | Entity | e, |
| float | offsetX = 0 , |
||
| float | offsetY = 0 |
||
| ) |
| void Otter.Entity.SetPosition | ( | Vector2 | v | ) |
Set the position of the Entity.
| v | The vector of the new position. |
| Tween Otter.Entity.Tween | ( | object | target, |
| object | values, | ||
| float | duration, | ||
| float | delay = 0 |
||
| ) |
Tweens a set of numeric properties on an object.
| target | The object to tween. |
| values | The values to tween to, in an anonymous type ( new { prop1 = 100, prop2 = 0} ). |
| duration | Duration of the tween in seconds. |
| delay | Delay before the tween starts, in seconds. |
|
virtual |
Called during the update of the game.
Reimplemented in Otter.Particle, and Otter.Flash.
|
virtual |
Called first during the update. Happens before Update.
|
virtual |
Called last during the update. Happens after Update.
| bool Otter.Entity.AutoRender = true |
| bool Otter.Entity.AutoUpdate = true |
| bool Otter.Entity.Collidable = true |
Determines if the Entity will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities.
| int Otter.Entity.Group |
The pause group this entity is a part of.
| int Otter.Entity.Layer |
The order in which to render this entity. Higher numbers draw later.
| float Otter.Entity.LifeSpan |
How long the entity should live in the scene before removing itself. If this is set the entity will be automatically removed when the Timer exceeds this value.
| string Otter.Entity.Name |
The name of this entity. Default's to the Type name.
| Action Otter.Entity.OnAdded = delegate { } |
An action that fires when the entity is added to a Scene.
| Action Otter.Entity.OnRemoved = delegate { } |
An action that fires when the entity is removed from a Scene.
| Action Otter.Entity.OnRender = delegate { } |
An action that fires when the entity is rendered.
| Action Otter.Entity.OnUpdate = delegate { } |
An action that fires when the entity is updated.
| Action Otter.Entity.OnUpdateFirst = delegate { } |
An action that fires in the entity's UpdateFirst().
| Action Otter.Entity.OnUpdateLast = delegate { } |
An action that is fired in the entity's UpdateLast().
| int Otter.Entity.Order |
The order in which to update this entity. Higher numbers update later.
| float Otter.Entity.Timer |
How long the Entity has been active.
The tween manager that controls all tweens on this entity.
| bool Otter.Entity.Visible = true |
Determines if the Entity will render.
| float Otter.Entity.X |
The X position of the Entity.
| float Otter.Entity.Y |
The Y position of the Entity.
|
getset |
The list of colliders to use for collision checks.
|
getset |
The list of components to update and render.
|
getset |
Returns the first available graphic, or set the graphic.
|
getset |
The list of graphics to render.
|
getset |
Set to a collider by using the SetHitbox method. Shortcut reference.
|
get |
|
get |
If the entity is currently paused by the scene.
|
getset |
The currently overlapped entity. This only works when using an Overlap collision check, and there is a result.
|
get |
The x position in screen space of the entity.
|
get |
The y position in screen space of the entity.
|
getset |
The list of surfaces the entity should draw to.
|
getset |


About
I have over 3 years of experience working in the semiconductor industry as a software engineer and currently pursuing a Master's degree in Business Analytics. I initially majored in Advertising but developed an interest in software engineering. In my Masters, I began to gear my concentration towards data analysis, machine learning. As a result, I obtained a unique blend of interests.
• Experienced in Software engineering at Samsung Electronics Semiconductor. Developed applications using Python. Developed test firmware using C, analyzed and reported results
• Experienced in Data Analysis. Analyzing unstructured data via Python or R; performed ML and NLP modeling to deliver business insights. Hands-on experience developing Pandas, Numpy, Scikit-Learn
• Strong analytics skills, Time-sensitive


Fosta is a platform which connects foster children to prospective children adopters. It also assists those willing to adopt children do it with much more convenience.


{case_study_template}
Case Study In-house digital capability
Roger Oldham is Deputy Director, Digital Services at Ministry of Justice
Roger Oldham is Deputy Director of Digital Services at Ministry of Justice
Chris Heathcote
Creative Lead, Government Digital Service
Anna Shipman
Software Developer, Government Digital Service
Mat Wall
Technical Architect, Government Digital Service
Chris Heathcote is a Creative Lead at the Government Digital Service
Anna Shipman is a Software Developer at the Government Digital Service
Matt Wall is a Technical Architect at the Government Digital Service
Sue Unerman is Chief Strategy Officer of MediaCom
Sue Unerman is Chief Strategy Officer of MediaCom


Completing Checkout - Atos Payment
How to complete the checkout process when Atos is the payment method for the Store.
- Complete See "Completing Checkout - Order Review". Once you complete this step, you will be located on the Payment tab of the Checkout page.
Note: Once the order is complete you will receive confirmation via email.


