Classes
-
namespace RML The Rubeus Maths Library for Rubeus Engine namespace.
-
namespace Rubeus The Rubeus Engine namespace.
-
namespace AudioComponents The Symphony Audio Engine.
- class RSymphony Manages audio loading, cueing and audio effects.
-
namespace Awerere The Awerere Physics Engine namespace.
- class ABoxCollider A box collider attached to a Game object through a Physics object.
- class ACollideData A container holding information related to detected collisions.
- class ACollider A simple collider. Used to resolve collisions.
- class ACollisionEngine The collision engine responsible for resolution of collisions and generating hit events.
- class AFlag Array based collection of collision flag used in grid based resolution.
- class AHitEventList List of generated Hit events by collision engine.
- class APhysicsEngine Apply physics behaviours to gameobjects.
- class APhysicsMaterial A physics material used to characterise physics objects.
- class APhysicsObject A Physics Object that is used for all collision detection and responses.
- class APlaneCollider A 2D plane collider, equivalent to a straight line on a 2D screen.
- class ASphereCollider A Sphere Collider for handling spherical collisions.
- struct CollisionGrid Grid of cells arranged in a 2D matrix fashion.
-
namespace GraphicComponents The Graphic Components of Rubeus Engine namespace.
- struct Image A collection of the image data and its features.
- class RBuffer A buffer class that handles generating and binding OpenGL buffers.
- class RGameScene Contains the entire scene on display.
- class RGuerrillaRendererComponent A guerrilla renderer component. Made for increased performance. Default renderer. Use instead of simple renderer.
- class RIndexBuffer A buffer class that handles generating and binding OpenGL index buffers.
- class RLayer A layer class. Manages layer renders and groups.
- class RMainLayer Rendering Layer used for drawing UI elements to the screen.
- class RRenderableObject A renderable object. Allows specifying the position, size and color of the renderable object.
- class RRendererComponent A renderer component abstraction.
- class RShaderComponent A shader class. Allows shader code to be sent to OpenGL.
- class RSimpleRendererComponent A simple renderer. Only for testing purposes.
- class RSprite A sprite compatible with guerrilla renderer.
- class RStaticSprite A static positioned sprite.
- class RTexture A texture class containing all OpenGL abstractions for implementing textures.
- class RVertexArray A vertex array class that handles vertex and index buffer bindings.
- class RWindowComponent A window component that bridges GLFW function calls to handle Rubeus game window.
- struct VertexData A structure holding vertex data to be sent to OpenGL.
-
namespace UtilityComponents The Utility Components of Rubeus Engine namespace.
- class RLoaderComponent A loader component. Useful for file I/O.
- class RLogger A container class that contains all logger utilities.
- class RTimer A timer component. Allows marking timepoints at runtime. Allows frame counting.
- struct AudioModifier Custom POD structure to be sent with messages as audio commands.
- struct Message Declares the message objects that systems use to communicate.
- class REngine A class the contains all components that make up Rubeus.
- class RGameObject A game object. Main class responsible for player interactions.
- class RInputManager The Input manager. Manages key strokes, mouse buttons, and cursor/scroll inputs.
- class RLevel A single container from all access to a level's contents.
- class RMailingList A class that handles all the message commands.
- class RMasterComponent A master component. Serves as parent class for all components.
- class RMessageSystem A message system class that handles message posting and adding.
- class RWorld The container for all gameobjects. Synonymous to Scene graph.
- class ETrackType List of audio track types available.
- class ProjectManager A single instantiated class to generate the ProjectManager GUI.
- struct SignalStructure Contains object and function name for commands.
-
namespace AudioComponents The Symphony Audio Engine.
- class RSymphony Manages audio loading, cueing and audio effects.
-
namespace Awerere The Awerere Physics Engine namespace.
- class ABoxCollider A box collider attached to a Game object through a Physics object.
- class ACollideData A container holding information related to detected collisions.
- class ACollider A simple collider. Used to resolve collisions.
- class ACollisionEngine The collision engine responsible for resolution of collisions and generating hit events.
- class AFlag Array based collection of collision flag used in grid based resolution.
- class AHitEventList List of generated Hit events by collision engine.
- class APhysicsEngine Apply physics behaviours to gameobjects.
- class APhysicsMaterial A physics material used to characterise physics objects.
- class APhysicsObject A Physics Object that is used for all collision detection and responses.
- class APlaneCollider A 2D plane collider, equivalent to a straight line on a 2D screen.
- class ASphereCollider A Sphere Collider for handling spherical collisions.
- struct CollisionGrid Grid of cells arranged in a 2D matrix fashion.
-
namespace GraphicComponents The Graphic Components of Rubeus Engine namespace.
- struct Image A collection of the image data and its features.
- class RBuffer A buffer class that handles generating and binding OpenGL buffers.
- class RGameScene Contains the entire scene on display.
- class RGuerrillaRendererComponent A guerrilla renderer component. Made for increased performance. Default renderer. Use instead of simple renderer.
- class RIndexBuffer A buffer class that handles generating and binding OpenGL index buffers.
- class RLayer A layer class. Manages layer renders and groups.
- class RMainLayer Rendering Layer used for drawing UI elements to the screen.
- class RRenderableObject A renderable object. Allows specifying the position, size and color of the renderable object.
- class RRendererComponent A renderer component abstraction.
- class RShaderComponent A shader class. Allows shader code to be sent to OpenGL.
- class RSimpleRendererComponent A simple renderer. Only for testing purposes.
- class RSprite A sprite compatible with guerrilla renderer.
- class RStaticSprite A static positioned sprite.
- class RTexture A texture class containing all OpenGL abstractions for implementing textures.
- class RVertexArray A vertex array class that handles vertex and index buffer bindings.
- class RWindowComponent A window component that bridges GLFW function calls to handle Rubeus game window.
- struct VertexData A structure holding vertex data to be sent to OpenGL.
-
namespace UtilityComponents The Utility Components of Rubeus Engine namespace.
- class RLoaderComponent A loader component. Useful for file I/O.
- class RLogger A container class that contains all logger utilities.
- class RTimer A timer component. Allows marking timepoints at runtime. Allows frame counting.
- struct AudioModifier Custom POD structure to be sent with messages as audio commands.
- struct Message Declares the message objects that systems use to communicate.
- class REngine A class the contains all components that make up Rubeus.
- class RGameObject A game object. Main class responsible for player interactions.
- class RInputManager The Input manager. Manages key strokes, mouse buttons, and cursor/scroll inputs.
- class RLevel A single container from all access to a level's contents.
- class RMailingList A class that handles all the message commands.
- class RMasterComponent A master component. Serves as parent class for all components.
- class RMessageSystem A message system class that handles message posting and adding.
- class RWorld The container for all gameobjects. Synonymous to Scene graph.


