Seattle Academy Culianry Club has a diverse group of students, all with different levels of Culinary experience. We strive to gain members by showing our community what we can cook!
All the members of SAAS Culinary Club have a deep passion of cooking. With the help of Mark Franco, we strive to learn how to run a food buisness and cook at the same time!
Our goal is to become one of the largest, most inclusive clubs at SAAS. We take members of all age and backgrounds and give them the knowledge and practice to be confident in their chef abilities.
For the grand opening of SAAS middleschool building, we made ice carvings of our SAAS logo and the SAAS Cardinal.
We did the concessions for the SAAS Speech Tournament held in the new middleschool building.


DfE enquiries
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
News story
The Department received 281 applications to set up a Free School from September 2012.
In a speech today, Education Secretary Michael Gove announced the numbers in the 2012 Free School applications round.
He said:
Our school system leaves children poorly prepared for the world we face. We have just suffered the worst financial crisis since 1929. Our economy is weighed down by a huge debt burden. Europe has major problems with debt and the euro. Meanwhile there is a rapid and historic shift of political and economic power to Asia and a series of scientific and technological changes that are transforming our culture, economy and global politics. If we do not have a school system that is adapting to and preparing for these challenges then we will betray a generation.
The highest-performing education systems are those where government knows when to step back. We want a school system in which teachers have more power and in which they are more accountable to parents - not politicians.
Our critics said it was impossible to open a school in little more than a year. Several will open this September. They told us that schools wouldn’t want to become Academies. They are converting at a rate of two every school day.
In the application round that was launched on 17 March 2011 and closed on 15 June 2011, the Department received 281 applications to set up a Free School from September 2012.
There were 37 applications to set up a University Technical College.
Of the 281 Free School applications received, the current analysis shows that
Of the 227 mainstream applications
Of the 227 mainstream applications
The percentage of applications from independent schools wishing to move into the state sector has decreased in this application round.
The percentage of schools characterising themselves as faith schools has also fallen
Recent research shows that, of the 32 groups that the Department is progressing
A Lower Super Output Area is made up of around 1,500 residents, surrounding the 32 Free Schools. This is judged to a reasonable reflection of the catchment size of many of the Free Schools.
Between 10 and 20 schools are expected to open this September, having taken little more than 15 months to set up from initial application. Previously, parent promoted schools could take up to nine years to set up from conception, and it took three years for the first 12 Academies to open.
The Secretary of State’s full speech can be found from the announcements section.
Further information about Free Schools can be found on the Department for Education’s website.
The first application window for Free Schools opened on 18 June 2010 and closed on 11 February 2011. 323 proposals were received from groups wishing to open Free Schools in 2011, 2012, and 2013. We are currently progressing 32 proposals. 24 of these groups are aiming to open in September 2011, with more than half of these expected to open this year.
The application process for 2012 was refined to learn from the best international systems and to make it simpler, more streamlined and more rigorous from the outset. Groups wishing to open mainstream and 16-19 Free Schools in 2012 (or 2013, in a small number of cases) could submit their applications from 16 May 2011 until 1 June 2011. Groups wishing to open Special or Alternative Provision Free Schools had until 15 June to submit.
Under the new process, all groups are required to submit more detailed application forms than those in the 2011 application window. This means that only groups that are strongly committed to opening a new school will apply. The application involves providing evidence of demand from local parents, detail on how the school would be run and in-depth information about the school’s ethos and curriculum. This level of detail was previously submitted at a later stage in the application process.
The more streamlined system is enabling the Department to quickly identify the strongest proposals from the very start. This is making the whole process of setting up new schools quicker, more effective and better value for money.
Successful groups who applied to open a mainstream or 16-19 Free School will be notified in September this year, after which they can start preparing to open their new schools. Groups who applied to open a SEN or alternative provision Free School will be notified in September whether they have progressed to the financial assessment stage.
University Technical Colleges (UTCs) are new schools like any other Free School. Applications were sought by the same deadline and are now being assessed by the Department. UTCs are sponsored by universities, local employers, and in some cases also by an FE college, and provide a technical education that engages young people and meets the needs of modern business.
[1] This figure is derived from the narrative text of application forms where proposers have described themselves as a teacher, parent or community group
[2] 22 of the 40 independent school applications came from a single chain of schools, so if that is excluded the percentage of applications from independent schools falls to 8%
[3] 22 of those applications came from a single chain of schools, so if that is excluded the percentage of applications characterising themselves as faith schools falls to 26%
[4] 65 applicants have indicated they are seeking designation as religious schools and to use faith-based admissions criteria, and the figure of 115 for last year is based on a judgement of the narrative text of application forms as no specific question on religious designation was asked.
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Published: 20 June 2011


