Seven O’Clock Stories
by Robert Gordon Anderson
“Sixteenth Night: Sloshin’”
Additional Information
- Year Published: 1920
- Language: English
- Country of Origin: United States of America
- Source: Anderson, R. G. (1920). Seven O’Clock Stories. New York: G.P. Putnam’s Sons: The Knickerbocker Press.
-
Readability:
- Flesch–Kincaid Level: 4.0
- Word Count: 2,260
- Genre: Adventure
- Keywords: children's stories
- ✎ Cite This
Downloads
Of course Marmaduke grew well again, and back from Uncle Roger’s came Jehosophat and Hepzebiah. They came back in the old creaking buckboard with Methuselah the old, old white horse, and the Toyman.
No sooner had they jumped to the ground than Marmaduke asked, very proudly:
“Where do you think I’ve been?”
“You’ve been sick.”
Marmaduke shook his head.
“That’s not what I mean,” he said. “I’ve been to see the Old Man-in-the-Moon.”
“Now you’re telling stories” jeered Jehosophat. “You’ve just been in bed all the time.”
“I’m not telling any stories,” said his brother stoutly. “I tell you, I have been to visit the Old Man-in-the-Moon.”
But Jehosophat wouldn’t believe him.
“That’s a whopper ,” said he.
Marmaduke turned to his friend, the Toyman.
“I have been there, haven’t I?”
“Where?” said the Toyman.
“To see the Old Man-in-the-Moon.”
“Of course you have,” his good old chum replied, “and a heap of wonderful things you saw.”
The Toyman never laughed at the wonderful things they had done, nor at the marvellous things they had seen—no never, for he understood little children.
Now Jehosophat had to believe him. He asked lots of questions, while Hepzebiah listened, her eyes growing as round as big peppermint drops.
So Marmaduke showed them the little red and blue sleigh, and told them all about the little driver, Jack Frost. And he didn’t forget about old Black-eyed Susan’s great jump, nor the gold pennies, either.
Jehosophat felt just a little jealous. Perhaps that is why he was naughty that day.
And this is how it all happened:
It was in the afternoon. Jehosophat was coming home from the schoolhouse, which was up the road about a mile, a long way from the White-House-with-the-Green-Blinds where the three happy children lived.
With him walked four of his friends—Sophy Soapstone and Sammy Soapstone, who lived on the farm by the Old Canal; Lizzie Fizzletree, who lived on the turnpike; and Fatty Hamm, who lived by the river road.
 It was as stiff as the curry comb with which the Toyman brushed the horses. Sophy Soapstone had blue eyes, too, and two neat little pigtails down her back.
  And her stockings were forever coming down.
Fatty Hamm was so round and so plump that he looked as if he had pillows under his clothes. And though he was only twelve he had two chins. Every once in a while he would eat so much that a button would pop off.
He was eating apples now.
One, two, three, four, five, he ate. He did not offer one to his friends, not even the core !
Another apple he took. That made six!
Pop went a button and—splash—it landed in a puddle of brown water.
For three days it had rained, washing the white snow away. The ruts in the road were full of these puddles, nice and brown and inviting.
Sammy’s eyes and Jehosophat’s eyes followed the button as it landed in the water, making little rings which grew larger all the time.
“Let’s slosh,” said Sammy.
“Let’s!” cried Lizzie Fizzletree, “it’s lots of fun, sloshin’.”
Into a big puddle marched Sammy Soapstone, and after him marched Lizzie and Sophy, and at the end of the procession waddled Fatty.
“Slop, slosh, slop, slosh,” they went through puddle after puddle.
Glorious fun it was. Showers of spray flew all over the road.
But Jehosophat walked on ahead in the middle of the road. Hadn’t his mother told him, particularly, not to get his feet wet?
“Come on in, it’s fine!” they all shouted at Jehosophat.
“Aw, come on!” Sammy Soapstone repeated, and Fatty called:
“’Fraidcat!”
At that Jehosophat turned around. He just couldn’t stand being called “’fraidcat.”
So slosh, slosh, into the biggest brown puddle he could find he went.
Slosh, slop, slop, slosh !
Over his rubber tops went the water. Fine and cool it felt.
Splash went the water over the road.
Then all the boys bent over the puddle, and scooped up great handfuls of water, and threw them over each other.
It was a great battle. And when it was finished and they were soaked to the skin, they splashed up the road, shouting and singing.
I guess they went into every last puddle between the schoolhouse and the White-House-with-the-Green-Blinds by the side of the road.
They had reached it now.
All-of-a-sudden Jehosophat felt very funny near the pit of his stomach. Something was sure to happen now.
In front of the house marched Mr. Stuckup, the Turkey. His chest was stuck out and his tail feathers were spread out too, like a great big fan. He was having a lovely parade all by himself.
“Rubber, rubber, rubber,” he gobbled.
Jehosophat looked down at his feet. He felt guilty—but he thought it was very mean of Mr. Stuckup to call attention to his wet rubbers that way.
“Keep quiet,” Jehosophat shouted. “You don’t need to tell on me!”
“Rubber, rubber, rubber,” gobbled Mr. Stuckup just the same.

At that old Mr. Stuckup’s feathers ruffled in anger, and he hurried off, still gobbling “rubber, rubber, rubber,” as loud as he could.
Around the house sneaked Jehosophat, trying hard not to be seen.
Half-way to the back door, who should he meet but a procession of the Foolish White Geese.
By this time Jehosophat was not only wet clear through, he was angry clear through too, so he kicked at them.
They stretched out their long white necks and called:
“Hiss! Hiss! Hissssssss!!”
They might be very foolish, these White Geese, but they were sensible enough to know that Jehosophat ought to have been ashamed of himself that afternoon.
To make matters worse, the sun was shining now. He sparkled so brightly on the Gold Rooster on the top of the barn, that Father Wyandotte flapped his wings and cried to all the world:
“Look, look, look, look! You’re going to get it—hurroo!”
And all the White Wyandottes took up the cry:
“Cut, cut, cut, cut, cut—you’ll get it.”
Jehosophat wished he were as small as Hop-o’-my-Thumb, so that he could creep through the keyhole and never be seen at all.
But he had one friend left—little Wienerwurst, who frisked up to him just then, wagging his tail. He didn’t scold Jehosophat at all, partly because he was so often up to mischief himself. And then little Wienerwurst always stuck by his friends anyway.
For a while nothing more happened, and Jehosophat tiptoed in at the back door. Mother was nowhere to be seen, so over the floor he sneaked.
At every step the water oozed out and slop, splosh, slop, splosh, still went his shoes.
But he reached his room safely, then quickly he rummaged in the drawers of the bureau.
 Quiet as a mouse he drew on the clean dry ones.
But someone was calling:
“Jehosophat—Je-hos’-o-phat !”
No answer made he.
“Jehosophat—Je-hos’-o-phat !”
No longer could he hide. So, making his face look as bold and as innocent as possible, he walked into the dining-room.
But somehow, though he tried to look innocent, I guess he really looked guilty.
“Jehosophat Green, what have you been doing?” asked Mother. Her eyes were almost always kind but they were a little stern just then.
 This time he tried the one that folks call “unconcern,” a look as if he had no troubles at all, as if he had nothing to hide.
“Aw, just playin’,” he answered his mother.
Then his mother asked a very strange question:
“Where’s the party?”
Jehosophat was surprised. “Party” sounded fine.
“What party, Mother?” he asked.
 “I just thought you were dressed up for one.”
And he looked down at his clean suit and his Sunday best shoes. And from out the corner of his eye he saw wet places on the floor and muddy tracks, about as big as his feet.
No answer now had Jehosophat. He guessed he would go into the parlour. So he sat down at the marble-topped table, and looked at the picture book which Uncle Roger had given him. It was full of great white ships sailing the blue sea.
For a moment he almost forgot all his troubles, so interested was he in looking at those great ships and their sails and all the wonderful fish.
Then suddenly he remembered.
He looked out through the door into the dining-room.
Mother wasn’t saying anything. She was just busy. That was all.
But had she forgotten?

 He thought he would feel more comfortable if he couldn’t see Mother’s eyes. Then he sat down to look at the picture book again. But he felt more miserable than ever.
 It was very strange. The things that usually made him so happy weren’t any fun at all just then.
Then he looked up at the mantel.
Above it hung a great picture. There was a man in a cocked hat. He had on a fine uniform and he rode a tall white horse. Jehosophat knew very well who that was. It would be his birthday tomorrow—George Washington’s birthday. The teacher had told them all about it that very afternoon.
She had told them a story, too, about a hatchet and a cherry tree—and—a lie!
The man on the horse looked down from the picture. The eyes were very stern.
A lie!
Yes, that was just what he had told to Mother. He had told a lie, and acted a lie.
Though there was no one else in the room but the great man in the big picture, Jehosophat’s cheeks grew very red. A lump came into his throat.
Now he never could be president nor have a sword—and ride a big white horse—and call “Forward March” to the whole army. No—never!
To the window he went, and pressed his nose against the pane. The clouds were grey. It all seemed very dark and not at all cheerful as the world ought to be.
Once more he looked up at the picture.
And as he looked at the eyes of the man in the picture, they told him to do something.
He decided to do it. And as soon as he decided he felt better—not all better—but better.
And out into the dining-room he marched. He had to close his fists tight, for it is very hard sometimes to tell people you’ve done wrong to them, especially if they are people you love.
“Mother,” he said—not very loud.
She looked up.
“Yes?”
“Mother—I——”
He stopped. Mother looked up. She saw his lip tremble a little and wanted to take him in her arms. But she didn’t just then. He must tell what he had to tell, first.
“Mother—I told a lie—I got my feet wet—sloshin’—and I said I was playin’ when I changed my clothes—an’ I’m sorry an’—an’—I’ll never do it again.”
Then Mother did take him in her arms and she kissed him and hugged him too.
“Well—I love my little boy all the more for this. It was very wrong to disobey, worse still to tell a lie. But it was hard to tell me your own self about it and you were brave.”
So she kissed him. And her eyes weren’t sad any more.