Tags: music and stuff
Ulla - Tumbling Towards A Wall
Quality lo-fi ambient. Hard to imagine there’d be people not liking this album…
Release date:
[8.6/10]
Various Artists - Still In My Arms: Compiled By Bayu And Moopie
RA pretty much said it all: cry-in-the-club IDM.
Release date: 2020-03-16
[8.5/10]
Jonny Nash, Suzanne Kraft - A Heart So White
Ambient / modern classical. Do not miss.
Release date: 2020-05-15
[8.5/10]
Charli XCX - How I’m Feeling Now
This one is less polished than last year’s masterpiece album, but it’s still super dope nevertheless. Bass-heavy, hard-hitting electro-pop.
Release date: 2020-05-15
[8.4/10]
Chekov - Aerated
Bouncy dub techno / house. Trippy stuff.
Release date: 2020-03-27
[8.4/10]
問題總部 It’s Your Fault - User Guide: I
Excellent R&B / fusion. 樂器好讚ㄚ
Release date: 2020-05-28
[8.4/10]
Tilman Robinson - Culturecide
Intense experimental electronica.
Release date: 2018-01-26
[8.3/10]
Jasmine Infiniti - BXTCH SLÄP
Futuristic dark techno. Pretty rave worthy.
Release date: 2020-03-27
[8.3/10]
Perfume Genius - Some Dream
Man… Pino Palladino played on this album? This album consists of songs ranging from the vibrant rock n’ roll of On The Floor to the slow indie pop track of Borrowed Light. There are just so many different influences on this album, yet Perfume Genius is able to mesh all of them into a cohesive album. Good stuff.
Release date: 2018-03-14
[8.2/10]
Green-House - Six Songs For Invisible Gardens
Soothing ambient music. This is like Mother Earth’s Plantasia but even more ambient leaning.
Release date:
[8.2/10]
Rose City Band - Summerlong
Imagine in a parallel universe the band Real Estate decides to play psych country / folk music… The mastermind of this musical project is also in charge of a psychedelic rock band called Wooden Shjps. Wooden Shjps is dope AF.
Release date: 2020-05-15
[8.2/10]
Grischa Lichtenberger - Kamihan; il y a péril en la demeure
Deconstructed techno / house. Reminds me of Downy or 非/密閉空間. While I like last year’s Re: Phgrp more this one is still stellar.
Release date: 2020-05-08
[8.2/10]
Valium Aggelein - Black Moon
Duster side project releases an album that sound exactly like how a Duster album would be, even more so than last year’s release from Duster themselves.
Release date: 2015-07-17
[8.1/10]
Serpent Column - Endless Detainment
Chaotic mathcore / grindcore. To quote Jules Winnifield, “this is some gourmet shit”.
Release date: 2020-03-17
[8.1/10]
Quelle Chris, Chris Keys - Innocent Country 2
Decent jazz-hop / alternative rap. This one feels more relaxed and melodic than the previous one.
Release date: 2020-04-24
[8.0/10]
Minor Science - Second Language
A comment on his Bandcamp page reads “Aphex Twin & Cabaret Voltaire meet a 125th street.” Pretty accurate if you ask me.
Release date: 2020-04-03
[8.0/10]
Pale Cocoon - Mayu
70’s Japanese psych prog + Kankyo Ongaku style ambient and field recordings. Think a more trippy Kakashi? Also I dig the track Kumoatsume a lot.
Release date: 2021-02-20
[8.0/10]
Karkhana - Bitter Balls
World / free jazz. FFO free jazz / improve stuff from Instant Classic.
Release date: 1998
[7.9/10]
Oranssi Pazuzu - Mestarin Kynsi
Experimental black metal. While not extremely crushing this album does have a bunch of different sounds in it, from almost symphonic prog rock to psych to almost jazz. Like a more grinding Arcturus…
Release date: 2020-04-17
[7.9/10]
Andy Shauf - The Neon Skyline
Solid folk record. Just by the music I thought this thing sounds pretty lighthearted, but then upon further googling for the lyrics I found the album is actually a concept album about past love: “Our narrator heads to a bar where he hears that his ex is back in town. From there, he spirals through the course of their relationship from young love to jealous arguments to dreams of starting over. He eventually runs into her and they go their separate ways.” (Stolen from Pitchfork). I guess from paper the story seems pretty cliche but the way he writes about the events is super straightforward without any trace of falling into self indulgence. Pretty good stuff.
Release date: 2020-01-24
[7.8/10]
Yair Elazar Glotman, Mats Erlandsson - Emanate
Quality modern classical music. FFO Jóhann Jóhannsson.
Release date: 2020-05-31
[7.8/10]
Andrea - Ritorno
Decent IDM.
Release date: 2020-04-17
[7.7/10]
Aksak Maboul - Figures
Chanson + prog + hip-hop + psychedelic rock, and you’d get this album… what? Nevertheless it is a pretty compelling album.
Release date: 2018-03-26
[7.7/10]
Kaitlyn Aurelia Smith - The Mosaic Of Transformation
Meditative synth ambient.
Release date: 2020-05-15
[7.7/10]
Hanya - Sea Shoes
Refreshing indie rock / shoegaze.
Release date: 1987-10-13
[7.6/10]
Nine Inch Nails - Ghosts V: Together
Synth heavy ambient release from veteran industrial rockers. The album isn’t half bad, but there are much more interesting artists around.
Release date: 2020-03-27
[7.4/10]
Various Artists - Transition, Vol. 1
So this is a compilation of tracks released by some of the forerunners of rave music… I always presume rave music is by definition heady and fast paced but this doesn’t seem to be the case here? Dunno as I’m no expert on rave music either.
Release date: 2020-02-04
[7.3/10]
Ka - Descendants Of Cain
Hip-hop with beats sampled from old time western spaghetti movies? Not a lot of super exciting moments on this thing despite it being overall pretty enjoyable.
Release date: 2020-05-07
[7.2/10]
Zoe Reddy - Wavelength
Experimental electro-pop.
Release date: 1978-09
[7.0/10]
Phillip Sollmann - Monophonie
Experiment / ambient made with self-engineered microtonal instruments. The track Stutter contains some really piercing high-pitched noise… so remember don’t turn it up too much or else your eardrums might break. As for music itself I’d stick to his output under the Efdemin moniker.
Release date: 2020-05-15
[6.9/10]
Night Gestalt - Sudden Rituals, Vol. 1
Middle eastern music influenced dub ambient.
Release date: 2020-02-27
[6.7/10]
Dijon - How Do You Feel About Getting Married?
Jazzy but bland hip-hop.
Release date: 2020-05-15
[6.1/10]
Roger Eno, Brian Eno - Mixing Colours
Soothing but unspectacular ambient. Not that it sounds bad but the entire thing doesn’t bring any new idea onto the table.
Release date: 2020-03-20
[6.0/10]
Manes - Young Skeleton
“Experimental metal” in E minor. Like a more pretentious, less tasteful Ulver.
Release date: 2020-04-17
[5.5/10]
Daisy Mortem - Faits Divers
Hyperactive future pop. I don’t like this one bit…
Release date: 2021-04-30
[4.0/10]
Virginia Astley - Hope In A Darkened Heart
… 我覺得有些和弦跟配器很像末代皇帝的配樂，結果有坂本龍一弄，蠻猛的。  Think ambient pop but a lot more pop. Or hauntology pop, whatever. David Sylvian sang in this album on the first track too.
Release date:
[8.7/10]
Kemistry & Storm - DJ-Kicks
Fast paced drum & bass / jungle. At first I was like, I didn’t know people still make this kind of stuff in 2020, then I googled and realized this is actually a reissue of the 1999 mixtape. The tracks on this thing is super on point and guaranteed headbangers, I like this one a lot.
Release date: 1996-08-19
[8.5/10]
Joseph Shabason - Anne
Cathartic new age / ambient jazz from Canadian saxophonist. This is the dude that played in The War On Drugs and Destroyer.
Release date: 2021-05-21
[8.3/10]
Braveyoung - Misery And Pride
Another find through The Flenser Facebook Group. Wrapped lo-fi ambient. They say this was once a post-metal group called Giants, and this is album is anything but metal - it is a tender album.
Release date:
[7.9/10]
Various Artists - Heterotopia
Bouncy club music. It’s got Air Max ’97 and Celestial Trax.
Release date: 2020-12-25
[7.8/10]
Planning For Burial - Leaving
This one is more metal IMO. There’s even a stoner rock song on this thing… sick.
Release date: 2002-01-01
[7.8/10]
Celestial Trax - Listen, Hear, Know, Become, Be
Minimalistic ambient.
Release date:
[7.7/10]
Frédéric D. Oberland - Labyrinth
Can’t read French so no idea what the song titles meant, but the artist tagged this music with Georges Bataille so maybe there’s a connection? Drone / modern classical music.
Release date: 1986-01-01
[7.5/10]
Winterquilt - Hymn
Vaporwave artist doing black metal songs… bizarre and intriguing.
Release date: 2019-02-08
[7.5/10]
Comments


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Shuffle
Solve
Moves: 0
Hurray!!!
You have successfully completed
one of the greatest Maths puzzle
Now try Level: Insane
Use arrow keys or mouse to solve the puzzle by
moving neighbouring blocks to the empty place.


|
| enum | AnimationOrTween.Trigger {
AnimationOrTween.Trigger.OnClick,
AnimationOrTween.Trigger.OnHover,
AnimationOrTween.Trigger.OnPress,
AnimationOrTween.Trigger.OnHoverTrue,
AnimationOrTween.Trigger.OnHoverFalse,
AnimationOrTween.Trigger.OnPressTrue,
AnimationOrTween.Trigger.OnPressFalse,
AnimationOrTween.Trigger.OnActivate,
AnimationOrTween.Trigger.OnActivateTrue,
AnimationOrTween.Trigger.OnActivateFalse,
AnimationOrTween.Trigger.OnDoubleClick,
AnimationOrTween.Trigger.OnSelect,
AnimationOrTween.Trigger.OnSelectTrue,
AnimationOrTween.Trigger.OnSelectFalse
} |
| |
| enum | AnimationOrTween.Direction { AnimationOrTween.Direction.Reverse = -1,
AnimationOrTween.Direction.Toggle = 0,
AnimationOrTween.Direction.Forward = 1
} |
| |
| enum | AnimationOrTween.EnableCondition { AnimationOrTween.EnableCondition.DoNothing = 0,
AnimationOrTween.EnableCondition.EnableThenPlay,
AnimationOrTween.EnableCondition.IgnoreDisabledState
} |
| |
| enum | AnimationOrTween.DisableCondition { AnimationOrTween.DisableCondition.DisableAfterReverse = -1,
AnimationOrTween.DisableCondition.DoNotDisable = 0,
AnimationOrTween.DisableCondition.DisableAfterForward = 1
} |
| |


INTRODUCTION TO HIGHER SPIN GAUGE THEORY (M.A. Vasilev)
|
- Introduction: fundamental interactions and symmetries
- Relativistic invariance as an example of a global symmetry
- Local symmetry:
- spin 1: electrodynamics
- spin 2: gravity
- spin 3 / 2: supergravity
- Algebraic minimum
- Groups and their representations
- Algebras:
- algebras and Lie superalgebras
- associative algebras
- Clifford and Weyl algebras and (fermions and bosons)
- invariants (traces)
- Linear relativistic equations and representations of the Poincare group
- Klein-Gordon-Fock scalar field equation, quantization and unitary representations of the Poincare group
- Maxwell's equations, the factorization of gauge degrees of freedom, quantization
- Relativistic particles as representations of the Poincare group: Wigner's classification
- The gauge symmetries of massless fields of arbitrary spin and the Fronsdal theory of symmetric fields
- Geometry basics
- Integration of differential forms
- Stokes theorem and Lie derivative
- de Rham complex and cohomologies
- Connection, Yang-Mills fields
- Yang-Mills theory
- Yang-Mills action
- Matter fields
- The Higgs phenomenon
- Non-commutative theory
- Gravity and supergravity
- Tetrad (Cartan) formalism of gravity
- Einstein gravity and supergravity as gauge theories (by McDowell-Mansouri)
- de Sitter and anti-de Sitter spaces as vacuum solutions of gravitation theory with a cosmological term
- Types of tensor symmetries (Young tableaux by Howe)
- Free higher spin gauge fields
- Generalized tetrad formalism
- Free action
- Connections and σ-cohomologies
- The central on-mass-shell theorem
- examples of spins 0, 1, 2
- general case
- Higher spin symmetries
- Dynamic systems as free differential algebra
- Examples
- General properties
- Nonlinear higher spin gauge theory
- The idea of the construction
- Klein operator and star-product
- Nonlinear higher spin equations
- Perturbative analysis
- Deformed Wigner oscillator and dual sp(2) algebra
- Prospects discussion
- Additional chapters
- Unitary representations of the anti-de Sitter algebra
- Unitary representations of the higher spin algebra
- sp(2M) invariant formalism
- AdS/CFT correspondence and higher spins
|
|


Example-SMART-App
Patient Resource
First Name:
Last Name:
Gender:
Date of Birth:
Age:
Diagnostic Reports
DRs go here.


| CS 341 - Survey of Programming Languages
Homework #7 |
Due: Thursday 10/12 at the beginning of class #13
Note: This work is to be done in pairs. Each pair will submit one assignment. Although you may divide the work, both team members should be able to present/describe their partner's work upon request.
To submit this homework, change into the directory containing all necessary files: MiniScheme2.jj and supporting abstract syntax tree .java files, and enter the command "submit341 ms2".
In this phase of the project, you will extend phase 1 to include Scheme variables, define, set!, and let. Again, we will restrict ourselves at this stage to having only integers. All specifications for variable names, and basic syntactic structures conform to the R5RS specification. Additionally, the following error cases will need to be handled as follows.
(define a 1) (define a 2) ; This is treated as (set! a 2). (R5RS p.16) (let () (define a 3) ; This creates a local variable a. (define a 4) ; This line is the only problem. a)
(let ((a 1) (a 2)) a)
Grammar notes:
<program> --> { <definition> | <expression> }*
<definition> --> (
define <variable> <expression> )
<variable> --> <any <identifier> that
isn't also a keyword>
<identifier> --> <initial> { <subsequent> }*
<initial> --> [a-z!$%&*/:<=>?^_~]
<subsequent> --> <initial> | <digit> |
[+-.@]
<digit> --> [0-9]
<expression> --> <variable>
| <literal>
| <assignment>
| <defined expression>
<literal> --> <integer>
<integer> --> { + | - }? { <digit> }+
<body> --> { <definition> }* {
<expression> }+
<assignment> --> ( set! <variable> <expression> )
<defined expression> --> ( read )
| ( write <expression> )
| ( newline )
| ( + <expression> <expression> )
| ( - <expression> <expression> )
| ( *
<expression> <expression> )
| ( quotient <expression> <expression> )
| (
let ( { <binding spec> }* ) <body> )
<binding spec> --> ( <variable>
<expression> )