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{% load i18n %}
{% trans "The information on this page come from member companies of the “Association of the pharmaceutical industry in Austria” (“PHARMIG”) who published these payments on their websites." context "AT" %}


--- layout: post author: Enrique Comba Riepenhausen authorname: Enrique Comba Riepenhausen title: GDCR Madrid (video) preview: In Madrid we had an awesome time in this very special day of the Global Day of Coderetreat. ---
In Madrid we had an awesome time in this very special day of the Global Day of Coderetreat.
I will blog about the experience sometime soon, but I prepared a video of the event yesterday while relaxing.
I hope you like it!
Enrique


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Tips for VSCode
Select Python Virtual Environments
Ctrl + Shift + p
Then, find Python : Select Interpreter
After selecting the environment, VScode will automatically choose it for python coding.
Create a Python Virtual Environment
- Create a
Project
folder - In the Project, Open Terminal. If a virtual environment is running, Stop it with
conda deactivate
- Create a virtual environment named "pyenv"
python -m venv pyenv
- VScode will show it noticed a new virtual environment, and you can find pyenv folder in the Project Explorer
- Activate the environment : Type
pyenv\Scripts\activate.bat
. You can find it in the environment folder - Make a requirement.txt file for installing requirement libraries. Just list library names and versions. ex) flask==1.0.0 request math stats gunicorn>=1.1.2,<2.0
- Then
pip install -r requirement.txt
- Create a Jupyter file, test.ipynb. Then, use it.


Gecode::Reflection::VarMap::VarMapObj Class Reference
Detailed Description
Implementation of a VarMap.Definition at line 48 of file var-map.cc.
Public Member Functions | |
| VarMapObj (void) | |
Public Attributes | |
| Support::SymbolMap< VarImpBase * > | nameToVar |
| Map variable names to variable implementations. | |
| Support::PtrMap< VarImpBase, Support::Symbol > | varToName |
| Map variable implementations to variable names. | |
| Support::PtrMap< VarImpBase, int > | m |
| Map variable implementations to indices. | |
| Support::PtrMap< void, int > | sharedObjectMap |
| Map shared objects to indices. | |
| Support::DynamicArray < VarImpBase * > | vars |
| Map indices to variable implementations. | |
| Support::DynamicArray< VarSpec * > | specs |
| Map indices to variable specifications. | |
| Support::DynamicArray< void * > | sharedObjects |
| Map indices to shared objects. | |
| int | n |
| Number of variable indices in use. | |
| int | so |
| Number of shared object indices in use. | |
| int | r |
| Reference count. |
Constructor & Destructor Documentation
| Gecode::Reflection::VarMap::VarMapObj::VarMapObj | ( | void | ) |
Definition at line 76 of file var-map.cc.
Member Data Documentation
The documentation for this class was generated from the following file:
- gecode/kernel/var-map.cc (Revision: 7296)


Industrial strife brewing at TAFE in fight over teacher hours
by Adam CareyThousands of Victorian TAFE teachers are on the brink of going to war with their employers, the state's TAFE institutes, over a push to increase their teaching load without a pay increase.
Several of the state's TAFE institutes have collectively applied to Fair Work to tear up their workplace agreements with teaching staff and compel teachers to spend more hours doing face-to-face teaching work.
The Australian Education Union has accused the Andrews government of siding with the institutes and undermining TAFE teachers, despite pledging to "save TAFE", in a rare spat between the government and the Labor-aligned union.
Under the current four-year workplace agreement, signed in October last year, the amount of time a TAFE teacher spends in the classroom is capped at 800 hours a year, while time spent on class planning and assessment is capped at 400 hours.
But the institutes want to block teachers from doing assessment hours in class-time, despite agreeing to this clause just over a year ago.
Teachers argue the change will open the door for the institutes to compel them to take on extra classes, intensifying their workload.
Federation University, Victoria University and RMIT have not joined the other institutes in seeking to rewrite the workplace agreement.
- AAP


This page contains three absolutely positioned elements and one relatively positioned element, all of which can be dragged around the browser window.
Use your browser's View Source option to see the full source code.
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Microcredit ‘nurtures’ poverty, says Hasina
by bdnews24.comPrime Minister Sheikh Hasina has criticised the microcredit programme in the country and said the scheme ‘nurtures’ poverty instead of alleviating it.
The prime minister made the remarks while inaugurating a development fair organised by Palli Karma-Sahayak Foundation on Thursday.
“At one point in time, we saw some people trying to earn plaudits through the microcredit programme and we supported them too, assuming that it would push people out of poverty,” she said.
“But when we dug deep, we found that it actually nurtures poverty rather than alleviating it.”
In 2006, Muhammad Yunus, the founding MD of Grameen Bank, won the Nobel Prize for his efforts to reduce poverty through microcredit as an ‘action to establish peace'.
“Some people attained fame by inventing the microcredit system but it never brought any benefit to the people; this is the reality”, said Hasina.
Highlighting Bangabandhu's initiative to provide small loans through the then Bangladesh Rural Development Board or BRDB right after the independence, Hasina said, “He adopted the plan to increase production by uniting the people through cooperative societies and to break the poverty cycle by marketing the produce.”
On her government’s initiatives to curb poverty, Hasina said, “We always take initiatives to reduce poverty. We plan our programmes with the issue of poverty reduction in mind,” she said.