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Earlier version information is not available.
[2011/09/02] 0.1e build 8
- * Added server name and modification to the main scoreboard whilst spectating
- * Added mini-scoreboard whilst spectating.
[2011/09/07] 0.1e build 9
- * Timestamps now detect if the system clock is 12/24 hour format
- * Fixed prediction errors for a bunch of emotes and special moves
- * Fixed RGB settings being lost after using /sabercolor and changing userinfo (Longest standing bug in JA++ ^^)
[2011/09/12] 0.1e build 10
- * Changed the registry string used to detect timestamp format (12/24 hour) as Vista did not have the one I was using
- * Fixed prediction errors for a bunch of emotes and special moves
- * Fixed saber color being reverted after using /sabercolor whilst having a base colour
- * Renamed /query to /japp_favsrv_query
- * Players no longer get an odd glow around them after charging a pistol shot
- * Saber blades are no longer invisible when using /cg_saberBladeStyle 1-5 and /cg_saberTrail 0
- * Smart Entities no longer hides players when you're in water
- * Scoping whilst taking damage to your shield will no longer constantly render your shield when you're scoped
- * Bryar pistol no longer shows the wrong firing animation, unless on a base/JA+ server
- * Spectating players whilst using True View will no longer leave their head invisible
- * Connecting to an invalid hostname whilst ingame will no longer send you to a black screen
[2011/09/30] 0.1e build 11
- * Fixed the timestamp format detection (12/24 hour) for optimised/final builds.
- * Fixed grapple visualisation for servers with slow grapple
- * Ingame profile customisation screen supports longer names
- * Announcements are no longer truncated, a line-feed is inserted
- * New chatbox line-wrapping improved, words won't be cut off
- * Stray colour escapes ('^') will no longer break line wrapping with the new chatbox
- * New saber blades (cg_saberBladeStyle) improved - no gap when rotating slowly
- * Smart Entities won't hide players if you zoom in with the Disruptor
- * Bryar pistol shooting animation fixed (again - was being corrected on JA+ servers)
- * Removed some bad shield styles
- * Force power selection no longer has weird bugs. Was a side effect of a syntax error I corrected.
[2011/10/04] 0.1e build 12
- * Grapple swing prediction improved (Regression introduced in 0.1e build 11)
- * amghost prediction improved when moving through clip brushes
- * +grapple is now an alias for +button12
- * Shields are visible on other players once again (Regression introduced in 0.1e build 10)
- * Fixed a prediction error when switching weapon whilst in a melee grapple.
- * Added prediction checks for all emotes listed in /aminfo
- * Added /showPlayerID to list the client numbers of everyone connected.
- * Added /pluginDisable to enable/disable certain features on JA+ servers. Not all are implemented.
- * Melee animation can optionally be replaced by something with your hands by your side.
- * Minor UI tweak, mini scoreboard name highlighting is aligned with the main background
[2011/10/06] 0.1e build 13
- * Improved favourite server manager (WIP - /japp_favsrv_query)
- * Improved amghost prediction - camera won't clip through invisible brushes you can walk through
- * Added flamethrower visualisation for mercs.
- * Added alternate dimension transparency
- * Fixed absurd dynamic light issue with vehicles
[2011/10/17] 0.1e build 14
- * Removed limitation on third person camera pitch (Was -80 <-> 80)
- * Fixed saber trail length scalars for cg_saberBladeStyle 0
- * Removed some saber visual styles (cg_saberBladeStyle)
- * Fixed dynamic glow texture size not being saved
- * Bypassed g_synchronousClients requirement to /record demos
- * Added cvar to hide/show sabers of dueling playing (cg_showDuelSabers)
- * List boxes (Server browser, model selection, saber selection) can now be scrolled through with the mouse wheel (Ideal stolen from Smod, sorry <3!)
- * Console can now be scrolled through with the mouse wheel
- * Multiple choice buttons (Texture detail, etc) can now be scrolled through with the mouse wheel
- * Optional speed trail when moving fast (Strafing) that changes colour with the speedometer (cg_strafeTrail)
- * Improved /japp_favsrv_query
- * Added menu for RGB saber selection
- * Added a whole lot to the setup menu (custom resolution, dynamic glow, shadows, fast sky, etc)
- * Added JA++ specific menus. SO MANY OPTIONS.
- * Edit fields in menus no longer leave insert/overstrike mode on
- * Entering something in the console without a preceding '/' or '\' will no longer send a chat command
- * Fixed chat messages being 'delayed' after changing cg_chatLines
- * Implemented scrolling through the new chatbox via mouse wheel or pgup/pgdn when you're chatting, or you can bind "scrollchat 0-1"
- * Added hidden skins (reborn/boss, imperial/officer, etc) to the character selection screen
[2011/10/30] 0.1e build 15
- * Forced a lower-limit on cg_hudChatW to avoid crashing
- * Implemented JK2 style rolls based on jp_cinfo serverinfo bit-values: 2, 4, 8. Controlled by jp_fixRoll 0-2 server-side.
- * Minor UI tweak to fix saber models spinning on the wrong axis in the out-of-game saber customisation menu. Regression introduced in 0.1e build 14
- * Improved cp_login security
- * Improved /japp_favsrv_query
- * Implemented /japp_favsrv_add
- * Implemented /japp_favsrv_list
- * Favourite servers are now stored upon closing JA
- * Ingame character selection menu now shows a preview of your selected model
- * Closing the ingame saber selection menu now shows the character selection menu
- * Spectators and bots are now clearly shown in the scoreboard
- * Horizontal position of "Ready" on the post-game scoreboard has been fixed, it was off the screen for a few versions
- * Reverted some changes to scoreboard text size and line height. 'Interleaved' scoreboard mode is small enough to fit 32 clients nicely.
- * Flame and electric sabers now use basejka saber visual style even with non-zero cg_saberBladeStyle
- * Ctrl-Backspace now clears the chat field
- * Added functionality for future chatbox improvements, including tabbed chatbox for private messages. Likely to be a JA++ server exclusive feature due to JA+/basejka * limitations
- * Added /togglewindowed to toggle the border on windowed mode display.
- * cg_hudFiles 1 now uses the cg_hud*** cvars
- * Lowered the number of lines shown on the basejka chatbox to match basejka (5, was 10)
- * Added cg_hudChatBGB for the brightness of the chatbox background (0.0 <-> 1.0)
- * Adjusted vertical position of the "killed by" message (Scoreboard will be redesigned in the future)
- * Reverted WIP flipkick code to avoid an animation issue
- * cg_saberTrail is now archived
- * Put the third person camera pitch restriction back in due to buggy interpolation when moving fast.
- * Grapple is now complete, apart from the hook model itself
[2011/11/18] 0.1e build 16
- * Implemented tabbed chatbox, Ctrl-(shift-)tab or Ctrl-mousewheel to scroll through tabs. 'channels' and private messages will use their own tab on servers that support it.
- * Implemented message notifications if you recieve a message on a tab you haven't selected
- * Graphical HUD now displays proper armor value (i.e. when you have > 100 armor)
- * Implemented JK2 gametypes (For JA++ servers)
- * Implemented movement key-press visualisation (cg_movementKeys - incomplete, won't work for demos or spectating)
- * Added the ability to change the console prompt character (cg_consolePromptChar - default ']')
- * Fixed third person mode being reset occasionally
- * Changed sound when scrolling through the some list boxes (Server browser, character selection)
- * Updated mouse position when scrolling through listbox items
- * Altered random taunt selector code to consider the original taunt
- * Implemented in-game server browser (Incomplete)
- * Increased max chatbox entries to 512 (Was 128)
- * Improved duel isolation for several events
- * Modified scoreboard size again. Also removes chat whilst scoreboard is up.
- * Fixed a prediction error after spectating somebody who is on a mover then switching to roaming mode
- * Chat will no longer roll up if you have scrolled up
- * Preliminary work on adding a cursor to the cgame key-catcher, for future use such as click-and-drag HUD editing, chatbox tab selection, scoreboard client interaction
- * Implemented ledge-grab, needs tweaking
- * Added a cvar to disable amghost prediction (cg_attemptGhostPredict)
[2012/05/27] 0.2 build 1
- * Improved ledge-grab engagement rules and movement speed inconsistencies
- * Added the ability to change the RGBA of the protection bubble (e.g. /cg_bubbleR 255)
- * Fixed a major vulnerability in serverinfo response packets that could crash clients who query the master server (I dub thee 'q3queryboom')
- * Fixed a major vulnerability where a malicious server could redirect connect attempts (I dub thee 'q3connjack')
- * Added support for chat filtering to differentiate between types of messages (specifically for JA++ servers)
- * Added jappvideomode command to allow alt-tab from fullscreen and remove borders on windowed mode
- * Removed Herobrine
- * Implemented cl_master cvar to choose the master server queried to obtain a list of servers
- * Implemented Lua scripting and plugin framework/API
- * Unlocked 'viewlog' cvar
- * Fixed camera position not updating if you fall down a hole and turn off cg_draw2D
- * Removed left-over debug messages (movementDir)
- * Fixed text drawn with a ^x colour code not fading consistently (Thanks to Sil)
- * Obituary messages and default model are now affected by the player's gender even if you don't have their model
- * Removed all references of "JA++" and "plugin" (See: forum announcement)
- * Improved client/server support hinting, removed all version sniffing
- * Disallowed invalid r_primitives values
- * Various engine bugs fixed
- * Added black sabers
- * Modified strafe trails, added a second style
- * Fixed an issue where head dismemberment would 'clone' the head mesh due to true-view controlling the visibility of that surface
- * ???
[2012/06/07] 0.2 build 2
- * Fixed a Com_Sprintf overflow warning message
- * Fixed ^8 and ^9 not colouring text 'properly' in the console
- * Added timestamps to console messages
- * Added the option for timestamps to show the map time instead of local time
- * Removed dynamic lights from black sabers
- * Fixed a bug where your second saber colour was being reset if your first saber colour was RGB
- * Improved the auto-map. I'm on a horse.
- * Added skins that were hidden or missing icons to the character selection menu. Not finished, I need to finish removing vehicles and other non-humanoid models.
- * Fixed potential crash issues with UU. UU is still not considered stable.
- * Added an automatic updater. Disable with japp_autoUpdate 0
- * Added a whole bunch of prediction improvements
- * Replaced black saber artwork with custom artwork, and added them to the saber customisation menu
[2012/06/10] 0.2 build 3
- * Minor fixes to the auto-updater
- * Minor fixes to black sabers
- * JPLua update, API docs posted on forums
- * Improved console timestamps to retain horizontal position across line-feeds
- * Added more saber customisation cvars for cg_saberBladeStyle 1
[2012/12/16] 0.3 build 1
- * Certain textures (weapon icons, etc) will be loaded at native resolution disregarding r_picmip
- * Removed clguntele. All similar commands will be implemented in Lua.
- * Any post-processing errors will disable the post-processing pass to avoid console spam.
- * Added a framework for rendering multiple views, akin to spectating multiple clients
- * Unknown female skins now show as Jan instead of Kyle
- * Drastically improved post-processing. More options for bloom, faster rendering, on-the-fly reloading.
- * Fixed chat bubble not showing up if you're meditating.
- * Added /mini command to minimise JA
- * Renamed japp_favsrv_query to serverstatus once again.
- * Removed cheat-protection from r_drawfog cvar
- * Added mapname to scoreboard header
- * Added an alternate scoreboard (cg_newScoreboard)
- * Fixed various bugs in existing scoreboard such as spectators not showing in team games.
- * 3 new fonts used in various places
- * Improved movement keys HUD when spectating someone. Also shows crouching now.
- * Added time to console
- * Removed cheat protection on a bunch of cvars, and made them save.
- * Improved duel isolation, items you can't pick up will be dim