Enter your name
Submit
Random name
Disconnected =(
Has contact info?
Scoreboard:
Name
Score
Incorrect


X
Code for San Jose
Open Disclosure San Jose is a project of Code for San Jose, a Code for America citizen brigade comprised of a group of volunteers who are passionate about using our skills to advance civic innovation in San Jose.
Our goal is to provide a new way to see campaign contribution data in an accessible and easy to understand format. We hope this visualization tool will be useful in simplifying campaign finance data and shed some light on the money that influences the campaigns of San Jose candidates. We feel that understanding this data keeps government accountable and empowers citizens to understand how campaign funds are raised and spent hereby illuminating the flow of money in politics.
Our data comes from e-filling data provided by the City of San Jose. We want to make this data easier to find, see, and understand. Data is updated as the campaigns submit their latest data according to the filing deadlines set by the California Fair Political Practices Commission (FPPC).
All development on Open Disclosure San Jose is on Github. We invite any questions or suggestions for improvement–just create an issue on Github. Thanks!


|
UserMsg Pile
version 0.0.1
UserMsg pile.
|
brief description More...
#include <usermsgman.h>
Public Types | |
| typedef void(* | KbShowMessage) (const UserMsg &um) |
| the calback that may be used to be informed about messages | |
Signals | |
| void | signalShow (UserMsg um) |
| A message should be shown. | |
Static Public Member Functions | |
| static UserMsgMan * | singleton () |
| Get the singleton. | |
| static bool | init (bool start_disabled=false) |
| Prepares the manager for being used. More... | |
| static void | end () |
| Terminates the manager (releases resources). More... | |
| static bool | isInitialized () |
| Tells if the manager has been initialized. More... | |
| static const UserMsgStg & | settings () |
| Get the settings. More... | |
| static void | setSettings (const UserMsgStg &value) |
| Copy the settings to internal storage. | |
| static KbShowMessage | callbackShow () |
| Get the callback. | |
| static void | setCallbackShow (KbShowMessage value) |
| Copy the settings to internal storage. | |
| static const QString & | logFile () |
| The path to the log file. | |
| static void | setLogFile (const QString &value) |
| Set the path to the log file. | |
| static void | autosetLogFile (const QString &base_name) |
| Give me the base name for log file and let me do the rest. | |
| static void | disable () |
| Sets the cache mode; no messages are being shown. | |
| static void | enable (bool collapse_messages=false) |
| Exist cached mode; cached messages are being shown. | |
| static bool | isEnabled () |
| Tells if the manager is in cached mode (false). | |
| static bool | isVisible (UserMsgEntry::Type value) |
| tells if a type is visible or not | |
| static void | setVisible (UserMsgEntry::Type ty, bool b_visible) |
| enables or disables the visibility of a type | |
| static void | setAllVisible (bool include_debug) |
| Enable all types (make them visible). | |
| static void | show (const UserMsg &um) |
| Shows an error message. More... | |
Protected Member Functions | |
| void | _addMessageToQueue (const UserMsg &um) |
| Appends the message to the queue. More... | |
| void | _showMessage (const UserMsg &um) |
| Shows an error message. More... | |
| void | _showQueue (bool collapse_messages) |
| Presents the queue to the user. More... | |
| void | _openLogFile () |
| Prepares the log file to be used. More... | |
| void | _logMessage (const UserMsg &um) |
| Log the message. More... | |
Static Protected Member Functions | |
| static void | autostart () |
| used internally to start the manager if not started already | |
Friends | |
| class | LogMsg |
brief description
A singleton is created internally and it manages the settings and behaviour of UserMsg.
The manager can be explicitly initialized but it does not have to. Any static function that will be invoked will first check for its existance and it will create it if it does not exist.
Resources can be freed using UserMsgMan::end(), for example at the end of the application.
Initial state for the manager is enabled; to start in disabled state use
at the beginning of your application.
|
protected |
Appends the message to the queue.
|
protected |
Log the message.
If log is available logs the message, otherwise does nothing.
|
protected |
Prepares the log file to be used.
|
protected |
Shows an error message.
Presents a message to the user.
|
protected |
Presents the queue to the user.
|
static |
Terminates the manager (releases resources).
If the singleton exists is being destroyed.
|
static |
Prepares the manager for being used.
A new instance is only created if the singleton is NULL.
|
static |
Tells if the manager has been initialized.
This is the only static function that will not create the singleton
|
static |
Get the settings.
|
static |
Shows an error message.
Presents a message to the user.


In this assignment you are tasked to finish up your applications, put in all the necessary event handling and package your application into a runable jar. Also you need to provide a shortcut to your runnable jar with a different image other than the default java one
This question is worth 100 marks
Your code running perfectly is worth 50 marks, if your code does not run -20, Packaging your code into a runnable jar is worth 15 marks A small video of you interacting with your application and showing how it works 15 marks A nice shortcut to your runnable jar with a differnt icon image than the default java cup 5 marks A well documented read me that talks about your project , project configuration (external libraries and everything that some one will need to run your code ), Nice commenting and Authors on the top of every file 5 marks
Here are a few things that can make you loose marks, please make sure that you do these things well :) If there is no author on the top of every page, that is -5, for every page that does not have an author on the top. If your read me does not describe in short what your project does, and does not have the names of people in the group, that is -5 Remember to keep your code, well organized, well commented and clean.
Go my African Giants, go get these hundreds, and remember to be safe :)


Creating a Voting App with create-react-app and Django
16 Mar 2018The latest project that I worked on was Pollster, this is the Voting App in Free Code Camp’s curriculumn. This was a good chance for me to build a project from the ground up and play with technologies that I had been eye balling for a while (mostly Redux). This also meant deploying the application. Check Github repo here.
Here are a few pictures:
The stack that I chose to use was:
- React + Redux
- Django (especifically Django Rest Framework)
I had used React for several side projects but had yet to integrate Redux for state management. This was a good place to start. After reading through the official docs and several tutorials, I settled on using the model provided in this tutorial. However, after getting started I soon ran into trouble as adding CSS required modifying the webpack configuration. Also, I would need to configure bundling the app to be production ready. Due to this, I migrated most of the app to create-react-app. Using CRA, I saved myself some configuration steps and took the good bits from the other tutorial.
From here on, developing the application took the following workflow:
- Create a page and decide on what was the data needed
- Create the constants for the actions
- Define the actions that would call the services, along with request, success and failure functions
- Define services, which make the actual http calls to retrieve data handled in the actions
- Define the reducers that will update the new state accordingly
This was actually a pretty tedious process. I guess that’s the Redux way of things. Also, if that made zero sense, take a look at the tutorial listed above.
Before starting any work on the above, I had hastily set up an API using Django Rest Framework using viewsets and routers. By creating a few models and their serializers, you can have a full CRUD API with very few lines of code.
With this configuration, I had the following routes:
- /questions
- /questions/_id
- /choices
- /choices/_id
- /questions/_id/choices
- /questions/user/user_id
The first four were given for free, the last two I had to define on my own. Besides this, I used the djoser
package to provide JWT authentication. Stitching this API and my frontend, I had put together a barebones application.
However, for certain user stories, I needed to secure parts of the application (ie. only auth users can create polls, only owners can delete questions, etc). For this, I needed to add certain permissions to the application and having the viewsets abstracting a lot of the HTTP methods
for each route, I didn’t have the finer control that I needed. I ended up having to rewrite the routes. I used this chance to write a full test suite for each of the routes, following this guide.
Requests in development
While developing the app, CRA has this proxy
key that you can throw in package.json
. This basically tells webpack to proxy requests to the specified port. For my Django API being served on port 8000
, the setting looked like this:
'proxy': 'http://localhost:8000'
Preparing for production
I had worked on the app for a week and a half before I had completed all the user stories. Naturally the next step was deploying the application. Here is where I was stumped for some time. I asked, How would I mimic this development set up in production?
I proceded by first creating the build bundle with yarn build
, then to serve the static files, I ran (inside the build
directory)
python -m http.server 3000
Here’s where the app broke, requests were not going through as there was no proxy redirecting the requests.
This followed a bit of a research period to find out how I could deploy this application. There weren’t any tutorials with what I was looking for, which was deploying an SPA with a REST API, both sitting on the same machine. However, when I took a closer look, there were tutorials for doing these things separately. I found the following two:
- Deploying create-react-app with Nginx and Ubuntu
- How to Deploy a Django Application to Digital Ocean
The key to deploying the application was mixing these two tutorials together. Have Nginx serve the static files from the /build
directory created by yarn build
and proxy requests to the port where the Django application was being served. There was only one thing left to do, try it.
Taking action
I started by first deploying my Django REST API as that was the tougher of the two. I started by first provisioning a $5 linux box from Linode (had some leftover credits). I followed these two guides to set up my server:
Once this was done, I followed the tutorial for deploying a Django app. The steps looked like this:
- Update the machine (
apt-get update and upgrade
) - Install system dependencies (PostgreSQL, Nginx, Supervisor, Python packages, etc)
- Create the python virtualenv and install the app dependencies
- Configure Gunicorn to serve the application
- Configure Supervisor to run the Gunicorn server
- Configure Nginx to proxy requests to Gunicorn
Adding in the frontend
Once the Django application was running, now I needed to serve the static files from the build
directory. Changes were made to the original Nginx configuration file.
To serve the static files from build
, these two lines were added
root /home/daniel/voting_app/client/build;
index index.html index.htm;
Another change was that now the /
route would serve index.html
not proxy to the Django app
location / {
try_files $uri /index.html;
}
Now the last change that was needed was to proxy the http calls to the Django app
location /api {
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header Host $http_host;
proxy_redirect off;
proxy_pass http://app_server;
}
Doing these 3 modifications gave me the behaviour I wanted, to serve the build/
bundle created by CRA and proxy requests to Gunicorn which was serving the REST API. To see the final Nginx configuration check this gist.
Mistakes I made attempting this
This procedure was not as smooth of a transition as I described above. I am going to list some parts that I had to wrestle with before everything came together.
venv folder placement
While setting up Gunicorn, I initially had my venv
directory set up two directories above my Django app directory. This caused all types of file not found
errors when I accessed the directories with ../../venv/activate
on the Gunicorn configuration file.
To avoid this, place the venv
only a level above your application directory. In my case this looked like:
├── client
├── project
└── venv
Make your API routes distinct
For the frontend, React Router takes care of the routing. In the backend, it is the configured Django urls. Not thinking ahead, I had created conflicting urls, where I had a route for /questions
in both React Router and Django. Navigating through the site to get to /questions
worked fine but if the url was punched in through the browser, I would end up with the Django page serving the JSON data.
To resolve this, I prefixed all Django urls with /api
. Now the routes set up by React Router and the Django urls did not conflict.
Conclusion
Overall, a pretty fun experience. Deployment still isn’t the easiest thing to do but I’m happy with the progress.
TL;DR
- Deploying a create-react-app SPA and a REST API in the same machine.
- Use Nginx to serve the static files from your SPA build bundle and proxy the requests to the server serving the REST API.