Customers jump behind counter to help understaffed Waffle House
Lone employee worked alongside volunteers
by Ryan Prior, CNNBIRMINGHAM, Ala. - Late last Saturday night, Ethan Crispo had just left a friend's birthday party in Birmingham, Alabama, and walked into a Waffle House around midnight to grab a bite.
Crispo told CNN only a single employee was working in the restaurant.
He described the cook's face, as "awash in bewilderment," at finding he was by himself managing the night shift.
More than 30 people were there eating, and there was just one man left to "fend off the incoming crowd of hungry, heavily imbibed customers," Crispo said.
He became resigned to going home on an empty stomach.
But a customer finished his meal, asked for an apron and stepped behind the counter to wash dishes.
"It was a smooth transition," Crispo, 24, said. "He just busted his butt and helped out."
'It was one of my most memorable experiences'
Crispo said he asked Ben, the lone associate working, who the man washing dishes was.
Turns out he didn't work at the restaurant, nor did he work at a Waffle House anywhere.
Another woman, wearing a dress and heels, also stepped up. She walked behind the counter to get a coffee pot.
"At first I thought it was out of necessity, like she just wanted coffee," Crispo said. But she was enlisting as a second member of the volunteer staff.
The two worked together in a team, busing tables, stacking cups and washing dishes. Meanwhile, Ben, the actual employee, manned the cash register and cooked at the grill.
The man washing dishes occasionally "had to ask Ben where stuff should go," Crispo said, but otherwise it was as though though two strangers, without even talking to each other, had spontaneously learned to run a restaurant in tandem.
Pat Warner, a spokesman for Waffle House, told CNN the store had a miscommunication about the duty roster that night, and it had created "a little gap" in staffing.
"We're very appreciative and thankful, but we do prefer to have our associates behind the counter," Warner said.
He added that Waffle House restaurants tend to have a special sense of community. He recalled a similar time in 2014 when diners volunteered to keep a restaurant running when paid staff couldn't get to work during Atlanta's notorious Snowmageddon storm.
But, for Crispo it was the first time, and it'll stick out to him for years to come, as an example of humanity at its best.
"I've never seen anything like this ever happen, nor will I again, probably," Crispo said. "It was one of my most memorable experiences."


'Drinkin' Too Much' Singer Sam Hunt Arrested for DUI
NASHVILLE, Tenn. (AP) — Country singer Sam Hunt was arrested for driving under the influence and violation of the open container law after police in Nashville stopped him for driving the wrong way down a one-way road.
by Breitbart NewsHunt was arrested Thursday morning, booked into jail and released on $2,500 bond, according to WKRN-TV.
According to an arrest warrant, police found a vehicle traveling south in the northbound lanes of Ellington Parkway and swerving in and out of his lane. Police said the driver, identified as Sam Hunt, had two empty beer containers next to him and said he had been drinking alcohol “recently.”
A representative for Hunt didn’t immediately respond to a request for comment. Hunt’s hits include “Body Like a Back Road,” “House Party” and “Take Your Time.”


High risk. 97% risk factor. Positive report.
Medium risk. 68% risk factor. No positive report.
Low risk. 39% risk factor. No positive report.
High risk. 89% risk factor. No positive report.
Low risk. 12% risk factor. No positive report.
Medical Facility. ~30 covid cases reported nearby.
Located at: 5230 Centre Ave, Pittsburgh, PA 15232
Medical Facility. ~50 covid cases reported nearby.
Located at: 1017 Waterdam Plaza Dr, Canonsburg, PA 15317


Go2 Help
Thank you for choosing to use Go2. As an independent developer, it means a lot to me. I’ve thought a lot about this document, and I hope that it helps you get the most out of Go2. If this document does’t answer your question, please send me an email at<EMAIL_ADDRESS>or message me on Twitter (@farmdogco) and I’ll get back to you right away.


Communities, forums & meetups
Here are some useful groups to know about and participate in.
Product management
Product & Service Manager Community (UK X-gov) - Blog
Delivery management
Service design
Updated: Janauary 2020
{% extends 'layout.html' %} {% block pageTitle %} Digital Transformation {% endblock %} {% block beforeContent %} {% endblock %} {% block content %}
Here are some useful groups to know about and participate in.
Product & Service Manager Community (UK X-gov) - Blog
Updated: Janauary 2020


You need to enable JavaScript to run this app.
Experiment about wrap the "Office UI Fabric" React components as Web Components
Experiment using "extends HTMLElement" (vanilla js)
TextField
Experiment using "web-react-components" library
Buttons
TextField
Rating


Lighthouse a.lighthouse.5.robonomics.eth
Providers
1. Provider #1
adress: 0x6EFBA8fb2AC5b6730729a972eC224426a287C3Adquota: 0 / 1
balance: 3.091 ETH
last block: more than 100 blocks ago
1. Provider #2
adress: 0x6EFBA8fb2AC5b6730729a972eC224426a287C3Adquota: 0 / 1
balance: 3.091 ETH
last block: more than 100 blocks ago
Lighthouse details
Contract adress:
0x28f95c484ee55E6aB8A2feF72EB51bC65cdd4324
Balance:
0.000001 XRT
Minimal stake per quote:
0.000001 XRT
Account details
Your balance:0 XRT
Available for trade:
0 XRT
0 XRT
XRT
Available for work at the lighthouse:
0 XRT
0 XRT
quotes
Market
Demandtest
Sent from account:
0x40c550146C0F1d22166846D90fbeAB427021C8d3
Demand program description:
QmfCcLKrTCuXsf6bHbVupVv4zsbs6kjqTQ7DRftGqMLjdW
Data for program execution:
Qmbm3o2wkqseSEi5F69CPAuDrsKnrwTJ3HN5FVLPgLHKUm
0x7dE91B204C1C737bcEe6F000AAA6569Cf7061cb7 cost:
0
Valid before:
7594666 block
Status:
Without observing network
Sent from account:
0x40c550146C0F1d22166846D90fbeAB427021C8d3
Demand program description:
QmfCcLKrTCuXsf6bHbVupVv4zsbs6kjqTQ7DRftGqMLjdW
Data for program execution:
Qmbm3o2wkqseSEi5F69CPAuDrsKnrwTJ3HN5FVLPgLHKUm
0x7dE91B204C1C737bcEe6F000AAA6569Cf7061cb7 cost:
0
Valid before:
7594666 block
Status:
Without observing network
Offertest
Liabilities


HEAD
Huge quantity of equipment readily available at short notice at optimal price.
Renting allows a flexible approach and lets you plan your needs, hence ensuring you are with the technologies you require today without worrying about the cost of obsolescence & upgrades.
No needs to invest upfront rentals payment are comparatively smaller and spread as functional payments over longer periods.
All kinds of IT equipment are available for rent with better customer support and services.
Huge quantity of equipment readily available at short notice at optimal price.
Renting allows a flexible approach and lets you plan your needs, hence ensuring you are with the technologies you require today without worrying about the cost of obsolescence & upgrades.
No needs to invest upfront rentals payment are comparatively smaller and spread as functional payments over longer periods.
All kinds of IT equipment are available for rent with better customer support and services.


Game Engine: Unity
Category: Game Jam
Published: itch.io
Control:
W/S/D/A - Move,
Space - Jump,
E - Interaction.
This is a game that combines 2D and 3D, and where you need to find a way out, the game was made in 48 hours on magejam-vol-iv.
Theam: Entire Game on One Screen.
It was great creating a game in a short time, you find yourself in a state for two whole days, first you start with a prototype, test the mechanics, and try to do everything in time everything is done quickly, but in the end, you are satisfied with yourself, you did it, you could, and you did not give up, I advise everyone to participate in GameJams.
Screenshots:


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Prepared by Rangarajan Ramaswamy, PMP, PMI-SP, PMI-RMP Page 1 of 5 RANGAS 51 HOT TOPICS TO REMEMBER FOR RISK MANAGEMENT PROFESSIONAL (RMP) EXAM 1.  A fallback plan is implemented if the contingency plan is not effective or fails.
The Digital Era : the growing influence of online on the path to purchase.
Optimise energy consumption, use of resource and reduce the carbon impact for sustainable digitalisation.
Solocal Group operates as a digital media company. The Company focuses on media with audiences, geolocated data, technological platforms, commercial coverage, partnerships with GAFAM, and numerous talents..
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Newer Mario Party is a ROM Hack of Mario Party 3, aimed at picking the best boards for Party Planner 64. Zipping them up and using them in a patch. I made nothing in this boards im just putting them togeather in a form of a rom hack you have to patch yourself with the build tools listed below.
Description: Baby Mario and Baby Luigi decided that they wanted to join in on
the fun of Mario Party! But since they were too young to participate, they decided to make their own
board and play on it with their toys.
Happening Spaces:
Map goals: My goal was to make a Baby Park type of map in Mario
Party with the correct aesthetics and feel. An easy map where a lot of chaotic things can
happen.
Inspiration: This board is inspired by my own experiences as
a child. I used to make Mario Party boards as a kid for fun with paper and toys I had laying around. I
wanted to convey that feeling as much as I could, so I made a small board with huge objects made with
child-like drawings. This was a hard map to make look convincing and good at the same time but I think
I managed!
Description: What's that across the horizon? I see... Islands? And it seems
there's some... things living here. Hopefully they're friendly...
This board is modeled
after the (usually not great) island-themed boards where the players move from
island to island in their pursuit of stars. However, there's more to this board than that! Each of the
islands has special attributes and advantages for the player, so based on the flow of the game, you
can pick which island to go to and use its unique traits to gain the upper hand. Be careful of the
islanders, though, they can be quite mischievous! Each island's special traits will be explained
below:
Earth Island: This is where Mother Nature resides. In this
flourished island, the player will be able to obtain a lot of items. The 2 Happening Spaces on this
island will allow the player to receive a type of Mushroom as a gift from Mother Nature! Are you in
need of items? This is the island to get them!
Water Island: This is where
the spirits of the sea rest. In this peaceful island, the player will be able to amass riches. Every
Blue Space on this island has a special effect that gives the player 1 coin for passing over them! The
Happening Spaces on this island give the landing player between 1 and 5 coins, but gives all other
players between 3 and 7 coins. Are you striving for the Coin Star at the end of the game? This is the
place for you!
Fire Island: This is where the demons of the lava dwell. In
this scorching island, the player will be able to amass chaos with the 5 Happening Spaces on this
island. The Red Spaces and Bowser Spaces on this island have a special effect that take coins from the
current player if they pass over them; 1 for Red Spaces, 2 for Bowser Spaces. The Happening Spaces on
this island take 5 coins from every player except the landing player. Are you trying to get that
Happening Star at the end of the game? You've come to the right place!
Wind
Island: This is where the Rulers of the Wind have settled. In this gusty island, the
played will be able to visit the great Boo to steal from other players. The 3 Happening Spaces on this
island warp the player to a different island. The first one along the path will warp the player to
Earth Island, the second one will warp the player to Water Island, and the last one will warp the
player to Fire Island. At the end of the path, a tornado will blow the player back to the START
Space!
Bugs and Glitches: While not necessarily a glitch, you
will not be able to overwrite this board into your game without turning on
the "Skip Overwrite Validation" on PartyPlanner64 over in the Settings. This is because the board has
135 Spaces on it, and PartyPlanner64 says that anything over 128 may be unstable. Through testing this
myself I have only found out that the only instability issues happen if the player steps over a space
that has an index of 129 or higher. I made sure that all the walk-able spaces in the board have an
index lower than that, and I've had no issues with the board through testing
The glitch of being
moved to START when you reverse yourself into a space that is the center of a merge between 2
paths should be present in this board. I've not really tested this but since this
is a PartyPlanner64 issue, there's nothing I can really do about it. Plus, it's very unlikely for this
glitch to happen in board play, as the conditions are very strict.
Final
Words: I will be updating this board eventually for balancing purposes (if necessary)
and also aesthetics. If you have any suggestions, do feel free to message me. Also, if you find any
glitches or bugs, do report them so I can get them fixed.
Version 3.0
changes:
Credits (The Discord users who helped me, I couldn't have done this
without them):
Description: Star Summit is inspired by the recent release of Star Rod, the new
Paper Mario hacking tool. There is no gimmick on this board, just your standard Mario Party 3 board
with what I hope are appealing visuals!
Textures are all thanks to Star Rod as are most of
the objects. A few other models were taken from the Model Resource while the rest were made by hand.
Created using SketchUp!
Unfortunately, I am still figuring out how custom events work.
Ideally I would like the Star Spirits to have a random chance of giving two items (Mushroom or Golden
Mushroom, Magic Lamp or Lucky Lamp, etc) but I don't know how to set that up yet.
Description: Welcome to Sultan City! Keep
your nose clean and your coins close in this town. This board is quite straightforward, and was made
to resemble the standard boards as much as possible. It even has a 'shady' district, analogous to the
dark area present in some of the standard boards. The background was made using SketchUp. I made the
simpler shapes myself and took the textures and character models from the Sketchup Warehouse and Super
Mario 64. The inspiration for the board came from a few fun ideas I had for custom events. The custom
events included in the final board are:
Custom
Events:
Bazaar (board event) - pass by here to sell all your items. The shopkeeper
is an honest man and will buy your items for 100% of their market value. If you bring him rare
items, he will buy them for 50 coins! The Wacky Watch isn't so terrible now, is it?
Goomba's
Luxury Lamps - land on goomba's space for a sweet deal: 40 coins for a Magic Lamp! What, you don't
have 40 coins? Goomba might be generous enough to make an exception for you.
Thief - land on the wrong
space in the shady district and you might get robbed! The thieves here always leave a Poison
Mushroom as a calling card.
Black Market - on the outskirts of town, two Bob-Ombs have set up
shop and are selling various items 'procured' by their friends in the shady district.  Or something else entirely!
Issues in current release:
After selling your items in
the Bazaar, your sold items will not immediately disappear from your character's bar. They will only
disappear when somebody opens their item screen or at the beginning of the next turn. This problem
is purely visual and does not affect gameplay.
Currently, you choose whether or not to visit
the bazaar via a path split. This looks a bit clunky and I would much rather have a branching text
box, but I haven't managed to make it work yet.
The code for the custom events works, but is a
bit messy. Mostly because it is a mish-mash of code from other board-makers who are better than me
at assembly. If you have any questions, ping me on discord and I'll explain what I've
done.
Thanks
to:
Everyone who has submitted a Mario character model to the SketchUp warehouse.
You can easily find the ones I used by searching for "goomba" or "pokey" etc.
All the board
makers who have made custom events before me. Without looking at and borrowing your code, this board
could not have been made.
PartyPlanner64 for making such an amazing tool.
Description: Let's try to breathe life into this
dying community!
It's been a busy couple of weeks, but it's finally finished! A lot of hard
work, late nights, and extensive partying--that is, testing, went into this one. Board layout is
pretty conventional, but with a fun little gimmick being the skeleton key doors in the center. The
player travels around the islands in a clockwise direction (following the arrows on the path; there
is no returning once you cross a bridge). However, from the central island, the player can choose to
use a skeleton key to jump to the other half of the island, effectively skipping two of the islands.
This makes skeleton keys quite coveted in this board. For a better idea, check out the
images. Happening spaces cause Plessie to rise out of the water and
carry the player to any other player's location for 10 coins (the player gets to decide if they
want to or not). I tried not to add too many happening spaces since they don't do anything at the
moment,
and I can always add more in the event that they ever come to
life. I really hope everyone enjoys it. I've been looking forward to the video review
panel ever since I started this project last monday (I discovered it a bit late). I put plenty of
references, details and references, so I hope it's a good time.
(This board is for the Mario Party board contest #2.
Disclaimer: I got most,
if not all, of the decorative models used in overtop of the board I sculpted from Sketchup's 3D
Warehouse. I did, however, do a bit of texture work (not too much) and arranged all of the models
into their current layout.
Videos:
Description: There are islands surrounding a star, no one knows how the star
got there but they know that it has special powers, they found out that the star can be used for fast
travel but it takes a sacrifice to get there, 5 golden coins are required to visit the star islands!
After a little bit a Koopa figured out he could make a lot of money setting shop up there and so he
did. To help visitors out the 2 castles decided to give out coins to anyone that passes their building
but 2 Toad's and a Koopa noticed and set up shop near the castles to cash in on the matter. so they
also placed some switches around, landing on a switch gives you 10 golden coins as well to help you in
your quest. a tower in the area decided to help as well, every time you pass he will give you a random
item he has laying around.
Happening Spaces: The 2 near the switches
give you 10 coins, the other once on the board give Mushrooms, Poison Mushrooms or Skeleton
Key's
Other Events: The 2 castles in the top right and bottom left
corner give you 10 coins on passing by them and the tower at the top will give you a random item upon
visiting them.
Map Goals: My goal for this map was to make it so that
you could go anywhere really quickly while still having a big map, so i decided to take my inspiration
from Super Mario World and create the Star Road. This Star Road will bring from 1 of 5 spaces to 1 of
5 spaces faster than you could have done it otherwise without making it luck based. The best once are
locked with a Skeleton Key but you can still exit at those positions without the
key.
Issues: One issue with the map is that reverse mushrooms are a
bit weird due to the way i designed the map, they can be used and i did my best to make it as clear as
possible what way you can go, but sometimes it is a bit confusing. Another issue is that i didn't know
that the sides of the board would look a bit weird when you land on it and start rolling a dice again,
something i will look out for in my next map.
Final Words: I hope you
guys enjoy my first Mario Party Board and if there is any criteria you guys have about the board than
let me know! any tips, tricks, do's and don'ts are welcome! and please enjoy my Board