public class OptimizationFramework
extends java.lang.Object
| Constructor and Description |
|---|
OptimizationFramework(RdToR1 rdToR1Objective,
RdToR1[] aRdToR1EqualityConstraint,
RdToR1[] aRdToR1InequalityConstraint)
OptimizationFramework Constructor
|
| Modifier and Type | Method and Description |
|---|---|
boolean |
activeConstraintLinearDependence(double[] adblVariate,
boolean bPositiveLinearDependenceCheck)
Active Constraint Set Linear Dependence Check
|
int |
activeConstraintRank(double[] adblVariate)
Active Constraint Set Rank Computation
|
boolean |
activeConstraintRankComparison(double[] adblVariate,
int iRank)
Compare the Active Constraint Set Rank at the specified against the specified Rank
|
RdToR1[] |
activeConstraints(double[] adblVariate)
Retrieve the Array of Active Constraints
|
double[][] |
alongAwayVariate(double[] adblVariate)
Compute the Along/Away "Naturally" Incremented Variates
|
boolean |
complementarySlacknessCheck(FritzJohnMultipliers fjm,
double[] adblVariate)
Check for Complementary Slackness across the Inequality Constraints
|
RdToR1[] |
equalityConstraint()
Retrieve the Array of R^d To R^1 Equality Constraint Functions
|
RdToR1[] |
inequalityConstraint()
Retrieve the Array of R^d To R^1 Inequality Constraint Functions
|
boolean |
isCompatible(FritzJohnMultipliers fjm)
Indicate if the specified Fritz John Multipliers are compatible with the Optimization Framework
|
boolean |
isCPLDCQ(double[] adblVariate)
Check for Constant Positive Linear Dependence Constraint Qualification
|
boolean |
isCRCQ(double[] adblVariate)
Check for Constant Rank Constraint Qualification
|
boolean |
isFONC(FritzJohnMultipliers fjm,
double[] adblVariate)
Check the Candidate Point for First Order Necessary Condition
|
boolean |
isLagrangian()
Indicate if the Optimizer Framework is Lagrangian
|
boolean |
isLCQ()
Check for Linearity Constraint Qualification
|
boolean |
isLICQ(double[] adblVariate)
Check for Linearity Independent Constraint Qualification
|
boolean |
isMFCQ(double[] adblVariate)
Check for Mangasarian Fromovitz Constraint Qualification
|
boolean |
isQNCQ(FritzJohnMultipliers fjm,
double[] adblVariate)
Check for Quasi Normal Constraint Qualification
|
boolean |
isSCCQ(double[] adblVariate)
Check for Slater Condition Constraint Qualification
|
boolean |
isSOSC(FritzJohnMultipliers fjm,
double[] adblVariate,
boolean bCheckForMinima)
Check the Candidate Point for Second Order Sufficiency Condition
|
boolean |
isUnconstrained()
Indicate if the Optimizer Framework is Unconstrained
|
NecessarySufficientConditions |
necessarySufficientQualifier(FritzJohnMultipliers fjm,
double[] adblVariate,
boolean bCheckForMinima)
Generate the Battery of Necessary and Sufficient Qualification Tests
|
int |
numEqualityConstraint()
Retrieve the Number of Equality Constraints
|
int |
numInequalityConstraint()
Retrieve the Number of Inequality Constraints
|
RdToR1 |
objectiveFunction()
Retrieve the R^d To R^1 Objective Function
|
boolean |
primalFeasibilityCheck(double[] adblVariate)
Check the Candidate Point for Primal Feasibility
|
RegularityConditions |
regularityQualifier(FritzJohnMultipliers fjm,
double[] adblVariate)
Generate the Battery of Regularity Constraint Qualification Tests
|
public OptimizationFramework(RdToR1 rdToR1Objective, RdToR1[] aRdToR1EqualityConstraint, RdToR1[] aRdToR1InequalityConstraint) throws java.lang.Exception
rdToR1Objective
- The R^d To R^1 Objective FunctionaRdToR1EqualityConstraint
- The Array of R^d To R^1 Equality Constraint FunctionsaRdToR1InequalityConstraint
- The Array of R^d To R^1 Inequality Constraint Functionsjava.lang.Exception
- Thrown if the Inputs are Invalidpublic RdToR1 objectiveFunction()
public RdToR1[] equalityConstraint()
public RdToR1[] inequalityConstraint()
public int numEqualityConstraint()
public int numInequalityConstraint()
public boolean isLagrangian()
public boolean isUnconstrained()
public boolean isCompatible(FritzJohnMultipliers fjm)
fjm
- The specified FJM Multiplierspublic boolean primalFeasibilityCheck(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Input in Invalidpublic boolean complementarySlacknessCheck(FritzJohnMultipliers fjm, double[] adblVariate) throws java.lang.Exception
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Input in Invalidpublic boolean isFONC(FritzJohnMultipliers fjm, double[] adblVariate) throws java.lang.Exception
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Input in Invalidpublic boolean isSOSC(FritzJohnMultipliers fjm, double[] adblVariate, boolean bCheckForMinima) throws java.lang.Exception
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d VariatebCheckForMinima
- TRUE - Check whether the R^d Variate corresponds to the SOSC Minimumjava.lang.Exception
- Thrown if the Input in Invalidpublic NecessarySufficientConditions necessarySufficientQualifier(FritzJohnMultipliers fjm, double[] adblVariate, boolean bCheckForMinima)
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d VariatebCheckForMinima
- TRUE - Check whether the R^d Variate corresponds to the SOSC Minimumpublic RdToR1[] activeConstraints(double[] adblVariate)
adblVariate
- The R^d Variatepublic int activeConstraintRank(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean activeConstraintRankComparison(double[] adblVariate, int iRank) throws java.lang.Exception
adblVariate
- The Candidate R^d VariateiRank
- The specified Rankjava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean activeConstraintLinearDependence(double[] adblVariate, boolean bPositiveLinearDependenceCheck) throws java.lang.Exception
adblVariate
- The Candidate R^d VariatebPositiveLinearDependenceCheck
- TRUE - Perform an Additional Positive Dependence Checkjava.lang.Exception
- Thrown if the Inputs are Invalidpublic double[][] alongAwayVariate(double[] adblVariate)
adblVariate
- The Candidate R^d Variatepublic boolean isLCQ()
public boolean isLICQ(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean isMFCQ(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean isCRCQ(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean isCPLDCQ(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean isQNCQ(FritzJohnMultipliers fjm, double[] adblVariate) throws java.lang.Exception
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic boolean isSCCQ(double[] adblVariate) throws java.lang.Exception
adblVariate
- The Candidate R^d Variatejava.lang.Exception
- Thrown if the Inputs are Invalidpublic RegularityConditions regularityQualifier(FritzJohnMultipliers fjm, double[] adblVariate)
fjm
- The specified Fritz John MultipliersadblVariate
- The Candidate R^d Variate