NFSSERVCTL
Section: Linux Programmer's Manual (2)
Updated: 2013-09-17
Index
Return to Main Contents
NAME
nfsservctl - syscall interface to kernel nfs daemon
SYNOPSIS
#include <linux/nfsd/syscall.h>
long nfsservctl(int cmd, struct nfsctl_arg *argp,
union nfsctl_res *resp);
DESCRIPTION
Note:
Since Linux 3.1, this system call no longer exists.
/*
* These are the commands understood by nfsctl().
*/
#define NFSCTL_SVC 0 /* This is a server process. */
#define NFSCTL_ADDCLIENT 1 /* Add an NFS client. */
#define NFSCTL_DELCLIENT 2 /* Remove an NFS client. */
#define NFSCTL_EXPORT 3 /* Export a filesystem. */
#define NFSCTL_UNEXPORT 4 /* Unexport a filesystem. */
#define NFSCTL_UGIDUPDATE 5 /* Update a client's UID/GID map
(only in Linux 2.4.x and earlier). */
#define NFSCTL_GETFH 6 /* Get a file handle (used by mountd)
(only in Linux 2.4.x and earlier). */
struct nfsctl_arg {
int ca_version; /* safeguard */
union {
struct nfsctl_svc u_svc;
struct nfsctl_client u_client;
struct nfsctl_export u_export;
struct nfsctl_uidmap u_umap;
struct nfsctl_fhparm u_getfh;
unsigned int u_debug;
} u;
}
union nfsctl_res {
struct knfs_fh cr_getfh;
unsigned int cr_debug;
};
RETURN VALUE
On success, zero is returned.
On error, -1 is returned, and
errno
is set appropriately.
CONFORMING TO
This call is Linux-specific.
Index
- NAME
-
- SYNOPSIS
-
- DESCRIPTION
-
- RETURN VALUE
-
- CONFORMING TO
-
This document was created by
man2html,
using the manual pages.
Time: 02:54:49 GMT, September 18, 2014


--- title: Filming layout: default permalink: filming/ ---
We use a custom 3 camera rig for filming our games. It is set up on a tall tripod and staked down at the start of the game. All 3 cameras are recording for the entire game. Afterward the footage is edited and uploaded.
The rig allows us to set it up, start recording, and focus on the game. No operator or cameraman is necessary. Editing afterwards is fairly quick (around 20-30 minutes per game).
The main downside to a setup like this is that the field of view is wide, so detailed action shots (like what would be used in an ESPN highlight) are not available. Instead you get a good overview that can be used as a teaching tool or for players in the game to review.
It's possible that this rig could be improved with higher resolution cameras, higher quality lenses, more cameras, more rigs, etc. This setup is just about the bare minimum, price-wise, to get a full tournament on film without needing any work on the day-of.
I use DaVinci Resolve to edit because it's free and supports multicam editing. The process I use to edit is documented in this How-To Multicam Edit video on our YouTube channel.
| Part | Qty | Cost (ea) | Notes |
|---|---|---|---|
| 13ft Tripod | 1 | $70 | Plenty of height to get over spectators and get a nice view. Needs to be staked down. I had to drill holes in the legs so that I could stake it. Could probably get by with some sandbags instead. |
| 15mm Cheese Rod | 1 | $13 | Attaches to the top of the tripod. Camera mount and battery mount screw into it. |
| Swivel Ball Head Camera Base Mount | 3 | $10 | Cameras mount onto these. They allow specific positioning of the frame. Attaches to the top of the cheese rod. |
| Metal Phone Tripod Mount | 1 | $15 | Used as a battery mount. Attaches to the underside of the cheese rod. |
| 12MP 60FPS Action Camera | 3 | $43 | These are just cheap GoPRO knockoffs. I don't know how the quality compares to GoPRO but it is sufficient for our needs. It is important that the camera can record at 60FPS at the max resolution. |
| 128GB MicroSD Memory Card | 3 | $40 | 128GB gives just enough room for a whole tournament. Each hour of film is about 12GB. You could save money here and get 64GB cards ($20/ea) and dump the footage after each day. I don't always have a computer available to do this at remote tournaments. |
| Threaded Screws Mount Set | 1 | $10 | Used to connect the cheese rod to the mounts. |
| 13000mAh Portable Battery | 1 | $36 | 13000mAh gets all 3 cameras through about 5 hours. I'd probably go with a 20000mAh pack if you don't want to worry about changing it out on long days. |
| USB to Right Angle Micro USB | 3 | $5 | If you don't have right angle connectors into the cameras the cords can really get in the way of the frame. |
| USB Splitter Cable Male to 2 Female | 1 | $6 | I couldn't find any batteries that had 3 USB ports, so you need to split one port into two. |
| Total | $444 | Just a bit more than 1x GoPRO HERO 6 |


We have mices!
- expedite leading-edge supply-chains
- scale compelling portals
- revolutionize real-time e-services
- disintermediate distributed e-tailers
- transform transparent e-business
- facilitate killer deliverables
- revolutionize clicks-and-mortar bandwidth
- architect end-to-end technologies
- disintermediate best-of-breed methodologies
- morph front-end e-markets
- incubate efficient supply-chains
- envisioneer global networks
- envisioneer turn-key users


Thoth
Thoth is a library that provides a way to implement event-sourcing in Java applications.
Event sourcing
Rather than maintaining an up-to-date application state, event sourcing focuses on what happened by storing events.
This approach provides by-design audit log for the application.
It is also very well suited for event-driven architectures : events can be published as is.
It plays well with CQRS : building and maintaining read projections is done by consuming events.
Thoth
Thoth guaranties that:
- Events will be written in the database before being published in Kafka (to prevent failure)
- Publication in Kafka will be reattempted until it succeeds
It provides capabilities of defining two types of projections :
- “Real time” projections, that are updated in the same transaction as the events
- “Eventually consistent” projections, updated asynchronously by consuming Kafka
Documentation
This documentation focuses on implementing event-sourcing on a simple use case : a banking application.
Installation
- sbt
val ThothVersion = "0.1.0*" libraryDependencies ++= Seq( "fr.maif" % "commons-events" % ThothVersion, "fr.maif" % "thoth-core-akka" % ThothVersion, "fr.maif" % "thoth-core-reactor" % ThothVersion, "fr.maif" % "thoth-jooq" % ThothVersion, "fr.maif" % "thoth-jooq-akka" % ThothVersion, "fr.maif" % "thoth-kafka-consumer-akka" % ThothVersion, "fr.maif" % "thoth-kafka-consumer-reactor" % ThothVersion )
- Maven
<properties> <thoth.version>0.1.0*</thoth.version> </properties> <dependencies> <dependency> <groupId>fr.maif</groupId> <artifactId>common-events</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-core-akka</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-core-reactor</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-jooq</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-jooq-akka</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-kafka-consumer-akka</artifactId> <version>${thoth.version}</version> </dependency> <dependency> <groupId>fr.maif</groupId> <artifactId>thoth-kafka-consumer-reactor</artifactId> <version>${thoth.version}</version> </dependency> </dependencies>
- Gradle
def versions = [ ThothVersion: "0.1.0*" ] dependencies { implementation "fr.maif:common-events:${versions.ThothVersion}" implementation "fr.maif:thoth-core-akka:${versions.ThothVersion}" implementation "fr.maif:thoth-core-reactor:${versions.ThothVersion}" implementation "fr.maif:thoth-jooq:${versions.ThothVersion}" implementation "fr.maif:thoth-jooq-akka:${versions.ThothVersion}" implementation "fr.maif:thoth-kafka-consumer-akka:${versions.ThothVersion}" implementation "fr.maif:thoth-kafka-consumer-reactor:${versions.ThothVersion}" }


- Describe the subatomic particles that make up an atom
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.
- Describe the subatomic particles that make up an atom.
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.
Testing paragraph
- Describe the subatomic particles that make up an atom
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.
- Describe the subatomic particles that make up an atom.
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.
- Describe the subatomic particles that make up an atom
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.
- Describe the subatomic particles that make up an atom.
-
Use the periodic table to determine the numbers of protons and
electrons in a neutral (uncharged) atom.


Prison Architect is a game about creating and managing a prison. You get a plot of land, and slowly build up a secure facility, getting money from the government for storing prisoners, and from grants (quests).
Review
Prison Architect was a pretty fun game to play, though I had some trouble at first, I slowly figured out how to make money and actually expand my prison.
The game itself involves mostly planning out your building and the rooms inside of it. So it lives up to its name as you really are an architect. There is of course more, such as planning out a regime for the prisoners, hiring staff, and setting up patrols, but the main focus is on design.
Gameplay
Staff
Controlling your staff is still very raw, they just walk around doing whatever tasks they should do with no input from you. The only staff member you can really control is the Guard. A guard can be told to patrol, or to hang out around a specific room, or just to go somewhere.
The main problem I saw with the staff, was that it was very hard to make multiple Cell Blocks. I tried to make a seperate High Security facility, but all of a sudden all my staff wanted to use its Staff Room to take breaks, "Oh look it has better wi-fi??". This also meant that some of my cooks decided to take over the Kitchen and my other one was understaffed, and other such problems.
Tutorial & Descriptions
The Tutorial was pretty small, and had you start with an already running prison, this meant that I missed out on a lot of the requirements for how to actually build my prison, and instead learned the controls. Instead Tips might have been more useful while I was building my prison from scratch.
While playing the actual game I found most of the object to be completely useless, as I had no idea what they do. I still have no Idea whether people used the TVs I installed, or if they did nothing. The game needs a more sims like interface, you can already see the different criteria for a prisoner's happiness, the in game objects just need a "Recreation++, Energy–" that tells you the result of a prisoner using the object.
Some rooms actually have requirements for their use, such as a workshop needing 2 types of tables (a Saw and Press), and you can't tell how much of each you'll need in the room. A Kitchen has 3 things it needs, and I still am not sure how to make my cooks support more people. Thus the game needs an expanded information window for objects.
Similarily I filled up some rooms with useless looking items, why is a filing cabinet needed for an office? what happens if I install more? There should be some benefit, more importantly do prisoners use the chairs, sofas and tables that normally go for staff?
Looking at utilities it was sometimes hard to work with overlapping water and electricity cables/pipes. Deleting just one was especially hard during such times. Also it wasn't obvious how much electricity/water an object would use, and big vs small pipes should also have a number indicating the maximum they can carry. Electricity also has 2 types of requirements, a small cable, aka if its close enough to the electricity it automatically gets connected, and a big cable, aka it needs a cable to connect to it. It would be nice to know which things need what, though as far as I can tell only lights need small ones. This actually confused me for a bit as CCTV cameras seemed to work, but I guess I just coincidentally put them next to big cables.
Cell Blocks
As mentioned earlier it was hard to divide the place into cell blocks, I could limit areas to staff only, or to max security, but my staff didn't care. So while I wanted a block to have next to no staff, in case of riots I close it down and call in the Riot squad, thus losing no people, I couldn't.
Prison Capacity
In the game you can either have your prison open for new prisoners, or not. It was annoying to have to open then close the prison, as I specifically made the place for 40 people. I couldn't just say my capacity is 40, then have prisoners come in, or better say the prison is for 30 Med risk, 5 Low risk and 5 High risk.
This meant that if my prison was running smoothly, and I needed some prisoners I would turn it on, then go start building my new wing, and forget to turn it back off! Thus I would be over capacity, I knew it was too late, a riot was about to happen as the prisoners near starved. But I could do nothing, it would have been nice to ship people back out.
Rooms
The game allows for a very nice variaty of rooms, I felt pretty satisfied by them. While more might be nice, it had all I really needed for a prison.
The only real problem I saw with rooms was the minimum size requirements, 5x5 for a holding cell? why not 4*7. Maybe a 25m2 limit instead?
Riots
Unlike some of the other people online, I had no problem keeping the number of riots down, and once I got a base prison working riots only happened when I screwed up.
However I'm not sure why, but the prisoners just ran around breaking stuff and killing guards, not trying to escape? Perhaps this was an AI thing though as my prison was sort of confusingly layed out (all the better to trap people in).