Before Change
G = get_largest_component(G, strongly=True)
center_nodes = nx.center(G)
// Bad performance [(node, data) for node, data in G.nodes(data=True) if node in nx.center(G)]
nodes_data = {node: data for node, data in G.nodes(data=True)}
// Arbitrarily choose first node
point = (nodes_data[center_nodes[0]]["y"], nodes_data[center_nodes[0]]["x"])
After Change
// if G was passed-in, use this graph in the plot, centered on the centroid of its nodes
if G is not None:
gdf_nodes = graph_to_gdfs(G, edges=False, node_geometry=True)
lnglat_point = gdf_nodes.unary_union.centroid.coords[0]
point = tuple(reversed(lnglat_point))
// otherwise, get the network by either address or point, whichever was passed-in,
// using a distance multiplier to make sure we get more than enough network


--- layout: saaspost title: Managing Maps cover: cover.jpg date: 2014-11-10 15:05 categories: posts ---
We know that micro location or usually called indoor mapping is very useful. Imagine that we are an owner of many department stores, We want to monitor which department store is in prospect. Cubeacon answers that issue.
For more details, follow the steps below :


---
layout: post
title: "My Week in Review"
date: 2015-09-27 10:50:00 +0000
categories:
tags:
image: https://s3.amazonaws.com/audreywatters/2015-09-27-sunset.jpg
imagecredits: https://www.flickr.com/photos/seadigs/4243859944
---
Travel
- Nope.
- Upcoming week: HB mostly (Kin will be in SF), then to Barcelona.
Hack Education
Essays Elsewhere
Speaking
Known Notes and Fragments
Other Projects
- Submitted Hack Education to Google News. (We’ll see if it “counts.”)
- Therapy!
- Al-Anon!
- Haircut!
- I completed some edits to my Data & Society paper on accountability.
- I wrote the draft of a story on the history of “robot tutors.”
- I started working on my keynote for ICDE (title and abstract submitted).
Reading and Viewing
- I finished The Martian and We Believe the Children.
- I started reading Inherent Vice.
- I watched Kill the Messenger.


PlugRailsCookieSessionStore.MessageEncryptor (plug_rails_cookie_session_store v2.0.0)
MessageEncryptor
is a simple way to encrypt values which get stored
somewhere you don't trust.
The cipher text and initialization vector are base64 encoded and
returned to you.
This can be used in situations similar to the MessageVerifier
, but where
you don't want users to be able to determine the value of the payload.
Example
secret_key_base = "072d1e0157c008193fe48a670cce031faa4e..."
encrypted_cookie_salt = "encrypted cookie"
encrypted_signed_cookie_salt = "signed encrypted cookie"
secret = KeyGenerator.generate(secret_key_base, encrypted_cookie_salt)
sign_secret = KeyGenerator.generate(secret_key_base, encrypted_signed_cookie_salt)
encryptor = MessageEncryptor.new(secret, sign_secret)
data = %{current_user: %{name: "José"}}
encrypted = MessageEncryptor.encrypt_and_sign(encryptor, data)
decrypted = MessageEncryptor.verify_and_decrypt(encryptor, encrypted)
decrypted.current_user.name # => "José"
Link to this section Summary
Functions
Encrypts and signs a message.
Decrypts and verifies a message. We need to verify the message in order to avoid padding attacks. Reference: http://www.limited-entropy.com/padding-oracle-attacks
Link to this section Functions
Link to this function
encrypt_and_sign(message, secret, sign_secret, cipher \\ :aes_256_cbc)
Encrypts and signs a message.
Link to this function
verify_and_decrypt(encrypted, secret, sign_secret, cipher \\ :aes_256_cbc)
Decrypts and verifies a message. We need to verify the message in order to avoid padding attacks. Reference: http://www.limited-entropy.com/padding-oracle-attacks


Atem network protocol implementation
Implementation of BlackMagicDesign’s ATEM communication protocol in Swift. It is written on top of Apple’s networking library NIO and implements both sides of the protocol: the control panel and the switcher side. This means that you can not only use it to control atem switchers but also to connect to your control panels without the need for a switcher. Opening a whole new world of applications for the Atem control panels. An example can be found at Atem-Simulator
Starting from version 1.0.0 this package uses Swift 5 and NIO2.
Tested platforms
- macOS 10.14.6 on a MacBook Pro retina 15" late 2013
- Raspbian GNU/Linux 9 stretch on a Raspberry Pi model 3 B
Installation
When starting a new project: create a Swift package via SPM
# Shell
> swift package init # --type empty|library|executable|system-module
Then add this library to the package description’s dependencies
.package(url: "https://github.com/Dev1an/Swift-Atem", from: "1.0.0")
And resolve this new dependency
# Shell
> swift package resolve
Finally import the Atem
module in your code
import Atem
You are now ready to create atem controllers and switchers 😎 !
Usage
After looking at the following examples, study the API reference for more details.
Controller
This example shows how to create a controller that connects to a swicther at ip address <IP_ADDRESS> and print a message whenever the preview bus changes.
try Controller(ipAddress: address) { connection in
connection.when{ (change: PreviewBusChanged) in
print(change) // prints: 'Preview bus changed to input(x)'
}
}
Sending messages
To send a message to the switcher use the send(...)
method like this:
controller.send(message: ChangeTransitionPosition(to: 5000))
Switcher
The following example shows how to emulate the basic functionality of an atem switcher. It will forward incoming messages containing transition and preview & program bus changes to the connected controller.
This snippet is also included in a seperate SPM target “Simulator” (./Sources/Simulator) and can be run by simply executing swift run simulator
in the terminal.
let switcher = Switcher { controllers in
controllers.when { (change: ChangePreviewBus, _) in
controllers.send(
PreviewBusChanged(
to: change.previewBus,
mixEffect: change.mixEffect
)
)
}
controllers.when{ (change: ChangeProgramBus, _) in
controllers.send(
ProgramBusChanged(
to: change.programBus,
mixEffect: change.mixEffect
)
)
}
controllers.when { (change: ChangeTransitionPosition, _) in
controllers.send(
TransitionPositionChanged(
to: change.position,
remainingFrames: 250 - UInt8(change.position/40),
mixEffect: change.mixEffect
)
)
}
controllers.when { (change: ChangeAuxiliaryOutput, _) in
controllers.send(
AuxiliaryOutputChanged(
source: change.source,
output: change.output
)
)
}
}


The data for this project comes from OpenCorporates, a firm which aggregates company-level data from around the world(https://opencorporates.com/). In this case, OpenCorporates have taken data from the UK Companies House register (https://www.gov.uk/government/organisations/companies-house). As detailed by Nathan and Rosso (2015), all limited companies in the UK need to registers with Companies House when they are set up, and provide annual returns and financial statements. These include details of directors and company secretary, registered office address, shares and shareholders, as well as company type and principal business activity. Thus, all the data used here is already in the public domain.
The research objectives are tech firms in the UK for this project and the individual data will not be collected and measured in this project. For issues of deanonymisation or privacy, traceable information such as the real companies name and ID will not be utilised in the research. The raw data will be cleaned and filtered by several key variables include industries instead of the company’s name or other sensitive information before doing the research. Through data cleaning, pre-processing, desensitisation or other processing methods, the risks of damage to company interests (such as social reputation, economic benefits and etc.) will be mitigated to an as low as possible level in the research process.
Besides, this project will not cause discrimination of industries or job categories. The final analysis results, such as the different industry concentration in each region, will not deepen some people’s stereotypes and prejudices about the region (This content will be fully discussed in the project discussion section). It is necessary to point out and declare the objectivity of the analysis and the non-absoluteness of the results in the disclaimer. Consider the feelings of people and governments in different parts of the UK, this research will prevent the influence of personal preferences and subjective emotions.
The leakage of companies’ name and information will be protected. For example, in the reflection of the results section of academic research, the name and related information of the companies that moved may be revealed. Although this information may be open to the public you need to know that this information may be used by people with other ulterior motives. This project will desensitise the company name and information at the stage of chart presentation, such as using A, B, and C to replace them to achieve this purpose.