- * Added japp_disableEngineHooks cvar to not use engine modifications for compatibility reasons, specifically with UU. A value of -1 disables all engine modifications.
- * Added strafe-helper from Smod (Credit to Sil)
- * Looping sounds (Force rage, absorb, speed) now follow their owners properly (Credit to Sil)
- * Fixed issue on map_restart where spectators were being rendered for a short time (Credit to Sil)
- * When dueling, non-dueling players will be unable to intercept your private messages by walking in-front
- * Added /fakegun to practice strafing in first person on weapon-disabled servers
- * Renamed cg_stats to cg_statsHUD. Recommend typing /cg_stats 0 to avoid basejka behaviour (console spam)
- * Crosshair names now fade properly (broken in basejka)
- * cg_noTaunt is now functional (broken in basejka)
- * Added cg_teamSabersRGB to control whether to see RGB sabers in team games (0 = use team colour, 1 = use RGB colour for other players, 2 = use RGB colour for everyone)
- * Added cg_forceAllyModel and cg_forceEnemyModel which use cg_forceModel as a master switch
- * Added cg_scorePlums 2 to show score plums when killing someone
- * Various fixes and improvements to UI code
- * Strafe trail no longer affects jetpack fuel on the HUD
- * cg_drawFPS 2 shows frametime in fractional msec
- * Colour codes no longer affect the chatbox width calculation which were splitting lines in half early
- * Added r_autoMapAngle to control the orientation of the automap camera
- * Added name tab-completion to the chatbox
- * Fixed an issue regarding intermission not being properly detected.
- * Added cg_forceSaber and cg_forceOwnSaber to override what saber you see yourself and other people using (VISUALLY ONLY)
- * Fixed ingame server browser "Get server info" button
- * Fixed basejka bug where vote strings were occasionally totally bogus. Also shows the votestring for unknown votes (e.g. ampoll, cointoss)
- * Fixed basejka issues leading to text on the server browser being cut short
- * Drastically improved "setup" menu
- * Huge amount of security and stability fixes in basejka code
- * Security issue regarding CVAR_SYSTEMINFO and fs_game directory traversal fixed
- * Added support for multiple master servers, defined by sv_master1-5 incase masterjk3.ravensoft.com goes down (Credit to eezstreet + Ensiform)
- * Temporarily removed the mini scoreboard
- * Temporarily removed auto-updater. Still checks for new versions but does not download.
- * Fixed poor JA+ SSF detection resulting in flamethrower not being used
- * Fixed world coord -> screen coord calculation on non-4:3 aspect ratios
- * Added subdirectories to demo player menu
- * Increased number of saber hilts loaded
- * Added inline chatbox commands/cvars + completion, controlled by /cg_chatCompletion
- * Added chat history, use arrows to scroll through recently sent messages
- * Fixed first person shield bug
- * Added cg_newFX bit-flag for various effect replacements (disintegration, disruptor fire, repeater alt-fire)
JPLua update v3
- * In preparation for server-side lua, all client-side JPLua files now exist in GameData/japlus/cl/*
- * Added cg_jplua cvar to enable/disable JPLua entirely.
- * Fixed bug in JPLua loader that led to certain folder names being incorrect
- * Removed player:GetGender() - all clientinfo is now a key/pair table from player:GetClientInfo()
- * Added player:GetLocation() - returns a string of the nearest target_location entity according to the server.
- * Modified JPLua global, it is now read-only and only contains an integer version number
- * Added RayTrace(start, size, end, skipEntity, mask) for collision testing
- * Added player:GetPosition(), player:GetAngles(), player:GetVelocity(), player:GetMaxAmmo([wp])
- * Started adding JPMath library
- * Added sanity checks to the Cvar API, shouldn't crash on non-existent cvars now
- * Added Serialisation API. Experimental.
- * Added JPLUA_EVENT_HUD listener, subsequently rewrote razhud and made it an optional plugin, not included in official releases
- * Added JPLUA_EVENT_CHATMSGSEND listener, to read and modify outgoing chat messages (NOT /say)
- * RegisterPlugin now accepts a third argument specifying the minimum JPLua version required
- * Modified font library
- * Added GetFPS, GetMapTime
[2013/03/30] 0.3 build 2
- * Added cg_drawCrosshairNames 2 to fade crosshair names. 1 = basejka behaviour
- * Fixed improper usage of cg_chatCompletion where any text preceded by '/' was being sent as a command, regardless of settings
- * Fixed concussion rifle not having a barrel model
- * Smooth first-person weapon animations
- * Time limit warnings now play multiple times in a match if timelimit is changed
- * Improved map load times.
- * Added cg_drawTimer 2 to count down when a timelimit is set
- * Added "simple flag" as cg_newFX bit-value 8
- * Added cg_scoreboardSkinIcons to show players' skins on the basejka scoreboard (cg_newScoreboard 0)
- * Map loading screen shows colours in names, and extended ASCII
- * Chat logs now show extended ASCII
- * Added say_team token replacement for health, armor, nearest pickup, recent pickup, nearest ally, current weapon, current time, location
- * Modified cvar setting, quotes are no longer necessary for setting a cvar's value with spaces (e.g. /cg_bubbleColour r g b a)
- * Added jetpack on/off prediction
- * Added r_mapOverbrightBits from Q3
- * Added ramp jumping to promode physics
- * Added framerate-independent physics if server allows it (jp_cinfo & 2097152)
- * Added cg_forceAllyColour and cg_forceEnemyColour, specified in "R G B" between 0-255. A blank value will disable this.
- * Fixed a case where cg_forceAllyModel/cg_forceEnemyModel was validating the skin based on teams.
- * Added cg_autoRecordDemo, bit-value of gametypes to record demos in. File name formatted as such: 2013-03-25_22-15-20_CTF_mp-ctf4_Raz0r
[2013, August]
- * Added bot_maxBots, bot_addDelay
- * Added cg_fovViewModel
- * Added japp_suicideDropFlag
- * Fix jp_cinfo not being set correctly on new sessions
- * Add replace_classname <classname>
- * Fix forcenext/forceprev not working
- * Improve OpenJK support, fix some math issues resulting in invalid wall-grab angles
- * Added "holy shit" award
- * Force client updates every g_forceClientUpdateRate msec
[2013, October]
- * Added native Linux support to client
- * Fix spawning vehicles crashing
- * Fix saberonly/weapondisable/forcedisable icons not showing in server browser
- * Fix spectating someone being disintegrated getting you stuck
- * Improve cg_smoothClients for local player
[2013, December]
- * Add JPLua ClientSpawn event
- * Merged amfreeze and amunfreeze
- * Added origin command
- * Add ability to specify x/y/z when spawning NPCs
- * Fix amtele not teleporting to previous telemark if no arguments are specified
- * Added ammap admin command
- * Make stun batons held by other clients audible
- * amtelemark with no arguments creates a named telemark (default_PlayerName)
- * Show userinfo string if a client fails validation
- * Added /saber command
- * Fix infostring corruption triggering userinfo validation
- * Added duel isolation to server
- * Optionally drain force points when empowered (japp_empowerDrain)
- * Fix g_privateDuelHealth/g_privateDuelShield having no effect on the challenger
- * Add japp_crashHandler to disable crash handler
- * Fixed Jedi Master getting stuck in scope when picking up the saber
- * Added more information to aminfo regarding saber settings
- * Disallow grapple hook when attacking or dueling
- * Added messageModeAll/messageModeTeam/messageModeWhisper to use new chatbox code, including tab-completion of player names
- * Convert telemark file to JSON format.
- * Added JK2/JA+ style flipkick
[2014, January]
- * Fixed server hitch on spawns after very long uptime (due to framerate-independent force regen)
- * Adjust forcepower validation
- * Fixed NPC jumping not working on Linux
- * Made flipkick and force lightning damage more consistent
- * Fixed infinite weapon charge glitch
- * Added japp_allowBusyAttack to prevent attacking when swapping weapons
- * Fixed force regen bug with saber throw
- * Fixed demo list memory corruption
- * Added japp_slapDistance
- * Added ui_showMissingSkins
- * Fixed bots not attacking
- * Fixed userinfo validation counting values as unique keys
- * Fixed crucial game-breaking bug where /wrists was not producing the expected results.
- * Added japp_improveYellowDFA to match JA+
- * Added ability to disable special saber moves on server and client (japp_noKata, japp_noDFA, japp_noButterfly, japp_noStab or /pluginDisable)
- * Added floating names above player heads when spectating
- * Fixed saber lock crash
- * Added ignore command
- * Added amrename admin command
- * Added amlockteam admin command
- * Added more information to japp_version cvar
- * Added japp_vq3physics for Quake 3 physics
- * Fixed lua_reload reloading files from wrong directory
- * Fixed crash logger using wrong version string in error
- * Fixed aminfo crashing
- * Fixed japp_promode not working on the first session
- * Fixed chatbox not opening again after pressing escape
- * Upgraded Lua to 5.2.3
- * Added rank property to admin accounts (+ japp_passRankConflicts)
- * Fixed crash in ClientDisconnect
- * Log client renames
[2014, February]
- * Added Lua<->JSON serialiser for plugins
- * Fixed DrawPic crashing
- * Improve chatbox handling
- * Added /team scoreboard support to client
- * Move log file location, improve timestamps
- * Added accurate loading bar to map load screen
- * Added shield damage notifications to japp_damageNotifications
- * Added ability to disable weapon pulling (japp_allowWeaponPull, default 1)
- * Added g_forceRegenTimeDuel to control force power regeneration in private duels
- * Fixed picmip being applied to more textures that didn't need it
- * Merge some client and server JPLua functionality
[2014, March]
- * Fixed bots triggering userinfo validation
- * Fixed bots taking up client slots when failing connection
- * Added version information to loading screen
- * Reverted cvar defaults to match base
- * Fixed japp_spawnWeaps not giving enough ammo
- * Added japp_instagib
- * Added japp_allowVoiceChat to allow voice chat in non-team gametypes
- * Fixed amtele crashing
- * Made client name matching (for admin commands, etc) case-insensitive
- * Fixed several crashes when checking for admin permissions
- * Added cg_crosshairColour, cg_crosshairLerp, cg_crosshairTint
- * Fixed shader remapping
- * Fixed JPLua plugin loading differing between Windows/Linux and inside/outside of PK3s
- * Added emotes: amatease, amharlem
- * Fixed some crashes in SP maps
- * Added g_debugMelee 2 to match JA+
- * Fixed JPLua cvars sometimes becoming corrupted
- * Added japp_readyThreshold
- * Fixed gunprotect not working
- * Fixed ampoll being denied instantly
- * Fixed bans not working - mask was being applied incorrectly, permanent bans were being treated as expired
- * Fixed saber activation sound being played when saber hits a wall
- * Fixed bandel removing all bans
- + Added date + version to scoreboard
- * Fix cg_autoRecordDemo not using local time
- + Show more information in banlist command
- * Fix viewmodel fov not being aspect-corrected
- * Fix crash in scoreboard code
- + Made cg_simpleItems control the size of the icons
- * Fixed some JPLua plugins being loaded twice
- + Allow amslay -1
- * Fix executing admin commands on spectators
- * Fix legacy grapple hook not working
- * Fix shield not showing on other players when in first-person
- * Don't show fullbody push blur when in first-person
[2014, April]
- * Don't show client names when spectating if they're too far away
- * Adjusted cvar defaults to match basejka
- * Make all timestamps use local time
- * Fix old scoreboard showing incorrect lines at the top
- * Stop chat protection taking effect when in duels
- * Disallow /saber command when dueling, saber is busy, or would fail due to userinfo spam
- * Fix NPC jump heights
- + Show more maps in the menu listing
[2014, May]
- * Fix some NPC scripts not executing
- + Don't open the profile menu when playing back a demo
- * Fix screen tints (protect/absorb/lava/water) being far too opaque
- + Allow pasting text into menu fields
- * Fixed teamtask validation denying newer OpenJK clients
- + Added japp_mercInfiniteAmmo
- * Improve handling of gender for unknown models
- + Added logging to admin commands. Stored in logs/sv/admin.log
- * Fix memory corruption with NPCs causing the server to randomly add bots