EVENTS
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Galaxy core - Istvan Albert and James Taylor
Interface - James Taylor, Istvan Albert, Anton Nekrutenko
Tools -
Project management - Anton Nekrutenko
Current version of Galaxy uses many ideas developed by Laura Elnitski, Belinda Giardine, and Cathy Riemer in Galaxy1 and GALA.
Galaxy core is written entirely in Python. It uses the following open source technologies:
Galaxy API generated from source code can be found here
The Center for Comparative Genomics and Bioinformatics at Penn State | 2005


|
Bug-reproducer Assistant Python kernel
1.0
Código Python de kernel del Bug-reproducer Assistant
|
Public Member Functions | |
| def | __init__ |
| def | annotate |
| def | __enter__ |
| def | startAnnotations |
| def | __exit__ |
| def | finishAnnotations |
| def | functionStarted |
| def | functionEnded |
| def | resetForNewAnnotations |
| def | restoreFunctions |
| def | dumpProgramExecution |
Public Attributes | |
| oldFuncs | |
| funcsToAnnotate | |
| callGraphQueue_ | |
| programExecution_ | |
| annotatorThread_ | |
Static Public Attributes | |
| activeAnnotators = False |
Interface for the calling programmer code to annotate the functions, i.e.: replace them with a similar code that stores the function call in a container, to persist it later in a database. It may work in a multi-threaded environment, because it calls AnnotatorThread class, that uses Python threading queues. It implements the "with" statement interface (RAII pattern in Python).
| def bug_reproducer_assistant::annotator::Annotator::__init__ | ( | self | ) |
| self | The Annotator instance to construct. Constructor. |
| def bug_reproducer_assistant::annotator::Annotator::__enter__ | ( | self | ) |
| self | The Annotator instance. Entry point for the "with" sentence. It starts the annotations. |
| def bug_reproducer_assistant::annotator::Annotator::__exit__ | ( | self, | |
| _, | |||
| _, | |||
| _ | |||
| ) |
| self | The Annotator instance. Exit point for the "with" sentence. It finishes the annotations. |
| def bug_reproducer_assistant::annotator::Annotator::annotate | ( | self, | |
| obj, | |||
| methodNames | |||
| ) |
| self | The Annotator instance. |
| obj | Python "object" (module, class, or instance). |
| *methodNames | If None, annotate all obj's methods, else only the ones contained in *methodNames. Annotate an obj's methods (with an optional methodNames filter). |
| def bug_reproducer_assistant::annotator::Annotator::dumpProgramExecution | ( | self, | |
| dumpFileName, | |||
| preserveOldDumpFiles | |||
| ) |
| self | The Annotator instance. |
| dumpFileName | File where the call graph database will be dumped. |
| preserveOldDumpFiles | If True (default), it does not overwrite old dump files -it uses index numbers in the filename, as (1), to generate a new name-. Serialize the call graph into a database (Json file indicated in "dumpFileName" parameter). |
| def bug_reproducer_assistant::annotator::Annotator::finishAnnotations | ( | self | ) |
| self | The Annotator instance. Finish the annotations process, by sending an "End Process" message to AnnotatorThread. Finally, restore the original functions. |
| def bug_reproducer_assistant::annotator::Annotator::functionEnded | ( | self, | |
| annotationId, | |||
| threwException, | |||
| returnedObject | |||
| ) |
| self | The Annotator instance. |
| annotationId | Annotation id: to identify the function. |
| threwException | The function has raised an exception. |
| returnedObject | If threwException is False, the object returned by the function. If True, the exception being raised. Send a "Function ended" message to the queue. Pass also the "returned object" (or exception) information. |
| def bug_reproducer_assistant::annotator::Annotator::functionStarted | ( | self, | |
| annotationId, | |||
| obj, | |||
| funcName, | |||
| args, | |||
| kwargs | |||
| ) |
| self | The Annotator instance. |
| annotationId | Annotation id: it'll be necessary later in the "end function" message, to know which function is ending. |
| obj | Python "object" (it may be a module, class, or instance) whose functions we're annotating |
| funcName | Function name |
| *args | Arguments list. |
| **kwargs | Named arguments. Send a "Function started" message to the queue, to start this function annotations. |
| def bug_reproducer_assistant::annotator::Annotator::resetForNewAnnotations | ( | self | ) |
| self | The Annotator instance. Reset function to start new annotations. |
| def bug_reproducer_assistant::annotator::Annotator::restoreFunctions | ( | self | ) |
| self | The Annotator instance. After the annotations process has completed, restore the original functions. |
| def bug_reproducer_assistant::annotator::Annotator::startAnnotations | ( | self | ) |
| self | The Annotator instance. Start an annotations process. Replace the functions stored in self.funcsToAnnotate with a new function returned by annotatedFunction() method. Use the Python native getattr() and setattr() methods to get and replace the functions for an object. |


UD for Chinese
Tokenization and Word Segmentation
- As a language without whitespace, most of the Chinese treebanks are pre-tokenized manually or automatically.
See more details on Chinese tokenization.
Morphology
This is an overview only. For more detailed discussion and examples, see the list of Chinese POS tags and details for each treebank in Chinese morphology.
Tags
- Chinese uses all 17 universal POS categories, including particles (PART).
- The following words are particles in Chinese:
- the genitive/associative/relativizer/nominalizer marker 的 de
- 得 de in V-得 extent/descriptive constructions (see compound:ext)
- the manner adverbializer 地 de
- the “et cetera” markers 等 děng
- sentence-final particles (句末助詞 jùmuò zhùcí)
- and the object relativizer 所 suǒ.
- Possessive determiners are considered determiner (DET)
instead of pronoun (PRON)
- 其 qí “his/her/its; their”
- 本 běn “our”
- Chinese auxiliary verbs (AUX) are:
- Modal and modal-like auxiliaries, which are preverbal and do not have to be adjacent to the verb
- can be pre-modified by the negator 不 bù but cannot take object and be post-modified by aspect marker
- 能 néng “be able to”
- 會 huì “will”
- 可以 kěyǐ “can”
- 應該 yīnggāi “should”
- 肯 kěn “be willing to”
- 敢 gǎn “dare”
- 有 yǒu (perfective)
- 沒有 / méiyǒu (negative perfective)
- Note that certain modal auxiliaries can also function as main verbs, usually when they have a direct object or full clausal complement
- Copulae, in the narrow sense of pure linking words for nonverbal predication
- 是 shì
- 為 wéi
- Aspect markers, which must come immediately after the verb
- 了 le (perfective)
- 著/着 zhe (durative)
- 過 guo (experiential)
- Modal and modal-like auxiliaries, which are preverbal and do not have to be adjacent to the verb
Features
Since Chinese is mostly isolating, few features are needed in the treebanks:
- NounType
=Clf
is used to distinguish classifiers from common NOUNs - Person is used to categorize personal pronouns
- NumType is used for cardinal (
Card
) and ordinal (Ord
) numerals - Number
=Plur
is used in the rare cases where a plural suffix is used: 我們 wǒmen “we” vs. 我 wǒ “I” - Polarity
=Neg
is used with the negators 不, 未, 沒, 別, 無
Syntax
This is an overview only. For more detailed discussion and examples, see the list of Chinese POS tags and details for each treebank in Chinese syntax.
Core Arguments, Oblique Arguments and Adjuncts
- Nominal subject (nsubj) is a noun phrase in the nominative case, without preposition.
- A finite subordinate clause may serve as the subject and is labeled
csubj
.
- A finite subordinate clause may serve as the subject and is labeled
- For the purpose of UD the objects are divided to core objects, labeled obj or iobj, and oblique objects, labeled obl:arg.
- All prepositional objects are considered oblique.
- A clausal complement, which is labeled ccomp, is a full clause that functions like an object of verb. It has its own subject and it is not obligatorily coreferent with any of the arguments of the matrix verb. On the contrary, the open clausal complement labled xcomp functions like an object of another verb, but unlike the ccomp dependent, it obligatorily lacks an overt subject.
- Extra attention has to be paid to the distinction of subject-less ccomp from subject-control xcomp.
- In Mandarin Chinese oblique nominal may include prepositional phrases, preverbal coverb phrases where we treat the coverbs as prepositions, and comparative objects introduced by 比 bǐ “than”. They are labeled obl. Other cases are:
- For nominals that don’t include a nominal marker, specifically locational pronouns and nouns, such as 這裡 zhèlǐ “here”, 那裡 nàlǐ “there”, 前面 qiánmiàn “front side”.
- For temporal nouns functioning as adjuncts, see obl:tmod.
- For nominals introduced by 被 bèi and 把 bǎ, see obl:agent and obl:patient, respectively.
- In passive clauses, the subject is labeled with nsubj:pass or csubj:pass, respectively.
- The auxiliary verb in periphrastic passive is labeled aux:pass.
Non-verbal Clauses
- Different copula words in Mandarin Chinese are labeled cop:
- The copula verb 是 shi (be) is used in equational, possessive and benefactory nonverbal clauses.
- The words 為 wéi “be, be as” and 非 fēi “not be” are also included if they are the only verb in a sentence.
Compounds
- Compounds are very frequent in basically disyllabic Mandarin Chinese. The compound relation is used primarily for noun-noun compounds. The latter nominal is typically the head of the compound.
- For verb and verb-object compounds, see compound:dir, compound:ext, compound:vo, and compound:vv.
- This applies to any nominal preceding and modifying another nominal unless the relationship between the two is a possessive one (see nmod).
Relations Overview
- The following relation subtypes are used in Chinese:
- nsubj:pass for nominal subjects of passive verbs
- csubj:pass for clausal subjects of passive verbs
- obl:arg for prepositional objects
- obl:agent for agents of passive verbs
- obl:patient for objects in BA construction
- obl:tmod for temporal modifiers
- aux:pass for passive auxiliaries
- dislocated:vo for dislocated objects of verb-object compound
- advmod:df for duration or frequency adverbial modifiers
- discourse:sp for sentence particles
- mark:adv for manner adverbializers
- mark:rel for adjectival, relativizer, and nominalizer 的 DE
- case:loc for cardinal numbers that are attached as children of the counted noun but govern its case
- compound:dir for directional verb compounds
- compound:ext for extent and descriptive verb compounds
- compound:vo for verb-object compounds
- compound:vv for verb-verb compounds
- The following relation types are not used in Chinese at all: expl
Treebanks
There are 6 Chinese UD treebanks:


Client Control Plugin Changelog
2.1.9 TBD
- Bump commons-fileupload from 1.4 to 1.5.
2.1.8 -- August 30, 2022
- [Issue #31] - Add block option for Spellchecker plugin(requires Spark 3.0.0 or later)
- [Issue #38] - Add control over IBB file transfer setting(requires Spark 3.0.0 or later)
- [Issue #33] - Add control over idle settings (requires Spark 3.0.0 or later)
- [Issue #5] - Client Control can't identify Spark since 2.8.0 version(requires Spark 2.9.0 or later)
- [Issue #35] - Replace tooltip javascript library.
- [Issue #39] - Update Apache Commons FileUpload to 1.4
2.1.7 -- June 23, 2021
- [Issue #23] - Add block option for other plugins (requires Spark 2.9.4 or later)
2.1.6 -- November 14, 2020
- [Issue #4] - Add option to disable selected plugins in Spark (requires Spark 2.9.4 or later)
2.1.5 -- August 17, 2020
- [OF-1452] - Add Russian translation
- [OF-1517] - Don't require i18n source files for all plugins to be encoded
- [OF-1641] - Ensure all JSP pages have the correct contentType
- [Issue #6] - Clarify Save Password & Auto Login description
- [Issue #8] - Add hostame or version as resource to plugin settings (requires Spark 2.9.0 or later)
- [Issue #9] - Make Client Control backwards compatible
- [Issue #10] - Fix Maven build
- [Issue #15] - Update readme
- As of 2.9.0 version of Spark Save Password and Auto login options will also be hidden in Preferences when this setting is disabled in Client Control.
- When both Hostname and Version as Resource options are enabled, Hostname is used as a resource.
- Minimum Java requirement: 1.8
2.1.3 -- July 30, 2017
- [OF-1354] - Add option to Client Control plugin to disable Start a chat in Spark.
- This update corresponds with ticket SPARK-1946 and requires Spark version 2.9.0 and above for new functionality.
2.1.2 -- May 8, 2017
- [OF-1325] - Adds 'History Transcripts' and fixes 'History Settings' in Client Control.
- NOTE: This update corresponds to ticket SPARK-1915 and requires Spark version 2.9.0 and above for proper functionality.
- If a previous version of this plugin was installed, the previous History Settings will be carried over and split into the new settings.
- History Settings - Corresponds to HIDE_HISTORY_SETTINGS in 'default.properties' file and performs the following actions when set to Disabled:
- Removes history settings from Preferences menu
- Removes 'clear' option from context menu in the chat window
- History Transcripts - Corresponds to HISTORY_DISABLED in 'default.properties' file and performs the following actions when set to Disabled:
- Removes history settings from Preferences menu
- Removes 'clear' option from context menu in the chat window
- Removes history button from the chat window
- Removes 'View Log' option from context menu in chat window
- Removes history from the chat window
- Removes 'View contact history' option from contact's context menu
- Does not save history into transcript files
- [OF-1277] - Change setting name to 'Invisible Login and Status'
2.1.1 -- December 30, 2016
- [OF-1258] - Adds an option to enable/disable anonymous login in Spark.
- This update corresponds with ticket SPARK-1852 and requires Spark version 2.8.3 and above for new functionality.
- [OF-1260] - Improve CSRF error message.
2.1.0 -- November 24, 2016
- [OF-1221] - Adds many more options from 'default.properties' which now allow administrators to enable them network wide.
- This update corresponds with ticket SPARK-1835 and requires Spark version 2.8.2 and above for functionality.
- Locale files updated are: EN, cs_CZ, ES, FR, PT_BR, and zh_CN.
2.0.1 -- November 4, 2016
- [OF-1211] - Updated description for 'Broadcasting' option to correspond with issue resolved in ticket SPARK-1827. Locale files updated are EN, CZ, ES, FR, PT_BR.
2.0.0 -- January 11, 2016
- No longer supports Bookmarks functionality (this functionality has been moved to the new Bookmarks Plugin).
1.3.1 -- Nov 18, 2015
- [OF-953] - Updated JSP libraries.
1.3.1 -- Nov 08, 2015
- Added Name as a nickname option to Group Chat Bookmark.
1.3.0 -- June 22, 2015
- Requires Openfire 3.11.0.
1.2.0 -- September 13, 2013
1.1.0 -- December 1, 2009
- Now requires Openfire 3.7.0.
- Applied Java generics.
- [OF-53] - Replace custom logging implementation with a third party library.
1.0.3 -- August 27, 2008
- Upgraded for Openfire 3.6.0 API.
1.0.2 -- June 20, 2008
- Authentication is no longer required to download new Spark version.
1.0.1 -- May 26, 2008
- Authentication is no longer required to download new Spark version.
- Updated client name from Gaim to Pidgin.
- Added missing icons.
- Improved readme documentation.
1.0.0 -- May 13, 2008
- Functionality ported from Openfire Enterprise, now Open Source.


Goods
Goods table
| # | Photo | Name | Price | Classifications | Action |
|---|---|---|---|---|---|
| {$vo.gid} | {$vo.name} | £{$vo.price} | {$vo.cid} | Delete |
{include file="../application/business/view/index/header.html" /}
| # | Photo | Name | Price | Classifications | Action |
|---|---|---|---|---|---|
| {$vo.gid} | {$vo.name} | £{$vo.price} | {$vo.cid} | Delete |


Home Page
Welcome Back, Lokesh!
$ 24.300
Total Earnings
+5.65%
Since last week
43
Pending orders
-3.65%
Since last week
$ 18.700
Total Revenue
+8.65%
Since last week
Sales/Revenue
Daily Feed
Today
Load more
Calender
Weekly sales
Appointments
Chat with Carl and Arshly
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Alias
voluptate modi, amet quidem
Chat with Carl and Arshly
Lorem ipsum dolor sit amet, consectetur adipisicing elit.
Chat with Carl and Arshly
consectetur adipisicing elit.Alias voluptate modi, amet quidem
Chat with Carl and Arshly
Lorem ipsum dolor sit amet, Alias voluptate modi, amet quidem


Link to personal Github page
Basic HTML page created and uploaded solely from the terminal
Space themed web tapesty with over 100 commits on Github
Group written/designed equisite corpse story
Custom made HTML Boilerplate for repurposing for future sites
Short parallax project utilizing basic css parallax scrolling


Sites to use for programming HTML
www.scratchpad.io
www.codepen.io
How to use bold
When using bold in a paragraph you can put <b> this will be bold. </b>
Different paths in programming
Full Stack
Front End
iOS Development
Procedural Thinking
Abstract Thinking
Systems Debugging
Technological Emplathy
Systems Thinking
First Lesson in HTML
The basics of the web;
- The web
- HTML
- URLS
- HTTP
- Web Applications
World Wide Web
HTML - HyperText Markup Language
- HyperLinks, The links between the web takes you to the other link.
- Web was invent in early 1990s that have about 30 Billions pages.
** What is the main type of document on the web?
- HTML
** What type of files can be found on the web?
- Plain Text
- HTML
- Images
- Videos
- Music
** Connecting WWW
Browser=> Internet => HTTP => Servers
HTML Markup
<NAME> VS </NAME>
opening tag vs closing tag
------Element-----------
** Reasonably straight forward in bold
- HTML is reasonably straightforward
.
** Whole phrase in italic.
- HTML is whole phrase.
HTML Attributes
his website is my favorite.
**Using two lines and the break tag
Hello everyone!
We're using two lines now!
**Using P tag.
Hello Everyone!
We're using two lines now!
Inline vs Block
Inline Elements
- Just texts
Block Elements
- More like a box (Invisible box)
Span vs Div
Span => inline
one line
Div => block
like a box in the phrase


The GetEntitiesCP method is part of sqac's CRUD API and is used to retrieve existing rows of the specified entity from their related database table. Structs annotated with ‘sqac:’ tags are colloquially known as sqac entities, hence the parameter name ‘ents’.
The ents parameter must be a pointer to a slice declared using the go struct-type corresponding to the targeted database table. This method can be thought of as a flexible retrieval mechanism for one or more database records. Complex selections can be constructed through the use of the params and cmdMap parameters.
The call returns the slice pointer as well as the number of retrieved records and the standard go error type.
| Parameter | Description |
|---|---|
| ents interface{} | An empty slice declared to be of the go struct-type corresponding to the targeted database table. For example: depotRead := []Depot{} n, err := Handle.GetEntitiesCP(&depotRead, p, cm) A pointer to the depotRead slice should be passed into the method in the ents parameter. The method will populate the slice based on the records retrieved from the database thereby making the selected records available to the caller on completion of the method. |
| pList []GetParam | A slice containing a list of parameters for use as SELECT criteria when retrieving the requested records from the database. Each record in the sqac.GetParam slice must contain a column-name from the target table, an operator and a value. See the example program below. |
| cmdMap map[string]interface{} | The cmdMap parameter is used to provide additional instructions for use in the query. Supported commands include: count, orderby, asc, desc, limit and offset. Examples of the commands are shown in the subsequent sections. |
The following example illustrates reading all records from table “depot”:
// create a slice to hold records read from table "depot"
depotRecs:= []Depot{}
// call with no parameters and no commands
_, err := Handle.GetEntitiesCP(&depotRecs, nil, nil)
// create a slice to hold records read from table "depot"
depotRecs:= []Depot{}
// setup selection parameters
p := sqac.GetParam{
FieldName: "region",
Operand: "=",
ParamValue: "ON",
NextOperator: "AND"
}
pa := []sqac.GetParam{}
pa = append(pa, p)
p.FieldName = "population"
p.Operand = ">"
p.ParamValue = 1000000
p.NextOperator = ""
pa = append(pa, p)
// call with parameters and no commands
_, err := Handle.GetEntitiesCP(&depotRecs, pa, nil)
// create a slice to hold records read from table "depot"
depotRecs:= []Depot{}
// setup selection parameters
p := sqac.GetParam{
FieldName: "region",
Operand: "=",
ParamValue: "AB",
NextOperator: "AND"
}
pa := []sqac.GetParam{}
pa = append(pa, p)
p.FieldName = "population"
p.Operand = ">"
p.ParamValue = 50000
p.NextOperator = ""
pa = append(pa, p)
// create cmdMap - non-sensical, but shows what can be done
// set $orderby=name$descending$limit=3$offset=2
cm := make(map[string]interface{})
cm["orderby"] = "population"
cm["asc"] = nil // no value required
cm["limit"] = 3
cm["offset"] = 2
// call with parameters and command map
_, err := Handle.GetEntitiesCP(&depotRecs, pa, cm)