|
Unity Overlay Toolkit
|
A standard dropdown that presents a list of options when clicked, of which one can be chosen. More...
Classes | |
| class | DropdownEvent |
| UnityEvent callback for when a dropdown current option is changed. More... | |
| class | DropdownItem |
| class | OptionData |
| Class to store the text and/or image of a single option in the dropdown list. More... | |
| class | OptionDataList |
| Class used internally to store the list of options for the dropdown list. More... | |
Public Member Functions | |
| void | SetValueWithoutNotify (int input) |
| Set index number of the current selection in the Dropdown without invoking onValueChanged callback. More... | |
| void | RefreshShownValue () |
| Refreshes the text and image (if available) of the currently selected option. More... | |
| void | AddOptions (List< OptionData > options) |
| Add multiple options to the options of the Dropdown based on a list of OptionData objects. More... | |
| void | AddOptions (List< string > options) |
| Add multiple text-only options to the options of the Dropdown based on a list of strings. More... | |
| void | AddOptions (List< Sprite > options) |
| Add multiple image-only options to the options of the Dropdown based on a list of Sprites. More... | |
| void | ClearOptions () |
| Clear the list of options in the Dropdown. More... | |
| virtual void | OnPointerClick (PointerEventData eventData) |
| Handling for when the dropdown is initially 'clicked'. Typically shows the dropdown More... | |
| virtual void | OnSubmit (BaseEventData eventData) |
| Handling for when the dropdown is selected and a submit event is processed. Typically shows the dropdown More... | |
| virtual void | OnCancel (BaseEventData eventData) |
| This will hide the dropdown list. More... | |
| void | Show () |
| Show the dropdown. More... | |
| void | Hide () |
| Hide the dropdown list. I.e. close it. More... | |
Protected Member Functions | |
| TMP_Dropdown () | |
| override void | Awake () |
| override void | Start () |
| override void | OnDisable () |
| virtual GameObject | CreateBlocker (Canvas rootCanvas) |
| Create a blocker that blocks clicks to other controls while the dropdown list is open. More... | |
| virtual void | DestroyBlocker (GameObject blocker) |
| Convenience method to explicitly destroy the previously generated blocker object More... | |
| virtual GameObject | CreateDropdownList (GameObject template) |
| Create the dropdown list to be shown when the dropdown is clicked. The dropdown list should correspond to the provided template GameObject, equivalent to instantiating a copy of it. More... | |
| virtual void | DestroyDropdownList (GameObject dropdownList) |
| Convenience method to explicitly destroy the previously generated dropdown list More... | |
| virtual DropdownItem | CreateItem (DropdownItem itemTemplate) |
| Create a dropdown item based upon the item template. More... | |
| virtual void | DestroyItem (DropdownItem item) |
| Convenience method to explicitly destroy the previously generated Items. More... | |
Properties | |
| RectTransform | template [get, set] |
| The Rect Transform of the template for the dropdown list. More... | |
| TMP_Text | captionText [get, set] |
| The Text component to hold the text of the currently selected option. More... | |
| Image | captionImage [get, set] |
| The Image component to hold the image of the currently selected option. More... | |
| TMP_Text | itemText [get, set] |
| The Text component to hold the text of the item. More... | |
| Image | itemImage [get, set] |
| The Image component to hold the image of the item More... | |
| List< OptionData > | options [get, set] |
| The list of possible options. A text string and an image can be specified for each option. More... | |
| DropdownEvent | onValueChanged [get, set] |
| A UnityEvent that is invoked when a user has clicked one of the options in the dropdown list. More... | |
| int | value [get, set] |
| The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on. More... | |
| bool | IsExpanded [get] |
A standard dropdown that presents a list of options when clicked, of which one can be chosen.
The dropdown component is a Selectable. When an option is chosen, the label and/or image of the control changes to show the chosen option.
When a dropdown event occurs a callback is sent to any registered listeners of onValueChanged.
|
inlineprotected |
|
inline |
Add multiple options to the options of the Dropdown based on a list of OptionData objects.
| options | The list of OptionData to add. |
///
See AddOptions(List<string> options) for code example of usages.
|
inline |
Add multiple image-only options to the options of the Dropdown based on a list of Sprites.
| options | The list of Sprites to add. |
See AddOptions(List<string> options) for code example of usages.
|
inline |
Add multiple text-only options to the options of the Dropdown based on a list of strings.
Add a List of string messages to the Dropdown. The Dropdown shows each member of the list as a separate option.
| options | The list of text strings to add. |
|
inlineprotected |
|
inline |
Clear the list of options in the Dropdown.
|
inlineprotectedvirtual |
Create a blocker that blocks clicks to other controls while the dropdown list is open.
Override this method to implement a different way to obtain a blocker GameObject.
| rootCanvas | The root canvas the dropdown is under. |
|
inlineprotectedvirtual |
Create the dropdown list to be shown when the dropdown is clicked. The dropdown list should correspond to the provided template GameObject, equivalent to instantiating a copy of it.
Override this method to implement a different way to obtain a dropdown list GameObject.
| template | The template to create the dropdown list from. |
|
inlineprotectedvirtual |
Create a dropdown item based upon the item template.
Override this method to implement a different way to obtain an option item. The option item should correspond to the provided template DropdownItem and its GameObject, equivalent to instantiating a copy of it.
| itemTemplate | e template to create the option item from. |
|
inlineprotectedvirtual |
Convenience method to explicitly destroy the previously generated blocker object
Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.
| blocker | The blocker object to destroy. |
|
inlineprotectedvirtual |
Convenience method to explicitly destroy the previously generated dropdown list
Override this method to implement a different way to dispose of a dropdown list GameObject.
| dropdownList | The dropdown list GameObject to destroy |
|
inlineprotectedvirtual |
Convenience method to explicitly destroy the previously generated Items.
Override this method to implement a different way to dispose of an option item. Likely no action needed since destroying the dropdown list destroys all contained items as well.
| item | The Item to destroy. |
|
inline |
Hide the dropdown list. I.e. close it.
|
inlinevirtual |
This will hide the dropdown list.
Called by a BaseInputModule when a Cancel event occurs.
| eventData | The associated event data. |
|
inlineprotected |
|
inlinevirtual |
Handling for when the dropdown is initially 'clicked'. Typically shows the dropdown
| eventData | The associated event data. |
|
inlinevirtual |
Handling for when the dropdown is selected and a submit event is processed. Typically shows the dropdown
| eventData | The associated event data. |
|
inline |
Refreshes the text and image (if available) of the currently selected option.
If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
|
inline |
Set index number of the current selection in the Dropdown without invoking onValueChanged callback.
| input | The new index for the current selection. |
|
inline |
Show the dropdown.
Plan for dropdown scrolling to ensure dropdown is contained within screen.
We assume the Canvas is the screen that the dropdown must be kept inside. This is always valid for screen space canvas modes. For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor. We consider it a fair constraint that the canvas must be big enough to contain dropdowns.
|
inlineprotected |
|
getset |
The Image component to hold the image of the currently selected option.
|
getset |
The Text component to hold the text of the currently selected option.
|
get |
|
getset |
The Image component to hold the image of the item
|
getset |
The Text component to hold the text of the item.
|
getset |
A UnityEvent that is invoked when a user has clicked one of the options in the dropdown list.
Use this to detect when a user selects one or more options in the Dropdown. Add a listener to perform an action when this UnityEvent detects a selection by the user. See https://unity3d.com/learn/tutorials/topics/scripting/delegates for more information on delegates.
|
getset |
The list of possible options. A text string and an image can be specified for each option.
This is the list of options within the Dropdown. Each option contains Text and/or image data that you can specify using UI.Dropdown.OptionData before adding to the Dropdown list. This also unlocks the ability to edit the Dropdown, including the insertion, removal, and finding of options, as well as other useful tools
///
|
getset |
The Rect Transform of the template for the dropdown list.
|
getset |
The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.


--- type: section layout: meet-the-team title: meet-the-team aliases: [/rencontrez-lequipe/] ---
We are a team of passionate people committed to making it easier to access and use government services. We all bring something different to CDS, whether that’s experiences from inside or outside government. Interested in joining us? See what positions we're hiring for.


For a couple of weeks, Washington's Albert Haynesworth didn't deposit an enormous check.
Players and coaches can't stop laughing after the Angels' Erick Aybar gets hit by a pitch.
Fannie and Freddie are unloading homes that cost much less than comparable properties just blocks away.
Playing it safe won't guarantee a smooth ride at work, and may end up hurting you.