- + Add support for multiple master servers in the menu. Requires OpenJK
- + Add g_logItemPickup to log when an item is picked up, or avoid log spam
- * Fix grapple showing up as white
- * Fix grapple being deactivated when swinging saber. Still deactivates when performing a special move
- + Added check for duplicate names
- * Fix flipkicks
- + Added /jetpack command and japp_allowJetpack cvar (bit-flag of gametypes that /jetpack is allowed in)
- * Fix colour bleeding on FPS counter/map timer
- * Improved forced enemy/ally models
- + Added new TDM scoreboard
- * Fix cg_drawSpectatorNames interfering with crosshair targeting
- * Fix "Following" text always showing up in spectator mode
[2014, June]
- * Fix a crash on map load
- + Added SP-style cartwheel (japp_allowSPCartwheel / pluginDisable 13)
- + Added jp_gripSpeedScale
- + Added spawnvar support to amspawn command
- + Added japp_allowPushPullKnockdown
- + Allow comboing force absorb + protect with japp_allowForceCombo
- + Added japp_gripHolsterSaber to automatically holster saber when being gripped
- * Don't show net on the scoreline in CTF/CTY gametypes
[2014, August]
- + Added g_debugTrace to visualise where unlagged traces occur
- * Don't allow frozen players to kill themselves
- * Fixed duplicate name checks breaking when reconnecting
- + Added a message to players getting slapped
- * Adjust scoreboard spacing to accommodate for longer names
- * Fix countdown map timer display when past timelimit
- + Made telemarks only visible to admins. Requires OpenJK server
- * Fix falling to death not ending duels
- * Improved entering/leaving emotes
- * Add toggleAllowVote server command to tweak g_allowVote values
- + Scroll faster in listboxes when holding control
- + Added SP weather support
- + Added support for showing force-sight map surfaces
- + Added some SP NPCs
- + Added /pluginDisable option for basejka grapple
- + Added emotes: amaimgun, amatease, ambreakdance, amcower, amdance1-3, amfabulous, amharlem, amheal, amhello, amhips, amkneel, amneo, amnod, amradio, amshake, amshovel, amsmack1-2, amstepback, amsuggest, amsurrender, amwait
- * Fix duel isolation regarding melee kicks and radius damage
- * Fix chat protection regarding melee kicks and radius damage
- * Split up japp_saberSystem 1 into japp_saberTweaks bit value
- * Added chat protection for melee kicks
- * Added duel isolation and chat protection for radius damage
- * Only set gender once per frame
- * Fixed crash regarding chat protection/duel isolation on non-player entities
- * Adjusted saber damage during wind-up/return animations
- * Added "free" team option for am(un)lockteam
- + Added japp_duelStats to show hp/armor, duration and number of hits
- * Tweak saber blocking
- * Improved /give command
- * Fixed fast team switch exploit
- * Remove grapple hook when slapped or frozen
- * Fixed up some cg_smoothClients behaviour to help camera angles
[2014, September]
- * Fixed ampsay -1 showing a warning
- + Added japp_spawnActivateSaber
- + Added say_team_mod with mode for team and admin chat
- * Stop melee grapple affecting dueling players
- + Added error messages to player banning
- * Fixed amsilence not working if the player switches teams
- * Allow teleporting to higher-ranked admins
- * Improved forcepowers validation, added more error messages
- * Fix obscure bug in saber collision code where the blade position was not being reset properly
- + Added japp_saberBlockChance(Min/Max) to control the blocking chance.
- * Fix team command always setting players to spectator, regression introduced by forcepowers improvements
- + Added amweather admin command
- + Added amkiss and amhug
- * Fixed a server crash related to grapple
- * Fixed teamed entities not working (e.g. paired doors opening together)
[2014, October]
- + Added japp_saberBlockStanceParity to change the difference between stances for blocking chances
- + Added japp_saberBlockChanceScale to scale the overall chance of saber blocking
- * Allow removing telemarks by ID
- * Fix saber deflection when toggling second blade
- * Rename japp_allowAnyGametype to japp_ammapAnyGametype
- + Added japp_fixRoll like JA+'s jp_fixRoll
- + Added japp_hookDebouncer to delay shooting grapple hook for x milliseconds
- * Replace amfreeze with amsleep (also amwake, gunfreeze, gunwake)
- * Fix grapple hook release issue
- * Fix infinite jetpack in duel exploit
- * Fix vehicles tending toward angle 0
- * Fix dual/staff saber collision box not being correct
- + Added japp_voteMapAnyGT
- * Removed >= 8msec restrction on pmove_msec
- * Fixed CPM physics double-jump height
[2014, November]
- * Don't require a name userinfo field (japp_validateUserinfo), Padawan will be used automatically
- + Added support for JA+ style _holes.cfg reading for invisible walls
- * Adjust wallrun behavior to match JA+
- + Added japp_itemPush to push items with force
- + Added feedback for admin banning (success/fail)
- + Admin logins persist across map change
- * Rewrote session code to write to JSON files instead of cvars
- + japp_amrenameTime so renamed players can't rename for a specified time
- * Fix some session code fixing team setting, spawn players in spectator team properly
- + Track the empowered, merced, silenced and slept state of clients across map changes
- + Added amentlist command
- * Renamed amspawn/amunspawn to amentspawn/amentremove
- + Allowed amentremove to remove entities based on ID
- * Fixed amsleep and emotes expiring
- * Fixed amlisttele not showing anything after a certain amount of telemarks
- + Allow /ignore -1
- * Rename japp_removeOldMines to japp_removeOldExplosives and optionally remove limit on detpacks
- + Added centerprint announcement for duel winner
- * Allow changing saber when in air
- + Added amentremove -1 to remove all custom entities
- * Preserve nextmap setting when ammap is used
- * Print ampsay results to console, always relay to the sender
- * Fix NPC targetname being broken some time ago
- * Award point to other player if you self-kill after being attacked
- + Added say_team_mod centerprint
- + Allow line-breaks in ampsay (\n)
- - Removed cg_attemptGhostPredict
- + Added japp_ghostTouchTriggers (default: 1) so ghosted players can activate doors and pick up items
- + Added japp_antiWallhack for experimental anti-wallhack code against mind trick/ghost, requires OpenJK dedicated server
[2014, December]
- * Stop slept players being woken up by duel challenges
[2015, January]
- + Added emotes ambeg, amsit1, amsit2, amsit3, amsit4, amsit6, amkneel2, amstand
- * Fixed Siege bug where cvar system was being exhausted causing fatal errors
- * Fix duel end print being garbage
[2015, February]
- * Fixed amweather clear
- + Added /playertint command to server
- + Added amremap
- + Added amgrant
- + Added protection from elevator glitches while in duel
- + Added japp_AllowWeaponWallRun
- + Added japp_instantForceSwitch
[2015, March]
- + Added japp_adminEffectType + japp_adminEffectDuration for admin login effects
- + Added japp_slayDismember
- + Added amgive to give weapons/force/ammo
- * Fixed amslap waking players
- * Fixed admin log leaking a file handle
[2015, April]
- + Added japp_reserveEntitySlots so item pickups don't show the wrong icon
- * Fix MD5 hashing not working
- + Added saber-tweak value for nerfing roll-stab
[2015, May]
- + Added japp_duelActivateSaber
- + Added pluginDisable value to disallow annoying emotes (amkiss, amhug)
[2015, July]
- + Added queue for centerprints
- + Added custom admin messages (strings.json)
[2015, July]
- + Added queue for centerprints
- + Added custom admin messages (strings.json)
[2015, August]
- + Added emotes amhiltthrow1, amhiltthrow2, ambreakdance, ambreakdance2, amdie, amdie2, amfinishinghim, amnoisy, ampower, sleep, amvictory, amwon
[2015, September]
- + Added japp_ratioFix to adjust HUD elements for widescreen aspect ratio
- + Added cg_queueCenterprint
- + Added cg_drawScoresNet
- * Improved cg_smoothClients for local player
[2015, October]
- + Added (c)g_jpluaAutoload to control which plugins to place (e.g. "0", "1", or "razhud mystats plugin3")
- + Added lua_disable, lua_enable, lua_list
- * Fix Ghoul2 related crash that happened on some platforms
- * Fixed retail jamp.exe support
- * Fix some (Siege) voice chat bugs
- + Added clickable URLs to chatbox
- + Added japp_preciseFonts (requires OpenJK)
- * Fixed widescreen aspect-ratio correction for most HUD elements
- * Fix crash + exploit related to selected force powers with modified clients
[2015, November]
- + Added support for JA+ spin kicks (japp_allowSpinkicks on server)
- + Added japp_kickTrace (more accurate melee kick collisions)
- + Added more diagnostics to entspew (fatal error when >= 1022 entities spawned)
- * Fix grapple hook being fired (or not released) during an attack
- * Fixed flying vehicles not being able to lean left or right
- + Allow amkiss 'victim' to slap kisser with force push
- * Fix placed misc_bsp causing issues, bug introduced recently
[2015, December]
- * Disable cg_drawRewards if no assets are found
- * Fix server crash when using amkick, bug introduced recently
- + Added japp_saberTweak value 256 to never used location-based damages for sabers
- + Remove limit on custom species, fixes crash with certain customisable skins
- * Fix some more widescreen ratio alignments for HUD (japp_ratioFix)
- + Added insert/overstrike support to new chatbox.
- * Changed new chatbox cursor to vertical bar
- * Fix saber trails of certain moves never fading, drastically lowering FPS. Bug was introduced recently
- * Fix animations for spin kicks with staff saber
- + Added WIP mini scoreboard as cg_drawScores 2
- + Added japp_sortScoreStyle to sort score by kills, net, kdr, kpm, clientNum
[2016, January]
- * Normalised some more CGame font rendering - "server is changing maps" and "connection interrupted"
- + Added tab-stop to bad chars checked with USERINFO_VALIDATION_CONTROLCHARS
- * Removed cheat-protection on d_saberAlwaysBoxTrace, d_saberBoxTraceSize, d_saberGhoul2Collision, d_saberInterpolate, g_allowNPC, g_saberRestrictForce
- + Added japp_showNextMap which will attempt to decipher mapcycles
- + Added chatbox key handlers for Ctrl-Home and Ctrl-End to scroll to the first and last messages respectively
- + Added cg_predictGrapple to enable/disable grapple hook prediction.
[2016, March]
- + Added ammindtrick
- + Added japp_corpseRemovalTime
- * Fixed crosshair disappearing when looking at bmodel entities
- + Added japp_instantSaberSwitch
- * Fix rocket lock bug when sleeping players
- + Added full-force duels
- + Added ability to execute some admin commands from server console
- * Fixed some amsleep bugs
- + Added grapple hook swinging animations
- * Fixed new chatbox not preserving colours for messages that span multiple lines
- + Added *.tk domain to chatbox URL list
[2016, April]
- + Added slapping animation to prevent amkiss (force_throw)
- * Improve chatbox URL matching to support any prefix
- * Show the right chat colour on the input line based on global, team and whisper modes
- + Added ability to click in the chatbox input line to move the cursor
[2016, May]
- * Fixed chatbox tab-completion not preserving the previously used colour
- * Load "hacking" icon for (T)FFA, it's used in map modding
- * Load Power Duel icons for (T)FFA, it's used on the new scoreboard
- * Fix score_line HUD element not being right-aligned (was overlapping HUD)
- + Added interpolation / extrapolation value to lagometer to assist cl_timeNudge setting
- * Fix case where chatbox URLs were not aligned properly when using timestamps
- + Added viewmodel swaying via: cg_gunMomentumEnable, cg_gunMomentumDamp, cg_gunMomentumInterval, cg_gunMomentumFall
- * Match new chatbox defaults more closely to base
- * Removed cg_chatboxLineHeight (unused), fixed chatbox tabs being broken
[2016, June]
- + Ammo pickups only spawn if a useable non-melee weapon is enabled via g_weaponDisable
- + Added infinite ammo in duels
- * Default japp_unlagged to 0
- * Fixed amdropsaber duplicating sabers
- + Added japp_allowDropSaber
- * Fixed merced players not retaining items/weapons properly across spawns
- * Flipkicking no longer affects protected/invulnerable players
- * Fix cg_predictGrapple when there are dropped sabers
- * Fix camera pitch restriction not letting you look directly up/down
- * Improve viewmodel sway
- + Added support for JA+ style ui_modSay/chat menu
- + Allowed second argument in cg_forceOwnSaber/cg_forceEnemySaber to control second saber