| Author | Title |
|
lbackstrom
| The Importance of Algorithms
|
|
antimatter
| How To Dissect a TopCoder Problem Statement
|
|
Dumitru
| How to Find a Solution
|
|
leadhyena_inran
| Planning an Approach to a TopCoder Problem:
- Section 1
- Section 2
|
|
dimkadimon
| Mathematics for TopCoders
|
|
lbackstrom
| Geometry Concepts:
- Section 1: Basic Concepts
- Section 2: Line Intersection and its Applications
- Section 3: Using Geometry in TopCoder Problems
|
|
gladius
| Introduction to Graphs and Their Data Structures:
- Section 1: Recognizing and Representing a Graph
- Section 2: Searching a Graph
- Section 3: Finding the Best Path through a Graph
|
|
supernova
| Greedy is Good
|
|
Dumitru
| Dynamic Programming: From novice to advanced
|
|
misof
| Computational Complexity
- Section 1
- Section 2
|
|
Dan[Popovici] & mariusmuja
| Using Regular Expressions
|
|
supernova
| Understanding Probabilities
|
|
timmac
| Data Structures
|
|
cucu
| New Features of Java 1.5
|
|
timmac
| Sorting
|
|
_efer_
| Maximum Flow
- Section 1
- Section 2
|
|
misof
| Representation of Integers and Reals
- Section 1
- Section 2
|
|
lovro
| Binary Search
|
|
bmerry
| A bit of fun: fun with bits
|
|
danielp
| Range Minimum Query and Lowest Common Ancestor
|
|
DmitryKorolev
| Power up C++ with the Standard Template Library: Part I
|
|
DmitryKorolev
| Power up C++ with the Standard Template Library: Part II: Advanced Uses
|
|
medv
| Prime Numbers, Factorization and Euler Function
|
|
jmzero
| An Introduction to Recursion, Part 1
|
|
jmzero
| An Introduction to Recursion, Part 2
|
|
cpphamza
| An Introduction to Binary Search and Red-Black Trees
|
|
bmerry
| Line Sweep Algorithms
|
|
Zealint
| Minimum Cost Flow
- Part 1 - Key Concepts
- Part 2 - Algorithms
- Part 3 - Applications
|
|
rasto6sk
| Algorithm Games
|
|
boba5551
| Binary Indexed Trees
|
|
TheLlama
| Introduction to String Searching Algorithms
|
|
Zealint
| Maximum Flow: Augmenting Path Algorithms Comparison
|
|
x-ray
| Basics of combinatorics
|
|
NilayVaish
| A New Approach to the Maximum Flow Problem
|
|
vlad_D
| Disjoint-set Data Structures
|
|
luison9999
| Using Tries
|
|
dcp
| An Introduction to Multidimensional Databases
|
|
zmij
| The Best Questions for Would-be C++ Programmers
- Part 1
- Part 2
|
|
innocentboy
| Primality Testing : Non-deterministic Algorithms
|
|
x-ray
| Assignment Problem and Hungarian Algorithm
|
Write algorithm tutorials for TopCoder.com |


| Class | Description |
|---|---|
| Application |
Application Class; Contains our main methods and one inner class Contact;
Methods contained in the class are : - index(); - newViewForFilter(); -
chooseRegistration(); - registrationPikStore(); - registration(); - login();
- logout(); - contact(); - sendMail();
|
| Application.Contact |
Inner private class used for the Contact function; The function to send
the message to the<EMAIL_ADDRESS>which is the admins and the
bitpik portal official email;
|
| ApplicationTest | |
| BloggerController |
BloggerController class; Contains our methods through which we control all
action concerning the Bitpik blog;
|
| CategoryController |
Class CategoryController is out controller through which we control all the
actions and function concerning the Categories of our products
|
| CommentController |
Class CommetnController is our class through which we control all the actions
and function regarding the Comments left on products;
|
| CommentControllerTest | |
| CreditController |
This controller is User to control the Users Credit
their amount, to get certain amount that User has,
to Use them when a User wants to use them on a a certain product
to get their product to be special(listed among the first ones) in search queries,
to subtract them when used on certain products;
Basically everything and every actions one with the Credits (which are simple integers),
is done with this class CreditControllers;
|
| FAQController |
Class FAQController which contains all the handling of all the actions and
function that are done for the FAQs on our portal;
|
| JsonController |
Class JsonController which is the main Class for the "communication" with our
Android application; All data transfer is done through either Jsonobjects or
JsonArrays
|
| MainCategoryTest | |
| ProductController | |
| ProductController.FilteredSearch |
Inner Class FilteredSearch
Used for the purposes of the Form of the filtered Search;
|
| ProductTest | |
| StatsController |
This is the Statistics controller;
Which controls the function of all of the products and their
statistic information, as in how many times has an article
been clicked on, been commented on, and many more statistics
regarding an article published on the web page;
|
| SubCategoryTest | |
| UserController | |
| UserControllerTest |


| Full Name | Megan Joanne Hutser |
| Home Nurse/Aid | Sandy Patterson<PHONE_NUMBER> |
| Address | 123 Main Street Atlanta, GA 30332 |
| Language | English |
| Emergency Contact Name | Jackson Hutser |
| Emergency Contact Relation | Husband |
| Emergency Contact |<PHONE_NUMBER> |
| Last Home Visit | Nov. 7th, 2015 - 14:35 EDT |
| HCP on last visit | Sandy Patterson |
| Status | Alert Confused Self Directing |
| Reported Steps |
|
| Reported Heart Rate |
|
| Diabetic | No |
| Allergies | None |


Attach this attribute to a class to identify it as a web service. To register this service with the router and send requests to it you can get the fluent builder to scan the assembly containing your class, or you can register it in code.
[IsService("order", "/order/", new[] { Method.Post, Method.Get, Method.Put, Method.Delete })] public class OrderService { [Endpoint(UrlPath = "{id}", Methods = new[] { Method.Get })] public void Get(IEndpointRequest request) { throw new NotImplementedException(); } }
The [IsService()] attribute has properties that specify how Http requests are routed to the service as folllows.
This property of the [IsService()] attribute establishes a route for the service. Any Http requests that match this at the start of their path will be compared to the service endpoints for possible routing to that endpoint. If the base path does not match the Http request then this service is skipped and routing moves onto the next service.
For efficiency you should always specify a base path for each service and organize your service endpoints so that all the endpoints in a serice have the same base path. This arrangement provides the most efficient routing of requests.
If you do not specify a base path then it defaults to / effectively making all of endpoints within the service have absolute paths.
The base path should end with a forward slash because it is concatenated with the relative path of each endpoint to form the full path of the endpoint. If you forget to append a forward slash then one will be appended automatically for you.
The base path can contain wildcards for some path elements but must not end with a wildcard. Since it is designed to match the start of the Http request it will be added to the routing table with ** on the end allowing the endpoints to have any relative path below this base.
This property of the [IsService()] attribute defines the Http methods that will be routed to the service. If you do not specify the Methods it will default to new []{ Method.Post }. In this case the service will only receive Http POST requests. To handle other kinds of Http request you must set the Methods property.
You can route all Http methods to the service by setting Methods to an empty array like this: new Method[]{ }
Only methods that are routed to the service itself can be further routed to the endpoints within the service with relative paths. Endpoints with absolute paths are chained into the routing at the root level and do not have this restriction.
This property of the [IsService()] attribute defines the order in which routing will be evaluated. The highest priority routes are considered before the lower priority ones. Since the default priority is zero, the recommentation is to make very specific routes have positive priorities and wildcard routes have negative priority so that the wildcard routes do not mask the more specific routes by matching the request first.
Priorities also affect performance because the router will try to match routes in order or highest to lowest priority until it finds a match. You can make routing more efficient by giving higher priority to routes that are matched more frequently.
Set this property to define how detailed are the analytics that are measured for the endpoints of this service. You can use intellisense to see the possible values for this property.
Defines the type of deserializer to use when the body of the request is accessed for the first time by the application code. Setting this on the service makes it the default deserializer for all endpoints in this service, but it can also be overidden for each endpoint.
The deserializer is specified as a class type to use. This class type must implement the IRequestDeserializer interface.
The standard libraries already contain some implementations of IRequestDeserializer that you can take advantage of in your application, but this interface is also straightforward to implement. These classes are in the OwinFramework.Pages.Restful.Serializers namespace.
Set this property to define how objects returned from service endpoints are written to the http response. The default serializer serializes the returned object to Json using the NewtonSoft serializer.
Setting this property on the service makes it the default for all of the service endpoints, but this can also be overidden for each endpoint.
The serializer is specified as a class type to use. This class type must implement the IResponseSerializer interface. There are implementations of this interface in the OwinFramework.Pages.Restful.Serializers namespace.
Setting this property means that identities that call this endpoints of this service will have to have this permission assigned to them in the authorization middleware. Setting this property on the service makes it the default for all endpoints of the service. The value can be overidden for each enpoint if desired.
Note that this property only has effect if your application includes authorization middleware in the Owin pipeline.
When this property is true the name of the service and method name are passed as the asset name to the authentication check separated by a forward slash. This allows you to define permissions that allow access to service methods using wildcards, for example you can give one group of users permission to call any endpoint in the service whilst other groups of users can only call certain specific endpoints.
This property defines the name of a parameter to the endpoint that will be passed to the authorization check at the asset value. For example you can have an endpoint that updates a users avatar that takes userId as a parameter, then you can set "userId" as the value of the ParameterSpecificPermission, in which case the value of the userId parameter will be passed to the authorization middleware as the asset name, and you can configure the authorization middleware to only grant this permission if the user id is your own user id. You can also define a group of users in the authorization middleware who can call this endpoint for any user id.
This parameters allows you to define different versions of your service for different segments of users in A/B testing scenarios.
Endpoints can have relative or absolute paths. This decision fundamentally changes the routing model for the endpoint.
When endpoints have a relative url path (that does not begin with a forward slash) the endpoint is considered to be within the service and only requests routed to that service can end up at this endpoint.
When endpoints have an absolute url path (that begins with a forward slash) the endpoint is included directly into the root routing table and is indendant of any routing applied to the containing service. In this case there is still advantages in building a service with multiple endpoints because they inherit the settings for serialization, deserialization etc.