--- layout: post date: 2010-06-12 time: "09:00:00" authors: ["Greg Wilson"] title: The Cowichan Problems tags: ["Opinion", "Research"] ---
Back in the 1990s, as the first wave of euphoria about parallel computing was topping out, I had a crazy idea: why don't we actually try to measure, or at least compare, the usability of different parallel programming systems? I left the field before taking the idea very far, but with talk about clouds and GPUs growing louder by the day, I think the idea is worth revisiting. My proposal is below the cut; I'd be interested in feedback.
Most programmers believe that parallel programming is harder than sequential programming. We are developing a suite of simple problems that can be used to assess the usability of different scientific programming languages (parallel or otherwise) that captures modularization and integration concerns usually ignored by performance-oriented benchmark suites. This paper motivates and describes the suite.
In the late 1980s and early 1990s, many people (including the first author of this paper) were convinced that programming was about to "go parallel" in a big way. Those same predictions are being made again today: fans of GPUs, multicore CPUs, and cloud computing all claim that programmers can no longer afford to not think about parallelism, and that we will have to rethink programming from the ground up to take advantage of all that shiny new hardware.
But how? And how will we know if we're on the right track? Twenty years ago, a survey by Bal et al. listed more than 300 parallel programming systems [Bal 1989]. Only a handful have survived, all of them very conservative extensions to, or libraries for, mainstream languages. If Erlang, Haskell, ML, F#, or other exotic languages are to gain ground, their advocates must convince a sceptical audience that they actually can solve real problems more easily than existing alternatives.
We propose using a suite of simple problems to compare the usability of parallel programming systems. Competent programmers, fluent in a specific system, will implement solutions to these problems and report their experiences in terms of development time, code clarity, and runtime performance. These problems are individually very simple, but together cover a broad range of scientific domains.
One significant innovation in this work is that we also require implementors to chain applications together, so that the output of one is an input to another. This will allow us to assess how well each language or library supports modularization and re-use. It is also more realistic than having each application run in isolation, since large scientific codes are usually composed of modules that have different "best" data layouts and parallelization strategies.
The first author originally developed this suite in the mid-1990s, inspired by discussions with R. Bruce Irvin (then at the University of Wisconsin) and Henri Bal (Vrije Universiteit, Amsterdam), and by the work of Feo and others on the Salishan Problems [Feo 1992]. In recognition of the latter, this suite is called the Cowichan Problems (pronounced COW-i-chun); like Salishan, the word is a Northwest Coast native place name. Early experiences were described in [Wilson 1994] and [Bal 1996]. in 2009, Andrew Borzenko and Cameron Gorrie (then in the Department of Computer Science at the University of Toronto) re-wrote the earlier C implementation in C++ using several modern parallel programming systems.
Amdahl's Law states that if tp is an algorithm's running time on p processors and σ is the algorithm's serial fraction (i.e., the fraction of the algorithm that cannot be parallelized), then:
| tp | = | σt1 + (1 — σ)t1/p |
The speedup on p processors is therefore:
| s(p) | = | t1/tp |
| = | t1/(σt1 + (1 — σ)t1/p) | |
| = | 1/(σ + (1 — σ)/p) |
As p→∞, the speedup is bounded by 1/σ. This makes intuitive sense: if 10% of an algorithm can't be parallelized, then even with infinite hardware, the program can only be made to run 10 times faster.
But software doesn't just happen: it has to be written and debugged, and these activities usually aren't made faster by parallel hardware. (In fact, most programmers believe that doing parallel programming is harder and slower than doing it sequentially.) If we let T and S be the equivalents of t and s over the program's whole lifetime, and D be its total development time, then:
| Tp | = | σT1 + (1 — σ)T1/p + D |
The achievable lifetime speedup is then:
| S∞ | = | 1/(σ + D/t1) |
The ratio of development time to run time therefore effectively increases the program's serial fraction. Unless parallelization time can be substantially reduced, parallel programming will only be cost-effective when:
The aim of this problem suite is to capture enough information about D to allow competing parallel programming systems to be ranked and compared.
Two comparative efforts in parallel programming are [Babb 1988] and [Feo 1992]. The first presented implementations of a simple numerical quadrature program in more than a dozen different parallel languages used on mid-1980s hardware. The second presented implementations of the Salishan Problems—Hamming number generation, isomer enumeration, skyline matrix reduction, and a simple discrete event simulator—in C*, Occam, Ada, and several dataflow and functional languages. Both books conveyed the flavor of the languages they describe, but neither compared languages or problem implementations directly.
More recently, Lutz has explored quantitative comparison of the relative productivity of different programming languages [Prechelt 2000, Prechelt 2009]. Our aim is to support replication of his work for parallel programming.
Our aim is to assess and compare the usability of parallel programming systems. Here, we discuss issues related to choosing the problems that make up our benchmark suite, how to assess particular implementations, and other purposes which implementations of these might serve. Recognizing that our problems are extremely simple, we refer to them as "toys".
Our criteria for including toys are:
The "single algorithm per program" model of many benchmarks is not representative of real programs, which often contain several qualitatively different phases or modules. A full implementation of this suite will therefore have two parts. In the first, each toy will be implemented as a stand-alone program. In the second, toys will be chained together as shown below. This will test the ease with which heterogeneous parallelism can be mixed within a single program. It will also show how well the system supports code re-use and information hiding, which are crucial to the development of large programs.
Where possible, chaining should execute toys concurrently. Some parallel programming systems impose extraneous constraints on programs, e.g., require all processes to participate in every barrier synchronization, or require the same executable to be loaded onto each processor. These constraints can limit the exploitation of potential concurrency. Permitting, but not requiring, concurrent execution of several toys should uncover such limitations.
One crucial aspect of the specification of toys is the way in which the sizes of problems are determined. In a frozen model, the actual size of each problem and/or the number of processors available is compiled into each toy. A fully fluid implementation, by contrast, allows these sizes to be specified at run-time. If a system does not support fully-fluid implementations, it must at least use an intermediate model (which might be called slushy), in which the maximum size of individual problems is specified during compilation, but the actual size of a problem is only determined when the toy begins to execute.
One way to compare the usability of parallel programming systems would be to measure the performance achieved by an "average" programmer as a function of time on each toy. By analogy with Hockney's n1/2 measure [Hockney 1991], we could in principle find the value of p1/2—the programming time required to achieve half of a machine's peak performance for a particular combination of programming system and problem type. (Note that if performance was measured as a fraction of the figures quoted by manufacturers for their machines, it is unlikely that the halfway mark would ever be reached.) However, the number of implementors required is much greater than the number we can reasonably expect.
Alternatively, we could use code metrics to compare implementations of various toys. This is also dubious, both because [El Emam 2001] has shown that most metrics do little more than measure lines of code, and because of the difficulty of comparing metric values between languages.
The best we can hope for now is therefore qualitative consensus, e.g., to interview implementors about their experiences and ask other programmers who are familiar with the base languages used to read and comment on the parallel versions of the toys. We will also compare the length of code in parallel and sequential implementations, though we realize that this can exaggerate the impact of parallelization.
This suite is intended for assessing the usability of parallel programming systems, but we envisage other uses. First, this suite will indicate what a mature parallel programming system should be able to support. In particular, we will ask implementors to describe how they debugged correctness and performance problems, and in particular what tools they used. (The lack of useful debugging tools is a chronic complaint among parallel programmers.)
This suite should also be useful for education, since toys will be small enough to be understood quickly, and parallelizing them should be a suitable classroom exercise in a senior undergraduate course on parallel computing.
The chained implementation of these toys executes in the order shown below. Because of choices in steps 1 and 3, there are four possible chained sequences.
I
with r
rows and c
columns is created either by using the Mandelbrot Set algorithm (mandel
) or by filling locations with random values (randmat
).I
is shuffled in both dimensions (shuffle
).invperc
) or histogram thresholding (thresh
) is used to generate a Boolean mask B
from I
in which the (minimum) percentage of True
locations is P
. Like I
, B
has r
rows and c
columns.life
) is simulated for G
generations, using B
as an initial configuration. This step overwrites the Boolean matrix B
.L
(m,x,y)
points is created using the integer matrix I
and the Boolean matrix B
.hull
) are obtained from the points produced above.norm
).L×L
matrix A
and an L
-vector V
are created using the normalized point locations from the previous step (outer).
AX=V
is solved using Gaussian elimination (gauss
) and successive over-relaxation (sor
) to generate two solution vectors Xgauss
and Xsor
. These two toys should execute concurrently if possible.Vgauss=AXgauss
and Vsor=AXsor
are calculated (product
). These two toys should execute concurrently if possible.Vgauss
and Vsor
is calculated (vecdiff
). This measures the agreement between the solutions found by the two methods.The toys comprising the Cowichan Problems are sketched below.
gauss
: Gaussian EliminationThis module solves a matrix equation AX=V for a dense, symmetric, diagonally dominant matrix A and an arbitrary vector non-zero V using explicit reduction. Input matrices are required to be symmetric and diagonally dominant in order to guarantee that there is a well-formed solution to the equation.
Inputs
matrix
: the real matrix A.target
: the real vector V.Outputs
solution
: a real vector containing the solution X.hull
: Convex HullGiven a set of (x,y) points, this toy finds those that lie on the convex hull, removes them, then finds the convex hull of the remainder. This process continues until no points are left. The output is a list of points in the order in which they were removed, i.e., the first section of the list is the points from the outermost convex hull, the second section is the points that lay on the next hull, and so on.
Inputs
original
: the vector of input points.Outputs
ordered
: the vector of output points (a permutation of the input).invperc
: Invasion PercolationInvasion percolation models the displacement of one fluid (such as oil) by another (such as water) in fractured rock. In two dimensions, this can be simulated by generating an N×N grid of random numbers in the range [1..R], and then marking the center cell of the grid as filled. In each iteration, one examines the four orthogonal neighbors of all filled cells, chooses the one with the lowest value (i.e., the one with the least resistance to filling), and fills it in.
Filling begins at the central cell of the matrix (rounding down for even-sized axes). The simulation continues until some fixed percentage of cells have been filled, or until some other condition (such as the presence of trapped regions) is achieved. The fractal structure of the filled and unfilled regions is then examined to determine how much oil could be recovered.
The naïve way to implement this is to repeatedly scan the array. A much faster technique is to maintain a priority queue of unfilled cells which are neighbors of filled cells. This latter technique is similar to the list-based methods used in some cellular automaton programs, and is very difficult to parallelize effectively.
Inputs
matrix
: an integer matrix.nfill
: the number of points to fill.Outputs
mask
: a Boolean matrix filled with True
(showing a filled cell) or False
(showing an unfilled cell).life
: Game of LifeThis module simulates the evolution of Conway's Game of Life, a two-dimensional cellular automaton. At each time step, this module must count the number of live (True
) cells in the 8-neighborhood of each cell using circular boundary conditions. If a cell has 3 live neighbors, or has 2 live neighbors and is already alive, it is alive in the next generation. In any other situation, the cell becomes, or stays, dead.
Inputs
matrix
: a Boolean matrix representing the Life world.numgen
: the number of generations to simulate.Outputs
matrix
: a Boolean matrix representing the world after simulation.mandel
: Mandelbrot Set GenerationThis module generates the Mandelbrot Set for a specified region of the complex plane. Given initial coordinates (x0, y0), the Mandelbrot Set is generated by iterating the equation:
| x' | = | x2 — y2 + y0 |
| y' | = | 2xy + x0 |
until either an iteration limit is reached, or the values diverge. The iteration limit used in this module is 150 steps; divergence occurs when x2 + y2 becomes 2.0 or greater. The integer value of each element of the matrix is the number of iterations done. The values produced should depend only on the size of the matrix and the seed, not on the number of processors or threads used.
Inputs
nrows, ncols
: the number of rows and columns in the output matrix.x0, y0
: the real coordinates of the lower-left corner of the region to be generated.dx, dy
: the extent of the region to be generated.Outputs
matrix
: an integer matrix containing the iteration count at each point in the region.norm
: Point Location NormalizationThis module normalizes point coordinates so that all points lie within the unit square [0..1]×[0..1]. If xmin and xmax are the minimum and maximum x coordinate values in the input vector, then the normalization equation is
| xi' | = | (xi — xmin)/(xmax — xmin) |
y coordinates are normalized in the same fashion.
Inputs
points
: a vector of point locations.Outputs
points
: a vector of normalized point locations.outer
: Outer ProductThis module turns a vector containing point positions into a dense, symmetric, diagonally dominant N×N matrix by calculating the distances between each pair of points. It also constructs a real vector whose values are the distance of each point from the origin. Each matrix element Mi,j such that i ≠ j is given the value di,j, the Euclidean distance between point i and point j. The diagonal values Mi,i are then set to N times the maximum off-diagonal value to ensure that the matrix is diagonally dominant. The value of the vector element vi is set to the distance of point i from the origin, which is given by √(xi2 + yi2).
Inputs
points
: a vector of (x,y) points, where x and y are the point's position.Outputs
matrix
: a real matrix, whose values are filled with inter-point distances.vector
: a real vector, whose values are filled with origin-to-point distances.product
: Matrix-Vector ProductGiven a matrix A, a vector V, and an assumed solution X to the equation AX=V, this module calculates the actual product AX=V', and then finds the magnitude of the error.
Inputs
matrix
: the real matrix A.actual
: the real vector V.candidate
: the real vector X.Outputs
e
: the largest absolute value in the element-wise difference of V and V'.randmat
: Random Number GenerationThis module fills a matrix with pseudo-random integers. The values produced must depend only on the size of the matrix and the seed, not on the number of processors or threads used.
Inputs
nrows, ncols
: the number of rows and columns in the output matrix.s
: the random number generation seed.Outputs
matrix
: an integer matrix filled with random values.shuffle
: Two-Dimensional ShuffleThis module divides the values in a rectangular two-dimensional integer matrix into two halves along one axis, shuffles them, and then repeats this operation along the other axis. Values in odd-numbered locations are collected at the low end of each row or column, while values in even-numbered locations are moved to the high end. An example transformation is:
| a | b | c | d | a | c | b | d | |
| e | f | g | h | → | i | k | j | l |
| i | j | k | l | e | g | f | h |
Note that how an array element is moved depends only on whether its location index is odd or even, not on whether its value is odd or even.
Inputs
matrix
: an integer matrix.Outputs
matrix
: an integer matrix containing shuffled values.sor
: Successive Over-RelaxationThis module solves a matrix equation AX=V for a dense, symmetric, diagonally dominant matrix A and an arbitrary vector non-zero V using successive over-relaxation.
Inputs
matrix
: the square real matrix A.target
: the real vector V.tolerance
: the solution tolerance, e.g., 10-6.Outputs
solution
: a real vector containing the solution X.thresh
: Histogram ThresholdingThis module performs histogram thresholding on an image. Given an integer image I and a target percentage p, it constructs a binary image B such that Bi,j is set if no more than p percent of the pixels in I are brighter than Ii,j. The general idea is that an image's histogram should have two peaks, one centered around the average foreground intensity, and one centered around the average background intensity. This program attempts to set a threshold between the two peaks in the histogram and select the pixels above the threshold.
Inputs
matrix
: the integer matrix to be thresholded.percent
: the minimum percentage of cells to retain.Outputs
mask
: a Boolean matrix whose values are True
where the value of a cell in the input image is above the threshold, and False
otherwise.vecdiff
: Vector DifferenceThis module finds the maximum absolute elementwise difference between two vectors of real numbers.
Inputs
left
: the first vector.right
: the second vector.Outputs
maxdiff
: the largest absolute difference between any two corresponding vector elements.winnow
: Weighted Point SelectionThis module converts a matrix of integers to a vector of points represented as x and y coordinates. Each location where mask
is True
becomes a candidate point, with a weight equal to the integer value in matrix
at that location and x and y coordinates equal to its row and column indices. These candidate points are then sorted into increasing order by weight, and N evenly-spaced points selected to create the result vector.
Inputs
matrix
: an integer matrix whose values are used as weights.mask
: a Boolean matrix of the same size showing which points are eligible for consideration.nelts
: the number of points to select.Outputs
points
: an N-vector of (x,y) points.I/O is an important part of programming, but is often treated as being of secondary importance by language designers. This suite requires all stand-alone toys to read input values from files, and write results back; the chained version must be able to checkpoint intermediate results between toys. Finally, implementors are strongly encouraged to include some means of visualizing the output or evolution of individual toys.
The file formats used in the Cowichan Problems are specified in an appendix. Files are required to be human-readable (i.e., to use ASCII text). Implementations may also include I/O using binary (non-ASCII) files in whatever file formats are convenient. This will allow programmers to demonstrate the "natural" I/O capabilities of particular systems which most probably be used for checkpointing intermediate results in real programs.
Reproducibility is an important issue for parallel programming systems. While constraining the order of operations in a parallel system to guarantee reproducibility makes programs in that system easier to debug, it can also reduce the expressiveness or performance of the system.
In this problem set, irreproducibility can appear in two forms: numerical and algorithmic. The first arises in toys such as gauss
and sor
, which use floating-point numbers. Precisely how round-off errors occur in these calculations can depend on the distribution of work among processors, or the order in which those processors carry out particular operations.
Irreproducibility also arises in toys which only use exact numbers, such as invperc
and randmat
. In the former, the percolation region is grown by repeatedly filling the lowest-valued cell on its perimeter. If several cells have this value, implementations may choose one arbitrarily. Thus, different implementations may produce very different fractal shapes. In the case of random number generation, the simplest thing to do is to run the same generator independently on each processor, although the values in the resulting matrix then depend on the number of processors used.
[Babb 1988] Robert G. Babb: Programming Parallel Processors. Addison-Wesley, 1988.
[Bal 1989]: Henri E. Bal, J. G. Steiner, and A. S. Tanenbaum: "Programming Languages for Distributed Computing Systems". ACM Computing Surveys, 21(3), 1989.
[Bal 1996] Henri E. Bal and Gregory V. Wilson: "Using the Cowichan Problems to Assess the Usability of Orca". IEEE Parallel & Distributed Technology, 4(3), 1996.
[Bennett 1990] John K. Bennett, John B. Carter, and Willy Zwaenepoel: "Munin: Distributed Shared Memory Based on Type-Specific Memory Coherence". Proc. 1990 Conference on Principles and Practice of Parallel Programming, 1990.
[El Emam 2001] Khaled El Emam, Saida Benlarbi, Nishith Goel, and Shesh N. Rai: "The Confounding Effect of Class Size on the Validity of Object-Oriented Metrics". IEEE Transasctions on Software Engineering, 27(7), 2001.
[Feo 1992] John T. Feo: A Comparative Study of Parallel Programming Languages: The Salishan Problems. North-Holland, 1992.
[Hockney 1991] Roger Hockney: "Performance Parameters and Benchmarking of Supercomputers". Parallel Computing, 17, 1991.
[Prechelt 2000] Lutz Prechelt: "An Empirical Comparison of Seven Programming Languages". IEEE Computer, 33(10), 2000.
[Prechelt 2000] Lutz Prechelt: "Plat_Forms: A Web Development Platform Comparison by an Exploratory Experiment Searching for Emergent Platform Properties". IEEE Trans. Software Engineering, 2009.
[Wilson 1994] Gregory V. Wilson: "Assessing the Usability of Parallel Programming Systems: The Cowichan Problems". Proc. IFIP Working Conference on Programming Environments for Massively Parallel Distributed Systems, Birkhäuser, 1994.
A vector file begins with a single positive integer, which specifies the number of elements in the vector. This is then followed by N rows, each containing a single value.
A file containing a matrix begins with a pair of positive integers, which specify the number of rows and columns in the matrix respectively. (Note that this means the first number is the Y extent, and the second number is the X extent.) Elements of the vector or matrix then appear one per line in order of increasing index, i.e., the element at (1,1) appears first, then the element at (1,2), and so on up to (1,N), which is followed by the element at index (2,1).
Vectors and matrices may contain Booleans, integers, or reals; vectors may also contain (x,y) points. The two Boolean values are represented by upper-case 'T' and 'F'. Integers and reals are represented in the usual way; points are represented as two numbers separated by a single space character.
This list details some operations which are supported by many parallel programming systems. The toys described above provide opportunities for exercising many of these, and implementors are encouraged to phrase discussion of their work in terms of these operations where appropriate.
alt
construct)These are inspired by the categorization originally used in the Munin system [Bennett 1990]. Again, implementors are encouraged to phrase discussion of their work in these terms where appropriate.