I got my CuBox-i like two years ago. At that time I got a Cubieboard, which wasn’t good at handling movie files. So I thought I might upgrade my HTPC to the CuBox-i. It worked like a charm with GeeXboX and I recently upgraded to Kodi with openelec. …
E3 - Games, Games and no time...
So yeah. The E3 took place from 14 to 16 June. Just today I watched the Sony and Bethesda Conferences. There are some pretty cool games coming along the way. I am not much into VR yet, but anyway. Besides announcements for VR there was really cool stuff they showed.
…Whatever-TD
As the second Project I wanted to share our own Tower-Defense game. Whatever-TD is a webbased Tower-Defense game written in Dart for a university course called Project in Web Technology. It was a 2 person project and our first work in Dart. Canvas and Sounds weren’t allowed so that it is based on an HTML Table. We had something like 4 to 6 Weeks for the whole project and it was quite challenging as we had too many ideas. So at some point we shortened the whole thing to the basic, which was still quite some things to implement. Learning...…
Timey-Wimey
As the first project I wanted to share my own time tracking app. It was more a training than a really useful app. Timey Wimey Main Frame Timey-Wimey is a Time Tracker App. It’s primary purpose was to track my time at my university, but also being flexible with other categories. The second goal I wanted to reach was to improve my software development skills and use JavaFX for a first time. It was really more of a training thing than a real problem solver. It combined JavaFX with a database structure in MySQL to save times, categories and texts...…
Why I started this Page
"The beginning is the most important part of the work." Plato I started like 2 years ago a Blog on a rented vserver using Wordpress. As it is a quite cool and easy CMS, it is easily overloaded as well. As I wanted to shutdown my vserver I looked for something more minimal to use for hosting a small page. I used ghost on my local desktop computer and was drawn in by the easy to use markdown language for this kind of work. I write notes in Notepad++ or other Editors and it’s really fast and easy to use...…


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Not enough information to confirm eligibility
- The Department for Work and Pensions has been unable to match those details to a person