The API is disabled or calls are set to be unauthenticated. To enable the API and authenticated calls please do the following Change api_enabled to true in the searchcode.properties file Change api_key_authentication to true in the searchcode.properties file
Once enabled generate a key for Kuona and enter the public key below
Click add to save settings.


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| SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object | +--marf.MARF
Class MARF
Implements a so-called MARF server.
Provides basic recognition pipeline and its configuration.
$Header: /cvsroot/marf/marf/src/marf/MARF.java,v <IP_ADDRESS> 2003/02/16 17:48:48 mokhov Exp $
| Field Summary | |
static int |
BANDPASS_FFT_FILTER
Indicates to use bandpass filter |
private static boolean |
bDumpSpectrogram
Indicates whether or not to dump a spectrogram at the end of feature extraction |
private static boolean |
bDumpWaveGraph
Indicates whether or not to dump a wave graph |
static int |
CEPSTRAL
Indicates to use cepstral analysis |
static int |
CHEBYSHEV_DISTANCE
Indicates to use Chebyshev distance for classification |
static boolean |
DEBUG
Debug flag. |
static int |
DUMMY
Indicates to use Dummy preprocessing module (just normalization) |
static int |
ENDPOINT
Indicates to use endpointing |
static int |
EUCLIDEAN_DISTANCE
Indicates to use Euclidean distance for classification |
static int |
F0
Indicates to use F0 |
static int |
FFT
Indicates to use FFT |
static int |
HIGH_FREQUENCY_BOOST_FFT_FILTER
Indicates to use filter boosting high frequencies |
static int |
HIGH_PASS_FFT_FILTER
Indicates to use high pass FFT filter |
private static int |
iClassificationMethod
Indicates what classification method to use in the pipeline |
private static int |
iCurrentSubject
ID of the currently trained speaker |
private static int |
iFeatureExtractionMethod
Indicates what feature extraction method to use in the pipeline |
private static int |
iPreprocessingMethod
Indicates what preprocessing method to use in the pipeline |
private static int |
iSampleFormat
Indicates what sample format is in use |
static int |
LOW_PASS_FFT_FILTER
Indicates to use low pass FFT filter |
static int |
LPC
Indicates to use LPC |
static int |
MAHALANOBIS_DISTANCE
Indicates to use Mahalanobis distance for classification |
private static int |
MAJOR_VERSION
Indicates major MARF version, like 1.x.x |
static int |
MARKOV
Indicates to use Hidden Markov Models for classification |
static int |
MINKOWSKI_DISTANCE
Indicates to use Minkowski distance for classification |
private static int |
MINOR_VERSION
Indicates minor MARF version, like 1.1.x |
static int |
MP3
Indicates MP3 incoming sample file format |
static int |
NEURAL_NETWORK
Indicates to use Neural Network for classification |
private static Classification |
oClassification
Internal Classification reference |
private static FeatureExtraction |
oFeatureExtraction
Internal FeatureExtraction reference |
private static ModuleParams |
oModuleParams
Stores module-specific parameters in an independent way. |
private static Preprocessing |
oPreprocessing
Internal Preprocessing reference |
private static Result |
oResult
Stores the result of classification |
private static Sample |
oSample
Internal Sample reference |
private static SampleLoader |
oSampleLoader
Internal SampleLoader reference |
static int |
RANDOM_CLASSIFICATION
Indicates to use random classification |
static int |
RANDOM_FEATURE_EXTRACTION
Indicates to use random feature extraction |
private static int |
REVISION
Indicates MARF revision, like 1.1.1 |
static int |
SEGMENTATION
Indicates to use segmentation |
static int |
STOCHASTIC
Indicates to use stochastic models for classification |
private static java.lang.String |
strFileName
Indicates current incoming sample filename |
private static java.lang.String |
strSamplesDir
Indicates directory name with training samples |
static int |
ULAW
Indicates ULAW incoming sample file format |
private static int |
UNSET
Value indecating that some configuration param is not set. |
static int |
WAV
Indicates WAV incoming sample file format |
| Constructor Summary | |
private |
MARF()
Must never be instantiated or inherited from... |
| Method Summary | |
static void |
debug(java.lang.String pstrMsg)
Outputs param to STDERR if DEBUG is enabled |
static Classification |
getClassification()
Retrieves current Classification reference |
static int |
getClassificationMethod()
Gets classification method to be used |
static java.lang.String |
getConfig()
Returns a string representation of the current MARF configuration |
static int |
getCurrentSubject()
Gets ID of a subject currently being trained on |
static boolean |
getDumpSpectrogram()
Whether spectrogram wanted or not |
static boolean |
getDumpWaveGraph()
Whether wave graph wanted or not |
static FeatureExtraction |
getFeatureExtraction()
Retrieves current FeatureExtraction reference |
static int |
getFeatureExtractionMethod()
Gets currently selected feature extraction method. |
static int |
getIntVersion()
Returns an integer representation of the MARF version |
static ModuleParams |
getModuleParams()
Gets module-specific parameters an application programmer passed on to the module |
static Preprocessing |
getPreprocessing()
Retrieves current Preprocessing reference |
static int |
getPreprocessingMethod()
Gets currently selected preprocessing method. |
static Result |
getResult()
Gets the entire Result object |
static Sample |
getSample()
Retrieves current Sample reference |
static java.lang.String |
getSampleFile()
Obtains filename of a sample currently being processed |
static int |
getSampleFormat()
Gets input sample file format |
static SampleLoader |
getSampleLoader()
Retrieves current SampleLoader reference |
static java.lang.String |
getVersion()
Returns a string representation of the MARF version |
static int |
queryResultID()
Queries for the final classification result |
static void |
recognize()
Recognition/Identification mode |
static void |
setClassificationMethod(int piClassificationMethod)
Sets classification method to be used |
static void |
setCurrentSubject(int piSubjectID)
Sets ID of a subject currently being trained on |
static void |
setDumpSpectrogram(boolean pbDump)
Indicates whether spectrogram is wanted as an output of a FeatureExtraction module |
static void |
setDumpWaveGraph(boolean pbDump)
Indicates whether wave graph is wanted as an output |
static void |
setFeatureExtractionMethod(int piFeatureExtractionMethod)
Sets feature extraction method to be used |
static void |
setModuleParams(ModuleParams poModuleParams)
Sets module-specific parameters an application programmer wishes to pass on to the module |
static void |
setPreprocessingMethod(int piPreprocessingMethod)
Sets preprocessing method to be used |
static void |
setSampleFile(java.lang.String pstrFileName)
Sets input sample file name |
static void |
setSampleFormat(int piSampleFormat)
Sets input sample file format |
static void |
setSamplesDir(java.lang.String pstrSamplesDir)
Sets directory with sample files to be read from |
private static void |
startRecognitionPipeline()
The core processing pipeline |
static void |
streamedRecognition()
Meant to provide implementation of the buffered sample processing for large samples. |
static void |
train()
Training mode |
| Methods inherited from class java.lang.Object |
|
| Field Detail |
public static boolean DEBUG
if is set to true
, prompts debug() method to output to STDERR
private static final int UNSET
public static final int DUMMY
public static final int HIGH_FREQUENCY_BOOST_FFT_FILTER
public static final int BANDPASS_FFT_FILTER
public static final int ENDPOINT
public static final int LOW_PASS_FFT_FILTER
public static final int HIGH_PASS_FFT_FILTER
public static final int LPC
public static final int FFT
public static final int F0
public static final int SEGMENTATION
public static final int CEPSTRAL
public static final int RANDOM_FEATURE_EXTRACTION
public static final int NEURAL_NETWORK
public static final int STOCHASTIC
public static final int MARKOV
public static final int EUCLIDEAN_DISTANCE
public static final int CHEBYSHEV_DISTANCE
public static final int MINKOWSKI_DISTANCE
public static final int MAHALANOBIS_DISTANCE
public static final int RANDOM_CLASSIFICATION
public static final int WAV
public static final int MP3
public static final int ULAW
private static Sample oSample
Sample
referenceprivate static SampleLoader oSampleLoader
SampleLoader
referenceprivate static Preprocessing oPreprocessing
Preprocessing
referenceprivate static FeatureExtraction oFeatureExtraction
FeatureExtraction
referenceprivate static Classification oClassification
Classification
referenceprivate static final int MAJOR_VERSION
private static final int MINOR_VERSION
private static final int REVISION
private static int iPreprocessingMethod
private static int iFeatureExtractionMethod
private static int iClassificationMethod
private static int iSampleFormat
private static int iCurrentSubject
private static java.lang.String strFileName
private static java.lang.String strSamplesDir
private static Result oResult
private static ModuleParams oModuleParams
private static boolean bDumpSpectrogram
private static boolean bDumpWaveGraph
| Constructor Detail |
private MARF()
TODO: The server part
| Method Detail |
public static final void setPreprocessingMethod(int piPreprocessingMethod)
piPreprocessingMethod
- one of the allowed preprocessing methodspublic static final int getPreprocessingMethod()
public static final void setFeatureExtractionMethod(int piFeatureExtractionMethod)
piFeatureExtractionMethod
- one of the allowed feature extraction methodspublic static final int getFeatureExtractionMethod()
public static final void setClassificationMethod(int piClassificationMethod)
piClassificationMethod
- one of the allowed classification methodspublic static final int getClassificationMethod()
public static final void setSampleFormat(int piSampleFormat)
piSampleFormat
- one of the allowed sample formatspublic static final int getSampleFormat()
public static final void setSampleFile(java.lang.String pstrFileName)
pstrFileName
- string representing sample file to be readpublic static final java.lang.String getSampleFile()
public static final void setSamplesDir(java.lang.String pstrSamplesDir)
pstrSamplesDir
- string representing directory namepublic static final void setModuleParams(ModuleParams poModuleParams)
poModuleParams
- parameters' instancepublic static final ModuleParams getModuleParams()
public static final void setDumpSpectrogram(boolean pbDump)
pbDump
- true
if wanted, false
if notpublic static final boolean getDumpSpectrogram()
true
if spectrogram being dumped, false
otherwisepublic static final void setDumpWaveGraph(boolean pbDump)
bDump
- true
if wanted, false
if notpublic static final boolean getDumpWaveGraph()
true
if graph wanted being dumped, false
otherwisepublic static final void setCurrentSubject(int piSubjectID)
piSubjectID
- integer ID of the subjectpublic static final int getCurrentSubject()
public static final java.lang.String getVersion()
public static final int getIntVersion()
public static final java.lang.String getConfig()
public static final Sample getSample()
Sample
referencepublic static final SampleLoader getSampleLoader()
SampleLoader
referencepublic static final Preprocessing getPreprocessing()
Preprocessing
referencepublic static final FeatureExtraction getFeatureExtraction()
FeatureExtraction
referencepublic static final Classification getClassification()
Classification
referencepublic static final int queryResultID()
public static final Result getResult()
public static final void recognize() throws MARFException
MARFException
- public static final void train() throws MARFException
MARFException
- private static final void startRecognitionPipeline() throws MARFException
MARFException
- public static final void streamedRecognition()
public static final void debug(java.lang.String pstrMsg)
pstrMsg
- message to output.
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print <fname>
If a GrADS metafile has already been opened with the enable print
command, then the print
command copies the contents of the current display into the metafile.
If a GrADS metafile is not open, then the print
command will create an encapsulated postscript (EPS) file based on the contents of the current display. The optional argument fname
is the output filename (grads.eps
by default).
For additional guidance on how to use the print command to create a GrADS metafile, see the notes in the documentation page for enable print
.
Using the print
command without opening a metafile first is essentially a quick shortcut for creating an EPS file from within GrADS. It allows the user to skip the steps of creating the GrADS metafile and invoking the external utility gxeps
. However, using this shortcut means there can only be one image per file, and none of the options available when invoking gxeps
directly can be used -- you get the default behavior of gxeps
and are only allowed to specify the output filename.