LOVE AND BASKETBALL (New Line) Starring: Omar Epps, Sanaa Lathan, Alfre Woodard, Dennis Haysbert, Debbi Morgan, Harry J. Lennix, Erika Ringor. Screenplay: Gina Prince-Bythewood. Producers: Spike Lee and Sam Kitt. Director: Gina Prince-Bythewood. MPAA Rating: R (sexual situations, adult themes, profanity) Running Time: 120 minutes. Reviewed by Scott Renshaw.
Love for the game of basketball -- and for women's basketball in particular -- fills virtually every frame of Gina Price-Bythewood's LOVE AND BASKETBALL. The first-time filmmaker grasps the frustrations of female athletes struggling against societal expectations and limited opportunities to make their passion part of their lives. She gets inside the head of a basketball player as she makes split-second game decisions. She even does something I never expected to see in a sports film, something that sent this hoops purist into a rapture: She has her heroine win a big game not by taking the last shot, but by taking an offensive foul.
Yes, Gina Price-Bythewood knows her ball, and she knows the psychology of women who love the game. She knows them well enough that it makes up for the sluggish narrative to which she attaches them. The story begins in 1981, where the Wright family moves in next door to the McCall family in their Los Angeles neighborhood. Middle-school hoops junkies Quincy McCall (Glenndon Chatman) and Monica Wright (Kyla Pratt) instantly develop a competitive love-hate relationship, one that reaches full bloom when Quincy (Omar Epps) and Monica (Sanaa Lathan) excel for their high school teams.  While Quincy's desire to follow in his father Zeke's (Dennis Haysbert) footsteps to the NBA is complicated by a startling revelation, Monica's professional aspirations collide with notions of femininity espoused by her housewife mother (Alfre Woodard) and even Quincy himself.
LOVE AND BASKETBALL gets off to an appealing start with the adolescent tug-of-war between Quincy and Monica. There's a nice scene in which the two 11-year-olds go from first kiss to knock-down brawl in the space of a few seconds, neatly summarizing the competitiveness that will sabotage their mutual attraction. Price-Bythewood is interested most strongly in the second-class status of women athletes, and the fierce attitude Monica develops as she struggles with the tacit disapproval of her mother and the awareness that her quest to be a pro may be over before it begins. Sanaa Lathan does a wonderful job as Monica, capturing the moping tomboy, the uncertain teenager and the ever-more-confident athlete with strength and grace. It takes a special performance to lend credibility to wild swings of emotion. Lathan nails every twist in Monica's life journey.
Monica is such a dynamic individual presence that she overwhelms almost everything else in LOVE AND BASKETBALL. In theory, the film follows the careers of both Quincy and Monica equally, but it's always evident where Price-Bythewood's heart is. Quincy's character is far less interesting from the outset, since he's already a high school star. When Quincy and Monica get together, Price-Bythewood lets Quincy off the hook by not exploring the blow to his ego when Monica's fortunes begin to eclipse his own. Nearly every time Quincy or his family are drawn into the story, there's a palpable loss of energy, a more predictable arc to the drama. The "love" part of LOVE AND BASKETBALL starts to feel tacked on for the sake of convention. Making it a story with two equal protagonists repeatedly makes it evident that Price-Bythewood doesn't understand Quincy nearly as well as she understands Monica.
LOVE AND BASKETBALL is structured in four time period segments over some dozen years, each segment identified as a basketball "quarter." By the time the film draws to a close after two hours, you may feel as though it has gone into at least one overtime. Gina Price-Bythewood builds a sense of the epic into the relationship between Quincy and Monica, but there's always the sense that it would have been much more effective as a smaller, more intimate story. It's a very good film when it focuses on one woman's attempt to create a happy personal life that also includes the game she loves; it's pretty mediocre when it tries ineffectively to give equal time to the men. It may be my long-standing affinity for women's basketball talking, but I wanted a film about the one character in which the filmmaker clearly had the most emotional investment. Women finally have a basketball league of their own; it shouldn't have been too much to ask to give them a basketball movie of their own.
On the Renshaw scale of 0 to 10 hoop (skirt) dreams: 6.
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1. Can I see all the questions in one place?
Ans. No. Not as of Jul-2020. We do plan to expose the questions once we have a set that we are happy with.
2. Can I challenges of only one type?
Ans. No. Not as of Jul-2020. You are welcome to develop this feature for us! The GitHub repo associated with this project is here.
3. Where can I see the answers?
Ans. Nowhere. We don't provide answers. These are not challenges in the traditional sense. Treat them as random starting points for thinking, exploring and having conversations about testing.
4. How can I contribute ideas or challenges?
Ans. You can raise issue on GitHub repo or email me (Arun) directly at<EMAIL_ADDRESS>{% include 'copyright.html' %}