BY JING ZENG | 15 JUNE 2017
Tobacco Tax: The Weapon To Reduce Smoking
Tobacco smoking is one of the largest preventable causes of death and disease. It is associated with an increased risk of a wide range of health conditions, including heart disease, diabetes, stroke, cancer, renal disease, eye disease and respiratory conditions.
According to WHO, increasing the price of tobacco through higher taxes is the single most effective way to encourage tobacco users to quit and prevent children from starting to smoke. Taxes need to be increased regularly to correct for inflation and consumer purchasing power. Tobacco taxes are generally well accepted by the public and raise government revenues. Allocating tax revenues for tobacco control and other important health and social programmes further increases their popularity.
GLOBAL TOBACCO CONSUMPTION, PRICE AND TAX (2012)
An overview of worldwide tobacco consumption percentage verses price and tax.
(Click on the dots to view details for each country)
Data source: World Health Organisation: Global Health Observatory data repository, Current smoking of any tobacco product (age-standardized rate).
While about 5.8 trillion cigarettes were smoked worldwide in 2012, cigarette consumption is still on the rise.
Increasing Tobacco excise tax, which results in higher tobacco product prices, is among the most effective tobacco control measures. The bulk of the peer-reviewed evidence from countries in all stages of economic development confirms that when tobacco product prices increase, people use less of these dangerous products, or quit using them, or never start.
THE PRICE AND TAX OF CIGARETTES (2014)
Average National Taxes and Retail Price for a Pack of 20 Cigarettes in Six World Regions
Data source: WHO report on the global tobacco epidemic 2015, Appendix IX: Tax and price data.
A fundamental building block of economic theory is the fact that increasing (or decreasing) the price of a commodity reduces (or increases) demand for that commodity. Price elasticity of demand refers to the extent to which use of a product falls or rises after increases or decreases in its price.
While demand for tobacco products is not as elastic as demand for many other consumer products, research has consistently demonstrated that increases in the price of tobacco products are followed by moderate falls in both the percentage of people smoking and the amount or number of tobacco products that remaining smokers consume. The percentage of people smoking declines because tax increases discourage non-users from starting, encourage current users to quit and, also very important, discourage former smokers from starting again. Because increases in tobacco taxes result in higher tobacco prices for everyone, the effect of even small resulting reductions in tobacco use can be very large across the whole population.
(Scollo, M, Bayly, M. 13.3 The price of tobacco products in Australia. In Scollo, MM and Winstanley,MH [editors]. Tobacco in Australia: Facts and issues. Melbourne: Cancer Council Victoria; 2016.)
PRICE ELASTICITY OF DEMAND FOR TOBACCO PRODUCTS
Tobacco price vs. proportion of current and quit smokers in Australia, 1991 to 2013
(Click on the blue triangle or timeline to view changes over years. After the lines finish growing, hover / tap on the grey dots to view details in each year.)
Data source: Tobacco in Australia: Facts and issues. Melbourne: Cancer Council Victoria; 2016. cited National Drug Strategy Household Surveys
Increasing the retail price of tobacco products through higher taxes is the single most effective way to decrease consumption and encourage tobacco users to quit. When tobacco prices increase:
- Fewer people use tobacco;
- People who continue to use tobacco, consume less;
- People who have quit are less likely to start again;
- The young are less likely to start using tobacco.
Tobacco taxes are generally well accepted – and even supported by many tobacco users – because most people understand that tobacco is harmful. In high-income countries, a 10% increase in tobacco prices will reduce consumption by about 4%. The effect of higher prices on reducing consumption is likely to be greater in low- and middle-income countries.
EFFECTIVENESS OF TOBACCO TAX, 2012 - 2020(projected)
Significant decreased smoking rate of 10 countries with the highest tobacco tax
Data source: World Health Organisation: Global Health Observatory data repository, Current smoking of any tobacco product (age-standardized rate).
Ten countries with the highest tobacco tax in 2012 have been selected, whose tobacco smoking rates are compared with the worlds average rate. The ten countries are: Bulgaria, Hungary, Greece, lovakia, Chile, Turkey, France, Czech Republic, Finland and Poland. World average smoking rate drops only 1.70% during the eight years, while these selected counties’ rate decreases by 3.90%.
Patterns of cigarette consumption vary widely within countries. Cigarette consumption displays large disparities and is associated with lower socioeconomic status, even in low- and middle-income countries. These inequalities can be reduced by the use of targeted tobacco control measures. For example, revenue from cigarette tax increases could be directed to fund tobacco prevention and cessation programs for disadvantaged groups.