About us
IWSC Drc Chapter focuses on building work culture and flourishing innovation among drc students by providing a common platform to connect students of various departments having common interests,so as to help them to upgrade their skills. It is an interactive network where students get to know more about their college,college students and their stories,alumni,culture and traditions of the college.
Radhika Bansal
Team Lead
Aaryani Dogra
Team Lead


Fork me on GitHub
DOM Clock (experiment, beta)
domclock.js
No canvas, no svg, only DOM-elements
Standard clock
Digital clock


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This case study has been submitted for publication at the 7th International Conference on Computational Models of Argument.
A link to the final version of the paper will be published as soon as it becomes available.
An example implementation using MDEOptimiser can be found in this repository.
Introduction
Persuasion is the task of inducing the acceptance of a belief in other agents. A political speech is an example of persuasion, in which the politician attempts to persuade the public that their party is the one to vote for at the next election.
In this case study we show a one-to-many persuasion setting, where a single persuader broadcasts arguments to a multi-party audience with the aim of convincing them of some goal argument. Since each individual audience member reasons with its own set of personal knowledge (which we assume is known to the persuader) any particular set of persuader arguments may be convincing to some audience members but not others, and so the persuader must carefully select which arguments it should assert in order to maximise the number of audience members it convinces.
This is a challenging problem because of the number of potential solutions and the number of audience members to evaluate against: to exhaustively explore the solution space, for each subset of the persuader’s arguments one must consider each audience member and determine whether it would be convinced by those arguments.
To efficiently determine the arguments the persuader should assert, i.e., its strategy, we specify the problem using search-based model engineering.
By representing the persuasion setting as a meta-model (a schema describing the structure of valid solutions), we can apply evolutionary search to a find a near-optimal strategy for the persuader that maximises the number of convinced audience members.
Implementation
In the figure above, we show a metamodel of this problem. The goal of this problem is to find a strategy that is effective and efficient. We have specified this problem both as a single-objective and multi-objective problem.
In the single-objective case we are only measuring the effectiveness. While in the multi-objective case we are measuring both effecitiveness and efficiency.
In the figure below, we show an implementation of the case study using our DSL.


If you don't see any popup test-reports on the page, please check that you've got the JavaScript supprot switched on in your browser. If you see any erros/warnings, please submit them as a bug-report on the oficial site of the project http://testcase.rubyforge.org we will gladly fix them for you. ;)


This tests pasting a table to replace some text. It demonstrates two bugs: 1) selecting a table without also selecting the line break after programmatically is impossible when its followed by a div because of the way DOM positions are mapped to visible positions, 2) pasting content that ends in a table places the caret in the last table cell instead of after the table, so the interchange newline is placed in the last table cell and not after the table.
| one | two |


| Included Services - Summary |
| Shape |
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of all
Shapes.
|
| LineProperties |
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering a Line.
|
| ConnectorProperties |
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering connector.
|
| ShadowProperties |
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering a shadow.
|
| Text |
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of an optional
text inside a Shape.
|
| RotationDescriptor |
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of an optional
rotation and shearing for a Shape.
This service is depricated, instead please use the
Transformation
property of the service Shape.
|
| Properties' Summary |
XShape
StartShape |
this property either holds the shape that the start point of this
connector is connected to, or is empty when the start point of the
connector is not connected to a shape.
|
long
StartGluePointIndex |
this property holds the index of the glue point the start point of
this connector is glued on.
|
::com::sun::star::awt::Point
StartPosition |
this is the position of the connectors start point in 100th/mm. For
unconnected start points you can get and set the position. For
connected start points you can only get the position.
|
XShape
EndShape |
this property either holds the shape that the end point of this
connector is connected to, or is empty when the end point of the
connector is not connected to a shape.
|
::com::sun::star::awt::Point
EndPosition |
this property holds the index of the glue point the end point of
this connector is glued on.
|
long
EndGluePointIndex |
this is the position of the connectors end point in 100th/mm. For
unconnected end points you can get and set the position. For
connected end points you can only get the position.
|
long
EdgeLine1Delta |
This property contains the distance of line 1.
|
long
EdgeLine2Delta |
This property contains the distance of line 2.
|
long
EdgeLine3Delta |
This property contains the distance of line 3.
|
| Included Services - Details |
Shape
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of all
Shapes.
|
|
LineProperties
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering a Line.
|
|
ConnectorProperties
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering connector.
|
|
ShadowProperties
- (referenced entity's summary:)
- This is a set of properties to describe the style for rendering a shadow.
|
|
Text
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of an optional
text inside a Shape.
|
|
RotationDescriptor
- (referenced entity's summary:)
- This abstract service specifies the general characteristics of an optional
rotation and shearing for a Shape.
This service is depricated, instead please use the
Transformation
property of the service Shape.
|
|
| Properties' Details |
StartShape
XShape StartShape;
- Description
- this property either holds the shape that the start point of this
connector is connected to, or is empty when the start point of the
connector is not connected to a shape.
|
|
StartGluePointIndex
long StartGluePointIndex;
- Description
- this property holds the index of the glue point the start point of
this connector is glued on.
|
|
StartPosition
::com::sun::star::awt::Point StartPosition;
- Description
- this is the position of the connectors start point in 100th/mm. For
unconnected start points you can get and set the position. For
connected start points you can only get the position.
|
|
EndShape
XShape EndShape;
- Description
- this property either holds the shape that the end point of this
connector is connected to, or is empty when the end point of the
connector is not connected to a shape.
|
|
EndPosition
::com::sun::star::awt::Point EndPosition;
- Description
- this property holds the index of the glue point the end point of
this connector is glued on.
|
|
EndGluePointIndex
long EndGluePointIndex;
- Description
- this is the position of the connectors end point in 100th/mm. For
unconnected end points you can get and set the position. For
connected end points you can only get the position.
|
|
EdgeLine1Delta
long EdgeLine1Delta;
- Description
- This property contains the distance of line 1.
|
|
EdgeLine2Delta
long EdgeLine2Delta;
- Description
- This property contains the distance of line 2.
|
|
EdgeLine3Delta
long EdgeLine3Delta;
- Description
- This property contains the distance of line 3.
|
|
Copyright © 2013, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


The blog is generated using JHipster template generator. The data model dispalyed on the left.
If the user signs in they can view the entities in the rop right menu. Each comment is attached to a single review. In a more developed frontend we would show the user a more standard blog page with all entries on the home page. They would then be requried to log in in order to create a new comment.