JNI has been enhanced in v 1.4 with support for the
java.nio
package as well as a new entry point in the
JNI Invocation Interface. Also, the JNI version number has been
incremented and the description of JNI_OnLoad
updated
accordingly.
The new Invocation Interface routine allows native code to attach a daemon thread to the Java virtual machine (JVM); this is useful when the JVM should not wait for this thread to exit upon shutdown.
The NIO-related entry points allow native code to access
java.nio
direct buffers. The contents of a
direct buffer can, potentially, reside in native memory outside of
the ordinary garbage-collected heap. For information about direct
buffers, please see New I/O APIs and
the specification of the java.nio.ByteBuffer
class.
Every implementation of the Java virtual machine must support these functions, but not every implementation is required to support JNI access to direct buffers. If a JVM does not support such access then the NewDirectByteBuffer and GetDirectBufferAddress functions must always return NULL, and the GetDirectBufferCapacity function must always return -1. If a JVM does support such access then these three functions must be implemented to return the appropriate values.
The JNI version number has been incremented. The include file
jni.h
defines the new constant:
#define JNI_VERSION_1_4 0x00010004
The GetVersion
procedure now returns this value,
and the specification of the JNI_OnLoad
procedure has
been revised:
jint JNI_OnLoad(JavaVM *vm, void *reserved); The VM calls JNI_OnLoad when the native library is loaded (for example, through System.loadLibrary). JNI_OnLoad must return the JNI version needed by the native library. In order to use the JNI functions introduced in Java SE release 1.2 in addition to those that were available in JDK 1.1, a native library must export a JNI_OnLoad function that returns JNI_VERSION_1_2. In order to use the JNI functions introduced in Java SE release 1.4 in addition to those that were available in release 1.2, a native library must export a JNI_OnLoad function that returns JNI_VERSION_1_4. If the native library does not export a JNI_OnLoad function, the VM assumes that the library only requires JNI version JNI_VERSION_1_1. If the VM does not recognize the version number returned by JNI_OnLoad, the native library cannot be loaded.
jint AttachCurrentThreadAsDaemon(JavaVM* vm, void** penv, void* args);
Same semantics as AttachCurrentThread, but the newly-created java.lang.Thread instance is a daemon.
If the thread has already been attached via either AttachCurrentThread or AttachCurrentThreadAsDaemon, this routine simply sets the value pointed to by penv to the JNIEnv of the current thread. In this case neither AttachCurrentThread nor this routine have any effect on the daemon status of the thread.
Index 7 in the JavaVM
interface function table.
vm: the virtual machine instance to which the current thread will be attached.
penv: a pointer to the location in which the JNIEnv interface pointer for the current thread will be placed.
args: a pointer to a JavaVMAttachArgs structure.
Returns zero on success; otherwise, returns a negative number.
None.
jobject NewDirectByteBuffer(JNIEnv* env, void* address, jlong capacity);
Allocates and returns a direct java.nio.ByteBuffer referring to the block of memory starting at the memory address address and extending capacity bytes.
Native code that calls this function and returns the resulting byte-buffer object to Java-level code should ensure that the buffer refers to a valid region of memory that is accessible for reading and, if appropriate, writing. An attempt to access an invalid memory location from Java code will either return an arbitrary value, have no visible effect, or cause an unspecified exception to be thrown.
Index 229 in the JNIEnv
interface function
table.
env: the JNIEnv interface pointer
address: the starting address of the memory region (must not be NULL)
capacity: the size in bytes of the memory region (must be positive)
Returns a local reference to the newly-instantiated java.nio.ByteBuffer object. Returns NULL if an exception occurs, or if JNI access to direct buffers is not supported by this virtual machine.
OutOfMemoryError: if allocation of the ByteBuffer object fails
void* GetDirectBufferAddress(JNIEnv* env, jobject buf);
Fetches and returns the starting address of the memory region referenced by the given direct java.nio.Buffer.
This function allows native code to access the same memory region that is accessible to Java code via the buffer object.
Index 230 in the JNIEnv
interface function
table.
env: the JNIEnv interface pointer
buf: a direct java.nio.Buffer object (must not be NULL)
Returns the starting address of the memory region referenced by the buffer. Returns NULL if the memory region is undefined, if the given object is not a direct java.nio.Buffer, or if JNI access to direct buffers is not supported by this virtual machine.
jlong GetDirectBufferCapacity(JNIEnv* env, jobject buf);
Fetches and returns the capacity in bytes of the memory region referenced by the given direct java.nio.Buffer.
Index 231 in the JNIEnv
interface function
table.
env: the JNIEnv interface pointer
buf: a direct java.nio.Buffer object (must not be NULL)
Returns the capacity in bytes of the memory region associated with the buffer. Returns -1 if the given object is not a direct java.nio.Buffer, or if JNI access to direct buffers is not supported by this virtual machine.


Preparation time
less than 30 mins
Cooking time
over 2 hours
Serves
Serves 4
Sprinkle the flour onto a plate and dredge the lamb cubes in it until completely covered.
Heat one teaspoon of the vegetable oil in a large, heavy-based casserole over a medium heat. Add a third of the lamb cubes and fry for 6-8 minutes, stirring occasionally, until golden-brown on all sides, being careful not to overcrowd the pan. Remove from the pan with a slotted spoon and set aside on a warm plate.
Repeat the process twice more with the two more teaspoons of the oil and remaining batches of lamb cubes until all of the lamb is browned.
Add the remaining teaspoon of oil to the pan the lamb was cooked in and heat over a medium heat Add the onions and garlic and fry for 4-5 minutes, or until golden-brown.
Add the wine and bring the mixture to a simmer. Continue to simmer for 6-8 minutes, or until the volume of liquid has reduced by half.
When the wine has reduced, add the chopped tomatoes and herbs and stir well. Return the mixture to a simmer, then continue to simmer for a further 4-5 minutes, or until the volume of liquid has reduced by half.
Add the cold stock and the reserved browned lamb pieces (add a little more water if the stock does not cover the lamb pieces).
Heat the pan contents until simmering, cover the pot and simmer gently for 1½ hours, stirring occasionally, or until the sauce has thickened and the lamb is tender.
Meanwhile, for the vegetables, cook the vegetables for 2-3 minutes in a pan of boiling, salted water. Drain well.
Heat the butter in a pan over a high heat. Add the blanched vegetables and fry for 1-2 minutes, or until the butter has melted and coated the vegetables, and the vegetables are tender.
To serve, divide the mashed potatoes equally among four serving plates. Spoon over the navarin of lamb. Top with the cooked mixed vegetables.


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CSS3 contains a few new background properties, which allow greater control of the background element.
In this chapter you will learn how to add multiple background images to one element.
You will also learn about the following new CSS3 properties:
background-size
background-origin
background-clip
The numbers in the table specify the first browser version that fully supports the property.
Numbers followed by -webkit-, -moz-, or -o- specify the first version that worked with a prefix.
| Property | |||||
|---|---|---|---|---|---|
|
background-image (with multiple backgrounds) |
4.0 | 9.0 | 3.6 | 3.1 | 11.5 |
| background-size |
4.0 1.0 -webkit- |
9.0 |
4.0 3.6 -moz- |
4.1 3.0 -webkit- |
10.5 10.0 -o- |
| background-origin | 1.0 | 9.0 | 4.0 | 3.0 | 10.5 |
| background-clip | 4.0 | 9.0 | 4.0 | 3.0 | 10.5 |
CSS3 allows you to add multiple background images for an element, through the background-image
property.
The different background images are separated by commas, and the images are stacked on top of each other, where the first image is closest to the viewer.
The following example has two background images, the first image is a flower (aligned to the bottom and right) and the second image is a paper background (aligned to the top-left corner):
#example1 {
background-image: url(img_flwr.gif), url(paper.gif);
background-position: right bottom, left top;
background-repeat: no-repeat, repeat;
}
Multiple background images can be specified using either the individual background properties (as above) or the background
shorthand property.
The following example uses the background
shorthand property (same result as example above):
#example1 {
background: url(img_flwr.gif) right bottom no-repeat, url(paper.gif) left top repeat;
}
The CSS3 background-size
property allows you to specify the size of background images.
Before CSS3, the size of a background image was the actual size of the image. CSS3 allows us to re-use background images in different contexts.
The size can be specified in lengths, percentages, or by using one of the two keywords: contain or cover.
The following example resizes a background image to much smaller than the original image (using pixels):
Original background image:
Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.
Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobortis nisl ut aliquip ex ea commodo consequat.
Resized background image:
Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.
Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobortis nisl ut aliquip ex ea commodo consequat.
Here is the code:
#div1 {
background: url(img_flower.jpg);
background-size: 100px 80px;
background-repeat: no-repeat;
}
The two other possible values for background-size
are contain
and cover
.
The contain
keyword scales the background image to be as large as possible (but both its width and its height must fit inside the content area). As such, depending on the proportions of the background image and the background positioning area, there may be some areas of the background which are not covered by the background image.
The cover
keyword scales the background image so that the content area is completely covered by the background image (both its width and height are equal to or exceed the content area). As such, some parts of the background image may not be visible in the background positioning area.
The following example illustrates the use of contain
and cover
:
#div1 {
background: url(img_flower.jpg);
background-size: contain;
background-repeat: no-repeat;
}
#div2 {
background: url(img_flower.jpg);
background-size: cover;
background-repeat: no-repeat;
}
The background-size
property also accepts multiple values for background size (using a comma-separated list), when working with multiple backgrounds.
The following example has three background images specified, with different background-size value for each image:
#example1 {
background: url(img_flwr.gif) left top no-repeat, url(img_flwr.gif) right bottom no-repeat, url(paper.gif) left top repeat;
background-size: 50px, 130px, auto;
}
Now we want to have a background image on a website that covers the entire browser window at all times.
The requirements are as follows:
The following example shows how to do it; Use the html element (the html element is always at least the height of the browser window). Then set a fixed and centered background on it. Then adjust its size with the background-size property:
html {
background: url(img_flower.jpg) no-repeat center fixed;
background-size: cover;
}
The CSS3 background-origin
property specifies where the background image is positioned.
The property takes three different values:
The following example illustrates the background-origin
property:
#example1 {
border: 10px solid black;
padding: 35px;
background: url(img_flwr.gif);
background-repeat: no-repeat;
background-origin: content-box;
}
The CSS3 background-clip
property specifies the painting area of the background.
The property takes three different values:
The following example illustrates the background-clip
property:
#example1 {
border: 10px dotted black;
padding: 35px;
background: yellow;
background-clip: content-box;
}


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