Slides: bit.ly/33degree
"Properties of facts"
<Schema name="Twitter">
<Cube name="Tweets" defaultMeasure="Count">

<DimensionUsage name="Time" source="Time" foreignKey="time_id"/>
<Dimension name="Location" foreignKey="location_id">
<Hierarchy hasAll="true" allMemberName="All locations">

<Level name="Continent" column="continent"/>
<Level name="Country" column="country"/>
<Level name="City" column="city"/>
</Hierarchy>
</Dimension>

</Schema>
Source: www.stratebi.com/cursos/olap-mdx
Big data, before it was cool
SELECT COUNT(id)
FROM tweet NATURAL JOIN locations
GROUP BY locations.continent
INSERT INTO agg (cnt, l.city, l.country, l.continent)
SELECT COUNT(t.id) AS cnt, city, country, continent
FROM tweet t NATURAL JOIN locations l
GROUP BY l.city
Usages:
SELECT SUM(agg.count)
FROM agg
GROUP BY locations.continent
mondrian.jar
- enginesaiku.war
- RESTful web servicesui.war
- JS front-end


Programming Languages
C, C++, C#, Python, Java, R, Javascript, Scala, Haskell, Ruby, Swift, Go, Kotlin, Rust, PHP, TypeScript
Algorithms and Data Structures
Design and Analysis of Algorithms, Solving online coding contests
Introduction to Algorithms by CLRS
Machine Learning
Artificial Intelligence, Data Science, Deep Learning, Reinforcement Learning, Natural Language Processing, Data Mining, Big Data
Web Development
HTML, CSS, JavaScript, BootStrap, Angular, AngularJS, jQuery, ASP.NET, Django, Flask
Operating Systems
Bash, Threads, Process Management, IPC, Files Management
Operating Systems Concepts by Galvin
Database Management
SQL, NoSQL, MySql, PLSQL, Oracle Database, Relational Databases, Relational Model, Database Design
Compilers and Automata Theory
Compiler Design, Parsers, Lexical Analysis, Syntax Analysis, Principles of Programming Languages, Automata, Turing Machines
Mathematics
Graph Theory and Combinatorics, Computational Geometry, Cryptography, Number Theory, Numerical Methods, Optimization
Computer Networking
Digital Communication Systems, Computer Networks, Internet Technologies, Computer and Network Security, Mobile Computing
Computer Graphics
Image Processing, Pattern Recognition, Biometric Systems
Organization and Architecture
Computer Organization and Architecture, Microprocessors, Assembly Language, Embedded Systems
Machine Learning Frameworks
TensorFlow, PyTorch, Keras, sklearn, pandas, numpy, matplotlib, seaborn, matlab, octave


Simple DIY Skin Care Remedies
Maintaining a healthy skincare regimen can be a bit tricky. People often accidentally abuse their skin without realizing it. There are many branded cleansers, toners, moisturizers, and anti-aging products that contribute to skin abuse. If you find that many over-the-counter products leave your skin dull, dry, flaky, and you never get the long-term results you want. Many products even cause serious breakouts, as most OTC products are only made to protect against sunburn and nothing else.
The other reason lies in the chemicals the products are made of. If you read the ingredients on the bottles carefully, some of these ingredients are used in the making of cleaning products, bleaches, and disinfectants that may not be healthy for your skin at all. This is where accidental abuse comes in and we continue to abuse it because we believe covering our skin with makeup will fix the problem. The goal should not be just beautiful skin, but healthier skin. Below are some of my own DIY skincare techniques and secrets that will help you achieve your goal of healthier skin and a healthy, radiant glow.
Cleaning
It is very important that you wash your face. Especially before going to bed and when you first wake up. Many cleansers and facial cleansers contain active ingredients like sodium lauryl sulfate and ammonium lauryl sulfate, which are extremely harmful to the skin. Sulfates are surfactants that are used as cleansers to remove oil from the skin. However, they are too strong and cause the surface to dry out. If you’ve ever wondered why you have dry skin that you can’t get rid of, that’s probably the reason. One of my favorite DIY cleaners is a combination of baking soda and witch hazel.
Mix and add a little water to make a nice paste. Distribute evenly on the skin with light circular movements and wash. Baking soda is a natural antibiotic that heals underlying yeast infections. It can also slowly remove acne scars and speed up the healing of acne damage.
It is also your best weapon against bacteria and inflammation that cause blackheads. Witch hazel is a natural astringent. It helps reduce the risk of inflammation, and its powerful anti-inflammatory properties are great at killing bacteria that build up under your pores even before they start. The combination of baking soda and witch hazel is not just a very simple facial cleanser to make it very effective as well.  This is the rule. Cleaning is especially necessary for those who wear makeup on a daily basis. Try it.
Peeling
Dead skin cells form on the surface of the skin, leaving it dull and dry. Dead skin cells contribute significantly to clogged pores. Exfoliation is important as it removes dead skin cells that clogs the skin and reveals fresh new cells. This paves the way for moisturizers to penetrate deeper into the skin, making them more effective. You don’t have to buy expensive uniforms to get the job done.
You can make a simple homemade scrub that will remove dead skin cells just as effectively. Oat hulls are second to none. Packed with antioxidants and anti-inflammatory compounds, oatmeal is known for its soothing properties, including hydrating dry skin, relieving itchiness, rashes, and other minor skin irritations. Skin. Honey offers natural healing and antibacterial properties to help calm and brighten the skin.
Coconut oil is a natural skin care product.  Leave the mask on for about 10 minutes before rinsing it off well.
The cleansing and exfoliating recipes above are just two of my favorites. There are other recipe combinations that you can combine. Almond oil and sugar are excellent emollients, as are avocado, salt, and lemon juice. All of these ingredients are fantastic exfoliating recipes that will remove all those dead cells.
Be careful, only exfoliate once or twice a week. Overuse of scrubs can dry out the skin. and cause redness and even skin rashes. Don’t exfoliate if you have a rash or sunburn. Cleansers and scrubs are not one and the same. Do not try to replace one with the other. In short, regular exfoliation Your skin feels fresh and healthy.
Hydrate
Hydration is the most important part of maintaining healthy skin immediately after cleansing. You need to hydrate at least twice a day every day. Morning and afternoon. The best type of moisturizer for your skin is water.  Warm water is preferable. Water provides organic nutrition and moisture your skin needs. You can do this by using day and night moisturizers to hydrate and relax your skin. If, like me, you’re not a fan of over-the-counter products and have skin that swallows oil like a big fish, you can use aloe vera plant gel to make a homemade moisturizer. , Vitamin E and shea. Butter.
To achieve a healthy, radiant glow, proper skin care must be such a complex task. You also don’t have to spend a lot of money to maintain it. Some of the best medicines and skincare products can be obtained naturally at home by using items found in your cabinets and refrigerators.