IBM
®
Cloud Identity
@ERROR_MESSAGE@
Authenticator Device Selection
Please select the device for processing the authentication:
The devices:
[RPT authenticators]
@DEVICE_NAME@ (@DEVICE_TYPE@)
[ERPT authenticators]


Medical Definition of Blood bank
Blood bank: : A place where blood is collected from donors, typed, separated into components, stored, and prepared for transfusion to recipients. A blood bank may be a separate free-standing facility or part of a larger laboratory in a hospital.
Separation of blood: Typically, each donated unit of blood (whole blood) is separated into multiple components, such as red blood cells, plasma and platelets. Each component is generally transfused to a different individual, each with different needs.
An increasingly common blood bank procedure is apheresis, or the process of removing a specific component of the blood, such as platelets, and returning the remaining components, such as red blood cells and plasma, to the donor.
This process allows more of one particular part of the blood to be collected than could be separated from a unit of whole blood. Apheresis is also performed to collect plasma (the liquid part of the blood) and granulocytes (white blood cells).
Who receives blood: Accident victims, people undergoing surgery and patients receiving treatment for leukemia, cancer or other diseases, such as sickle cell disease and thalassemia, all utilize blood. Over 20 million units of blood components are transfused every year in the US.
Giving blood to yourself: Patients scheduled for surgery may be eligible to donate blood for themselves, a process known as autologous blood donation. In the weeks before non-emergency surgery, an autologous donor may be able to donate blood that will be stored until the surgical procedure.
Typing and testing blood: After blood is drawn, it is tested for the ABO blood group type and the Rh type (positive or negative), as well as for any unexpected red blood cell antibodies that may cause problems in the recipient.
Screening tests are also performed for evidence of donor infection with hepatitis viruses B and C, human immunodeficiency viruses (HIV) 1 and 2, human T-lymphotropic viruses (HTLV) I and II and syphilis.
Storage of blood: Each unit of whole blood is normally separated into several components. Red blood cells may be stored under refrigeration for a maximum of 42 days, or they may be frozen for up to 10 years. Red cells carry oxygen and are used to treat anemia. Platelets are important in the control of bleeding and are generally used in patients with leukemia and other forms of cancer.
Platelets are stored at room temperature and may be kept for a maximum of five days. Fresh frozen plasma, used to control bleeding due to low levels of some clotting factors, is usually kept in the frozen state for up to one year. Cryoprecipitated AHF, which contains only a few specific clotting factors, is made from fresh frozen plasma and may be stored frozen for up to one year.
Granulocytes are sometimes used to fight infections, although their efficacy is not well-established. They must be transfused within 24 hours of donation.
Other blood products: Other products derived from blood include albumin, immune globulin, specific immune globulins and clotting factor concentrates.
These blood products are commonly made by commercial manufacturers.
American Association of Blood Banks (AABB): The AABB is a key international association of blood banks, including hospital and community blood centers, transfusion and transplantation services and individuals involved in transfusion and transplantation medicine.
The AABB establishes the standards of care for patients and donors in all aspects of blood banking; transfusion medicine; hematopoietic, cellular and gene therapies; and tissue transplantation. More than 2000 community and hospital blood banks, hospital transfusion services and laboratories and over 8000 individuals from the US and 80 countries outside the US make up the AABB.


North face of Eiger Mountain
Grindelwald, a village in Switzerland’s Bernese Alps, is a popular gateway for the Jungfrau Region, with skiing in winter and hiking in summer. It's also a base for mountain-climbing ascents up the iconic north face of Eiger Mountain. Gletscherschlucht, a glacial gorge just outside Grindelwald, features paths with interpretive signage, waterfalls and striated limestone walls.
Also Grindenwald
Gellert Grindelwald - (c. 1883 – March 1998) was a wizard who is considered to be one of the most powerful and dangerous Dark Wizards of all time, his only superior being Tom Riddle.
Winter in Swiss Alps
Long famed as a winter tourist destination with slopes for beginners, intermediates and the challenges of the Eiger glacier for the experienced, there are activities for the non-skiers, from tobogganing to groomed winter hiking tracks. It is the usual starting point for ascents of the Eiger and the Wetterhorn. Nowadays Grindelwald is also a popular summer activity resort with many miles of hiking trails across the Alps.
The first person to ski there was Englishman, Gerald Fox (who lived at Tone Dale House) who put his skis on in his hotel bedroom in 1881 and walked out through the hotel bar to the slopes wearing them.


| DOSE: |
20 mg |
oral |
2C-I |
(powder / crystals) |
That was unexpectable,
I just ordered, in some drunken haze, this crazy chemicals from japan 100mg of both 2c-i and 2c-e, and was to be shaken by the way that stuff arrived so fast. You know I have lot experience with ordering trips from the internet (mushrooms and salvia-d) but this one was fast, especially when considering the distance.

[Erowid Note: A volume amount of one powder doesn't necessarily weigh the same as the same volume of another powder. For substances active as such a small dose, eyeballing is particularly unwise. See related article]
Not that it was dangerous nor nauseating, not in any case, but It was an ultrastrong, clean and true psychedelic feeling and headspace. It didn't feel very different from mushrooms, but was definitely lighter on my body in this strength, which aficionados would rate a +++. It didn't cause schizophrenic ego-splitting or -loss what an equal intense trip on shrooms would have done at least in me. Thoughts were at some times so fast that I would understand a concept before even formulated to the end only to forget the meaning of it all again and go on with a new theme. Mood was cycling from blissful to depressed with in seconds. But it was still a worthwhile time, because I learned about some negative threads in my personality which should be removed. Oh and TV is so goddamn shallow - I will dissolve my cable-contract within the next days.
I can't comment on visuals because I always get very limited visual effects compared to other companions who I sometimes trip with, no matter what substance and dosage. Just some little movement here and there, but this time in an other way than mushrooms which I have vast experience with, not flowing but morphing.
Electronic music was superb on this drug while rock was distracting. I would have loved some company for this trip, but all my friends don't want to mess with artificial chemicals. After 5hrs in the trip when thought patterns returned to almost normal, an overwhelming sense of satisfaction struck me and I felt really, really good. I am writing this on that afterglow.
What to learn from this? All these trips from mushrooms to LSD and 2C-x are at least for me exact the same thing, with varying mental and physical side effects and duration. This chemical is a good one, and could be the acid of the future, IMHO, because the schizophrenic confusion is something most people don't feel enjoyable. I still got insight from it and there is always room for personal growth. Furthermore no nausea or stomach knots can distract one from thinking. Unfortunately it's getting successively banned in all the states around me, but it IS a true LSD, mush, mesc analogue at least in high dosage.
regards, a dullard
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


| Number of Classes | Line Coverage | Mutation Coverage | Test Strength |
|---|---|---|---|
| 6 | 59% | 39% | 100% |
| Name | Line Coverage | Mutation Coverage | Test Strength |
|---|---|---|---|
| MimetypeDetectionBuilderDelegate.java | 29% |
0% |
0% |
| ReplaceMimetypeBuilderDelegate.java | 0% |
0% |
0% |
| SimpleMimetypeDetectionBuilder.java | 82% |
61% |
100% |
| SimpleReplaceMimetypeBuilder.java | 56% |
0% |
0% |
| SimpleTikaBuilder.java | 100% |
67% |
100% |
| TikaBuilderDelegate.java | 0% |
0% |
0% |


| DOSE: T+ 0:00 |
20 mg |
oral |
5-MeO-DiPT |
(powder / crystals) |
| T+ 0:20 |
3 hits |
oral |
LSD |
(blotter / tab) |
| T+ 2:00 |
3 hits |
oral |
LSD |
(blotter / tab) |
| |
10 mg |
oral |
5-MeO-DiPT |
(powder / crystals) |
I'm a respectible young lad, expanding my horizons and such, but sometimes I go the extreme to see what the edge is like. This experiment was aimed at bringing the final Highlander movie to complete and total life.
Having recently been brought into contact with a li'l foxy methoxy, my buddy S. and I decided that we were going to do things right and view the 'final' part of the Highlander series while visually, audiolly (is that a word?), and mentally open to suggestion. Here goes..
Started out the night with a portion of a joint, always gets our mindset relaxed and ready. I weigh out the 20mg for me and S. as accurately as my poor old scale will let me. I was close enough for me in any case. Down the hatch, mixed with some coke-type sode. In case you're wondering, this is some foul stuff. UGH!  ANYWAYS. I digress. Still haven't slept.
After this, we took off to the movie theater. In the parking lot, while feeling the effects WHOOSH on (15-20 min to start, rises for a long time), mr. S. exclaims that he is very tripped out and needs to have some fresh air. So we sit outside the truck for a little while and I drop my first 3 hits of some very, very happy paper and we go in. Buying tickets was an adventure, people are so slow in line, and then getting some $2.50 sip of bottled water. UGH. Water is very good for you though.
So we make it to the theater, S. is totally fried and totally blown away, leaving it to me to figure out the seats. Easy task.. Empty theater. The movie starts off slow enough (not going to do a review here) but the beginning parts are a complete blur of coming up and intensity. There were many-a-time when I wanted to get up and leave and hide in a corner because the visuals and audio were so intense inside that movie theater. Plus, if you know anything about Highlander, you will understand visuals. In the theater, this is one of the most trippadelic movies I've seen. WOW. Needless to say, S. was just barely hanging on to his sanity and refused to give in to the 'cid, so I dropped his 3 about 15 minutes before the movie ended. POW.
One thing I have to say about Foxy is that it is an intense body rush. Very hard to describe. From my experiences (having a few now), it's kinda like X + LSD + turbo unleaded. It just keeps going and going. I've tripped many times, and foxy'd several times and this was an interesting combination in these quantities. NOT FOR THE WEAK OF HEART. My typical trip dose is 5 hits (gels, paper, etc), and this keeps me out on a limb.
I think I'm going to be taking up Tai-Chi now just because of that movie. So intense. Highlighted by the acid, taken into overdrive and my soul by the Foxy. After the 2+ hour movie, the drive back home was quite an adventure.
During my insane peaks driving wasn't the most fun thing I could be thinking of doing. :)
Finally got home, tripped for a long time and smoked a few joints, decided to try a bumper, took that extra 10mg with some OJ (good combination) and kicked back into overdrive. That was around 4am or so I think and I'm still wired right now. Golly!!!
Be careful with this one. Very interesting, very, very powerful.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Footpad gets season off to a winning start at Thurles
by Will O'Callaghan2018 Arkle champion Footpad is back to winning ways, easing to a ten-lengths success on his seasonal reappearance in the Listed Chase at Thurles.
The Willie Mullins-trained seven-year-old won four Grade Ones as a novice chaser but struggled for form last year.
Despite sitting in tenth for much of the race, the 8/11 favourite showed his pace to pull away from the field and easily see off a late rally from Mala Beach.
Mala Beach was second with 2018 Ryanair Chase winner Balko Des Flos back in fourth.
"It is lovely to see the horse back on the racetrack and he had plenty of enthusiasm and jumped and travelled very, very well," said winning jockey Daryl Jacob after the race.
"It's a great starting point for him and he never missed a beat the whole way around.
"Today's trip wasn't a problem for him and ideally going a little bit quicker early doors would have suited him, but he is nice and fresh and it was good to see a performance like that this early in the year. It was mission accomplished today."