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| DOSE: |
2.0 g |
insufflated |
Cocaine |
(powder / crystals) |
It all started on September 27th, my 20th birthday. I was getting bored of marijuana, of which I have done hundreds of times prior to this experience, and was curious in trying a chemical drug such as ecstasy or cocaine. So when my friend/drug supplier told me he could hook me up with some coke that night I said yes in a heartbeat. I bought 1.3g for $100 off him that night. For me, that was a lot of money to be spending on a personal stash of drugs. But since I am a small time weed dealer, I make a decent amount of cash on the side so I didnít worry about throwing my money around like that.
As soon as the first line was chopped up and prepared, I was euphoric from just the anticipation. I cut off the end of a drinking straw and snorted the blow. Within five minutes I felt a mellow high coming over me, and I loved it. Initially I was both scared and excited to try this new drug and when I realized that it didnít impair my senses, I no longer had any fear and just wanted more. We did lines together all night long and I felt like I was on top of the world. I felt more talkative and more open towards everyone.
However, after several hours I started saying things that I would not normally say when I am sober. I babbled non stop for almost an hour. Most of the things I said where about over-analyzing things and my other friends who were only drinking started giving me an awkward eye. And to make things worse, when one of my female friends saw us sniffing on those white lines, she started feeling depressed because she probably thought we were addicts. Seeing these two things gave me the worst paranoia Iíve ever experienced in my life. I started thinking that everyone hates me now because I was doing a hardcore drug.
When the party was over and everyone had left, I hung out with my friend Arian and I managed to calm down a bit. He was high on weed and I noticed that he kept starring at my dime bag packed with rocks of coke. So I offered him some and he accepted. We snorted a few lines together and we had a ball. We had all sorts of great conversations. The paranoia was gone but then I noticed that my heart was beating at an incredibly high rate. We clocked my heart rate at 114 beats/minute. I knew that 75 beats/minute was a healthy heart rate so I started to think that I was on the brink of overdosing. The paranoia returned and I started panicking. Arian managed to calm me down a little before I left and went home.
For the next few hours I felt so miserable and I wished I had never done it. I talked to my friend Matt on MSN and he told me to take shallow breaths to lower my heart rate. Miraculously it worked very well. He also told me that my heart was going crazy because of the paranoia so after I managed to calm myself down I felt fine. I ended up going to bed at 9am and skipping the whole school day. Another serious side effect that I noticed was a severe lack of appetite. I didnít eat anything within that whole time span because I didnít feel hungry even though I normally would if I were sober.
Later that night I did some coke by myself, and feeling guilty about missing my classes I went to the library to do some homework and hardcore studying. I noticed that I was able to concentrate more than ever, and ended up finishing a ridiculous amount of work within only a few hours. So when I was done and was heading home, I felt so happy for catching up on school even though I missed a day. I thought Iíd reward myself with some more lines. I felt so euphoric and wanted more so I just kept pounding more lines up my nose and I had so much fun. I stayed up all night and throughout the early morning. By 7am I was still feeling extremely awake so I did a few more lines and went to my 8am class.
Being in class high on coke was amazing. I participated in class more than ever because I was feeling more confident and felt eager to learn. The brutal part of the day was that I had classes till 5pm so as soon as I got home I crashed and didnít wake up till around 4am. I repeated this routine till the weekend. When I looked back at the school week I realized that my performance had soared to the top because the high I got off the coke gave me an unbelievable amount of motivation towards whatever I wanted to do. On the weekend my friend Arian joined me for some more ďdevilís dandruffĒ sessions and because the high made us so social, we got to know each other like we probably never would if we were sober or just smoking pot. It was great, because the more I did it the better the high felt. But my tolerance got ridiculously higher: on day 1, I only had to do a few tiny lines and I was set, but after a few days I found that I had to do a huge fat line just to get the high.
So after an amazing weekend, I woke up on Monday and finished off the rest of my stash which was only less than a P2. I went to class high as a mother fucker and tried not to think about buying more coke because I wanted to stop at that point. Turned out that I ended up buying a half gram later that day and shared it with Arian. I felt guilty because I knew that I do have the will power to quit but I said to myself ďWhat the hey, one more day and thatís it.Ē Tuesday morning I felt so miserable because I had gotten so used to the coke that I felt as if I couldnít make it through the day without doing more that day. So I thought that maybe I shouldnít go completely cold turkey because I didnít want to be a wreck for the whole day. I dug in my stash of cash and pulled out $40 and bought another half gram.
So I probably did a P2 that whole day, and I spread it out throughout rather than soaking it all up in just two or three sessions. Later that night me, Andrew, Mac, and Jeff chilled till 3:30am and I saved half a line for the morning so I could keep awake and go to class.   At that point I had absolutely no desire to do anymore because I just got bored of it. The high I got lasted only two minutes and my esophagus felt burnt and worn out. Finally I could say goodbye to the white devil.
This experience was an awesome trip and Iíll never forget it. It made life both easier and harder, and enlightened me on so many levels. I donít plan on buying anymore for at least a month. Hopefully my tolerance will drop so Iíll be able to enjoy it again. Iím just glad that it finally stopped snowing.
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.