"Return to Me" Review by Fontaine Lien
After having heard so many critics describe "Return to Me" as an old-fashioned Hollywood romance, I kept asking myself going into this movie: What exactly is an old-fashioned Hollywood romance? What made "Return to Me" old-fashioned and old-Hollywood? Was it the tunes from Sinatra, etc., legendary singers the senior citizens in the film constantly harp on? Was it the glamorous, sophisticated feel? The charisma of the two leads? Even now I can't say that I have gotten any closer to the real answer, because I haven't see that many old-fashioned Hollywood romances. I don't think any of the romances I've seen have been classified as such. Which leaves me the option of vaguely agreeing with my fellow critics -- "Return to Me" was old-fashioned in the sense that it reminded me of the way the younger generation perceive venerated old Hollywood magic, the way I perceive cinnamon spice and apple cider. It was traditional, magical. We knew it couldn't be too daring, or have any surprising plot twists that many cynical modern romances are apt to throw in. It was a romance told with such endearing simplicity, tenderness, and love (from director Bonnie Hunt) that it couldn't help but sparkle with charm despite its shortcomings.
The film owes a lot of what it has to Bonnie Hunt's direction. From the very first bird's eye view of Chicago, zooming in slowly toward the insignificant Bob Rueland (David Duchovny), accompanied by the "Return to Me" ballad (by whom?), we can tell we're in for something sweet. The scenes between the characters are endearing, truthful, with just a hint of fantasy. Real people don't act that way; real people aren't that nice. We know all this, and yet we want to believe in these folks' existence. The premise itself seems to have sprung out of a fairytale, but Hunt's rooting the fairytale in common Chicago folk simultaneously lends credit to the scenario and tinges everyday urban life with a hint of the ethereal. Everything is ordinary--yet beautiful--in this film. >From the festive little family restaurant to Grace (Minnie Driver) and Bob's wardrobes. From the eloquent, not-in-a-hurry to progress storyline to the dainty watercolors that Grace paints. From the animal stars to the way all the characters interact on screen -- the most beautiful part. "Return to Me" has done an excellent job of assembling together a group of actors who blend in effortlessly as a family: the audience has no trouble at all believing that this rambunctious family actually does exist. We care for them, laugh with them, cry with them; we're concerned that the little boy will pick up cursing from his father. Whatever Hunt did, she brought out the naturalism in all of the actors.
Disappointingly, David Alan Grier's Charlie, however much I like him, was the most flatly-written. Duchovny here does a laudable job of shaking off his Fox Mulder persona -- with the help of his fellow co-stars rarely do we see any hint of Special Agent Fox Mulder. Instead we have a normal guy who when he falls in love shows more delight than Fox Mulder will show over the span of an entire season of "The X-Files." Duchovny, who is excellent at understatement and self-deprecation as an actor showcases his considerable comedic talent on screen. Minnie Driver is engaging as always as the sweet, innocent Grace with nothing but a good heart to offer. Though an unlikely pair, Duchovny and Driver gradually warm up to each other as the movie progresses.
While "Return to Me" functions remarkably as a laugh-out-loud comedy, a romantic scenic tour through Chicago, and a tearjerker, the story is set up so the film ends up having nowhere to develop. The entire climax of the film hinges on when and how Grace is going to tell Bob that she actually was the recipient of his wife's heart. We already know that there's going to be a happy ending; we feel like we spend the entire film, however enjoyably, in a straight line going towards that point. As a result Bob and Grace click almost too quickly--yes, I know she's supposed to have his ex-wife's heart and everything--it seems too effortless. The main subject is a love story, and the family scenes I love so much unfortunately are overused and distract from the turmoil of the two main characters (whose story might not have that much meat after all). However, in the spirit of "Return to Me," it won't do to be too picky about how "old" Hollywood tells its stories. I loved knowing that this was a labor of love for Bonnie Hunt. It shows. The bottom line: "Return to Me" is nothing remarkable, and yet its sweetness, sincerity, and charm might touch your heart in ways that you hadn't imagined.
Rating: B (First viewing, 4/22/00)
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Memory is stored in bits, which can be either 0 or 1 (Binary)
Hex is a number system based on 16, so values can be 0-9, or A-F (10-15).
Why use hex? It's easier to parse and it's simple to convert it to binary, unlike decimal.
In binary, the number 15 is represented as 1111
In hex, the number 15 if represented by F
By splitting up binary into groups of 4 bits, you can convert that group into hex by adding the values of the bits ...
... and then joining them back together.
A pointer is a piece of memory that holds the address of a value, and not the value itself.
This can be useful when a program is not sure what the actual address of a value will be until runtime.
Sometimes pointers hold the addresses of other pointers. These are called pointer chains.
In assembly code you can't save values to variables, so arguments to functions are stored and passed around in registers.
What's a register? It's a special piece of memory that's only big enough to store 4 bytes of data, but the processor can access it really quickly.
In x86 architecture, there are 8 usable registers.
... but most instructions will only involve these four.
Most registers have a special function, so you'll see them used in consistent ways across different programs.
For example, EAX
is optimized for calculations, while ESP
is used to reference the top of the stack.
Assembly code is a list of instructions that tell the computer exactly what it needs to do to complete a program.
Each instruction is very specific, and only has a few operands.
Taken one step at a time, it's possible to follow the code exactly as the computer would execute it.
So, how do bytes in memory become code?
Each instruction is a direct translation of bits in memory
These bits indicate this an add instruction, adding a constant to a register.
These bits indicate which register is being added to.
And these bits are the value being added.
Based on the bits, the computer will translate them into an instruction.
add ESP, 08
There are 4 ways to provide arguments to assembly instructions:
add EAX,1
constants - these can be addresses or values of any type.
add EAX,EBX
registers - the value currently in register EBX is used.
add EAX,[EBX]
addressing - the value in memory at the address in register EBX is used.
add EAX,[EBX+C]
address displacement - add C to the address in register EBX and use what is stored in memory there.
INC operand
operand += 1
DEC operand
operand -= 1
NOT operand
negates each bit in operand
ADD destination, source
destination += source
SUB destination, source
destination -= source
AND destination, source
destination &= source
OR destination, source
destination |= source
MOV destination, operand
copies operand value to destination
CMP value1, value2
compares value1 to value2 (<, =, >) without modifying either
PUSH operand
places operand value on top of stack
POP destination
removes value on top of stack and copies it to destination
CALL operand
calls a subroutine at address or label
JMP destination
jumps execution to address or label
JE destination
jumps if previous CMP was equal
JNE destination
jumps if previous CMP was not equal
JG destination
jumps if previous CMP determined value1 > value2
JL destination
jumps if previous CMP determined value1 < value2