Exploring Germany with my wife, Catherine.
My name is Ben, and this is my my first professionaly developed website using HTML, CSS, and Bootstrap. I have taken several college courses for programming, specifically for Python, Java, and some C. Currently I work as a Help Desk Technician at Moss Adams LLP, the largest accounting firm in the Pacific Northwest. I have been working in this field for nearly seven years and would like to begin anew in programming.


public class ClassificationRandomForest extends RandomForest<java.lang.String>
String
value.| Constructor and Description |
|---|
ClassificationRandomForest(java.util.List<DecisionTree<java.lang.String>> trees,
int numOfFeatures,
java.util.List<java.lang.String> allClasses)
Creates a new random forest model with given decision trees, but discards
their training samples for easier serialization of the model.
|
| Modifier and Type | Method and Description |
|---|---|
double[] |
calculateClassProbabilities(double[] features)
Asks every decision tree in this model for a prediction based on given
features and returns an array with probabilities for each class.
|
java.util.List<java.lang.String> |
getAllClasses() |
static ClassificationRandomForest |
loadFromFile(java.nio.file.Path file)
Loads the serialized model from the given file.
|
java.lang.String |
predict(double[] features)
Returns the mode of classes collected by prediction from every decision
tree in this model.
|
getNumOfTrees, saveToFile
public ClassificationRandomForest(java.util.List<DecisionTree<java.lang.String>> trees, int numOfFeatures, java.util.List<java.lang.String> allClasses)
trees
- decision treesnumOfFeatures
- number of features training samples hadallClasses
- all possible class valuespublic static ClassificationRandomForest loadFromFile(java.nio.file.Path file) throws java.io.IOException, java.lang.ClassNotFoundException
file
- path to the filejava.io.IOException
- if I/O error occursjava.lang.ClassNotFoundException
- if given file doesn't contain the
appropriate informationpublic java.lang.String predict(double[] features)
features
- features to consider for predictionpublic java.util.List<java.lang.String> getAllClasses()
public double[] calculateClassProbabilities(double[] features)
Value at index i
is probability that given features correspond to
class at index i
in the List
returned by
getAllClasses()
. If none of the trees vote for a class, the
probability at that index will be 0.
predict(double[])
will return the class with the highest
probability.
features
- features to consider for predictionarray
of probabilities


Blogs and other media
Blogpost for Access Now on the EU's Ethics Guidelines for Trustworthy AI (co-written with Fanny Hidvégi): Laying down the law on AI
Blogpost for Open Belgium 2019: Open Philosophy for a Technological Future
PhD thesis
In December 2018, I defended my PhD thesis on the Czech philosopher and human rights activist, Jan Patočka. The title of my thesis was A Ship Bound to Shipwreck. Jan Patočka's Philosophy of History. I am currently preparing the manuscript for eventual publication as a book.
Academic articles
Leufer, D. (2017), The wound which will not close: Jan Patočka’s philosophy and the conditions of politicization, Studies in East European Thought 69:29–44, DOI 10.1007/s11212-017-9273-1
Book chapters
Leufer, D. (2016), ‘The Dark Night of the Care for the Soul – Politics and Despair in Jan Patočka’s Sixth Heretical Essay’, in Thinking after Europe: Jan Patočka and Politics (ed. Meacham D. & Tava F.), Chapt. 11. Rowman & Littlefield International
Translations
Jan Patočka, Intellectuals and Opposition, trans. Francesco Tava & Daniel Leufer, in Thinking after Europe: Jan Patočka and Politics (ed. Meacham D. & Tava F.), Rowman & Littlefield International


CTC Athletics
Our Mission: CTC Athletics uses sports as a vehicle to reach the youth in our community to help them become the person they were created them to be.
Our Vision: We want to prepare athletes spiritually, physically, and academically to make their school teams and to become leaders among their peers.
Core Values:
CTC Athletics Youth Programs
The following programs provide the oppurtunity for youth in our community to develop their skills and help them achieve their goals of making their school teams:
Youth Sports Camps
Youth sports camps are available for elementary athletes. Fundamentals, skills development, and character building are the key areas of focus for these camps.
CTC Athletics Basketball Leagues
Basketball Leagues include boys and girls in 4-6 grade. High school students keep score and referee while college students are used as assistant coaches and referees. There is competition among school teams.
Basketball Club Teams
Basketball Club Teams are a form of competitive club basketball. It includes local travel and tournament play. Participants include boys and girls in 4-6 grade. College students will be used as assistant coaches.
CTC Athletics Track and Field
Track and Field includes competition among school teams and is an instructional guide towards skill development and technique training among its participants. It allows 4-6 grade boys and girls to compete and it involves high school and college students.
CTC Athletics Flag Football
Flag Football includes an instructional enviornment which encourages skill development and technique training. It covers the fundamentals of football and provides competition among school teams. Its participants are boys from grades 4-6.
Instructional Development
Instructional development is available for boys and girls grade 1-3 it is designed to teach basic skills and technique with focus on character development. It has summer camps in June and July to teach basic skills and techniques. It has grils and boys basketball and boys flag football. It involves high school and college students as mentors and instructors.
 We build character and strong values and mentor high school and college students.CTC Athletics use sports as a vehicle for the greater cause of developing strong youth who become adults giving back to the community that helped them to succeed.


itle/ Subject
Short description or info about the writeup to brief the reader.
Technical Blog & Content Management
Experience: Internship at office (x2012-y2561)
If needed
Decision Making and Conflict Management
Experience: Internship at office (x2012-y2561)
If needed
Simplistic and Interactive Designs
Experience: Internship at office (x2012-y2561)
If needed
Project images can be added through HTML document, changing img src as per your desire. You can change width of these sections in css file.
Short description or info about the writeup to brief the reader.


{% load i18n %}
{% blocktrans %} Baby Asst is here to assist parents and caregivers with simple yet detailed record keeping of baby's care activities in an intuitive, mobile friendly, web application built for minimal night glare. Overtime Baby Asst will help parents and invited caregivers learn baby's patterns and habits ultimately leading to better care and understanding of baby. {% endblocktrans %}
{% blocktrans %} The effectiveness of Baby Asst's relies and thrives off the feedback from it's users so any and all feedback is welcome at<EMAIL_ADDRESS>{% endblocktrans %}


I have always been in love with anything dealing with computers since I was a little girl, but a recent suggestion from my company to learn SQL restored my love for the field. At the moment, I am a bankruptcy specialist with a mortgage company with a BA in Psychology. I’m currently enrolled in a full stack Web Developer program that commenced in October 2017. I now spend the majority of my time practicing HTML, CSS, JavaScript, JQuery, Bootstrap, Node JS, ExpressJS, MySQL, MongoDB. I am currently looking to make a transition into this expanding field very soon.


{% extends "base.html" %} {% block title %} Sample App - {% endblock %} {% block styles %} {% endblock %} {% block body %}
{{ user.displayName }} Logout
Azure Security Resources
Microsoft provides a multitude of resources to help you get started with securing your application on Azure. Listed below is a handful of resources developed to help with developing secure applications.
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{{document.category}} {% endfor %}Database Not Yet Seeded :-(
Documents will appear when database is seeded


Spring 2020 - Honors Thesis, Digital Media & Communication Thesis
Welcome to part one of my transmedia storytelling senior research project. This two-part project was made with both my honors and digital media & communication theses in mind, hence why the paper reads like a combination of a research paper and a step-by step guide for actually creating a transmedia project. I originally became interested in transmedia storytelling when I began working on my research project about Lil Miquela and wanted to find a way to explore this phenomenon in a new light. The video to the right is my honors thesis presentation, which covers much of the thesis writing in a more casual tone, created to share my findings with viewers from all backgrounds. The end of this video also features some Q & A from the viewers, answering more questions about what can be considered a transmedia project, implications for the future, and more.
The graphic to the left highlights the core idea of transmedia storytelling. The 'old' version of storytelling (in this case, old does not mean bad or outdated - for some cases, it is the perfect method) follows the traditional style of multimedia or cross media. In this example, there is a movie, a video game, and a book. A traditional route would start with the book, which a movie then adapts, and a video game is made. Although these three entities have the same core story and base, their chain of adaptation is linear, meaning that each new adaptation does nothing to expand upon the narative of the first. Even if these new versions make changes to the original story, by using the same characters and overall plot, they are rewriting rather than expending.
The second half of the picture, the 'new' version of storytelling is, at its most basic, the transmedia model. In this picture, again, there is a book, a movie, and a game. However, instead of adapting the same story again and again, they build off of one another. While the book may start the narrative, the game and movie expand the pre-established world of the book and utilizes characters, plot points, and more while adding their own unique identity. The chain of influence in this model is not linear - rather, an element of the story can bring more context to past narratives, changing their meaning while building out into the future. This idea, however, is only the beginning - to continue learning about what transmedia storytelling truly is, along with the value it can bring to independent creators, check out my presentation above or read my thesis below.


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