scores of individual parts of a programming assignment
| Name | Description |
|---|---|
| programming_assignment_id | The universal id of the programming assignment. |
| programming_assignment_submission_schema_part_id | The universal part id of the programming assignment. maybe duplicate in different programming assignment. |
| programming_submission_id | The universal submission Id. |
| programming_submission_part_score | Score of this part. |
| programming_submission_part_grading_ts | Timestamp of this part. |
| programming_submission_part_feedback | Feedback of this part. |
CREATE TABLE programming_submission_part_evaluations ( programming_assignment_id VARCHAR(50) ,programming_assignment_submission_schema_part_id VARCHAR(50) ,programming_submission_id VARCHAR(50) ,programming_submission_part_score INT4 ,programming_submission_part_grading_ts TIMESTAMP ,programming_submission_part_feedback VARCHAR(65535) ,PRIMARY KEY (programming_assignment_id, programming_assignment_submission_schema_part_id, programming_submission_id) ,FOREIGN KEY (programming_submission_id) REFERENCES programming_submissions(programming_submission_id) ,FOREIGN KEY (programming_assignment_id) REFERENCES programming_assignments(programming_assignment_id) ,FOREIGN KEY (programming_assignment_submission_schema_part_id, programming_assignment_id) REFERENCES programming_assignment_submission_schema_parts(programming_assignment_submission_schema_part_id, programming_assignment_id) );


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