/** * @author Mat Groves http://matgroves.com @Doormat23 * @author Richard Davey<EMAIL_ADDRESS>* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The base class for all objects that are rendered. Contains properties for position, scaling, * rotation, masks and cache handling. * * This is an abstract class and should not be used on its own, rather it should be extended. * * It is used internally by the likes of PIXI.Sprite. * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function () { /** * The coordinates, in pixels, of this DisplayObject, relative to its parent container. * * The value of this property does not reflect any positioning happening further up the display list. * To obtain that value please see the `worldPosition` property. * * @property {PIXI.Point} position * @default */ this.position = new PIXI.Point(0, 0); /** * The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject * at its default size. A value of 0.5 would scale this DisplayObject by half, and so on. * * The value of this property does not reflect any scaling happening further up the display list. * To obtain that value please see the `worldScale` property. * * @property {PIXI.Point} scale * @default */ this.scale = new PIXI.Point(1, 1); /** * The pivot point of this DisplayObject that it rotates around. The values are expressed * in pixel values. * @property {PIXI.Point} pivot * @default */ this.pivot = new PIXI.Point(0, 0); /** * The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on * a right-handed orientation. * * The value of this property does not reflect any rotation happening further up the display list. * To obtain that value please see the `worldRotation` property. * * @property {number} rotation * @default */ this.rotation = 0; /** * The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. * Please note that an object with an alpha value of 0 is skipped during the render pass. * * The value of this property does not reflect any alpha values set further up the display list. * To obtain that value please see the `worldAlpha` property. * * @property {number} alpha * @default */ this.alpha = 1; /** * The visibility of this DisplayObject. A value of `false` makes the object invisible. * A value of `true` makes it visible. Please note that an object with a visible value of * `false` is skipped during the render pass. Equally a DisplayObject with visible false will * not render any of its children. * * The value of this property does not reflect any visible values set further up the display list. * To obtain that value please see the `worldVisible` property. * * @property {boolean} visible * @default */ this.visible = true; /** * This is the defined area that will pick up mouse / touch events. It is null by default. * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) * * @property hitArea * @type Rectangle|Circle|Ellipse|Polygon */ this.hitArea = null; /** * Should this DisplayObject be rendered by the renderer? An object with a renderable value of * `false` is skipped during the render pass. * * @property {boolean} renderable * @default */ this.renderable = false; /** * The parent DisplayObjectContainer that this DisplayObject is a child of. * All DisplayObjects must belong to a parent in order to be rendered. * The root parent is the Stage object. This property is set automatically when the * DisplayObject is added to, or removed from, a DisplayObjectContainer. * * @property {PIXI.DisplayObjectContainer} parent * @default * @readOnly */ this.parent = null; /** * The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. * This value is the calculated total, based on the alpha values of all parents of this DisplayObjects * in the display list. * * To obtain, and set, the local alpha value, see the `alpha` property. * * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until * that happens this property will contain values based on the previous frame. Be mindful of this if * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback. * * @property {number} worldAlpha * @readOnly */ this.worldAlpha = 1; /** * The current transform of this DisplayObject. * * This property contains the calculated total, based on the transforms of all parents of this * DisplayObject in the display list. * * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until * that happens this property will contain values based on the previous frame. Be mindful of this if * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback. * * @property {Phaser.Matrix} worldTransform * @readOnly */ this.worldTransform = new Phaser.Matrix(); /** * The coordinates, in pixels, of this DisplayObject within the world. * * This property contains the calculated total, based on the positions of all parents of this * DisplayObject in the display list. * * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until * that happens this property will contain values based on the previous frame. Be mindful of this if * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback. * * @property {PIXI.Point} worldPosition * @readOnly */ this.worldPosition = new PIXI.Point(0, 0); /** * The global scale of this DisplayObject. * * This property contains the calculated total, based on the scales of all parents of this * DisplayObject in the display list. * * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until * that happens this property will contain values based on the previous frame. Be mindful of this if * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback. * * @property {PIXI.Point} worldScale * @readOnly */ this.worldScale = new PIXI.Point(1, 1); /** * The rotation, in radians, of this DisplayObject. * * This property contains the calculated total, based on the rotations of all parents of this * DisplayObject in the display list. * * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until * that happens this property will contain values based on the previous frame. Be mindful of this if * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback. * * @property {number} worldRotation * @readOnly */ this.worldRotation = 0; /** * The rectangular area used by filters when rendering a shader for this DisplayObject. * * @property {PIXI.Rectangle} filterArea * @type Rectangle * @default */ this.filterArea = null; /** * @property {number} _sr - Cached rotation value. * @private */ this._sr = 0; /** * @property {number} _cr - Cached rotation value. * @private */ this._cr = 1; /** * @property {PIXI.Rectangle} _bounds - The cached bounds of this object. * @private */ this._bounds = new PIXI.Rectangle(0, 0, 0, 0); /** * @property {PIXI.Rectangle} _currentBounds - The most recently calculated bounds of this object. * @private */ this._currentBounds = null; /** * @property {PIXI.Rectangle} _mask - The cached mask of this object. * @private */ this._mask = null; /** * @property {boolean} _cacheAsBitmap - Internal cache as bitmap flag. * @private */ this._cacheAsBitmap = false; /** * @property {boolean} _cacheIsDirty - Internal dirty cache flag. * @private */ this._cacheIsDirty = false; }; PIXI.DisplayObject.prototype = { constructor: PIXI.DisplayObject, /** * Destroy this DisplayObject. * * Removes any cached sprites, sets renderable flag to false, and nulls filters, bounds and mask. * * Also iteratively calls `destroy` on any children. * * @method PIXI.DisplayObject#destroy */ destroy: function () { if (this.children) { var i = this.children.length; while (i--) { this.children[i].destroy(); } this.children = []; } this.hitArea = null; this.parent = null; this.worldTransform = null; this.filterArea = null; this.renderable = false; this._bounds = null; this._currentBounds = null; this._mask = null; this._destroyCachedSprite(); }, /* * Updates the transform matrix this DisplayObject uses for rendering. * * If the object has no parent, and no parent parameter is provided, it will default to * Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place. * * The `parent` parameter has priority over the actual parent. Use it as a parent override. * Setting it does **not** change the actual parent of this DisplayObject. * * Calling this method updates the `worldTransform`, `worldAlpha`, `worldPosition`, `worldScale` * and `worldRotation` properties. * * If a `transformCallback` has been specified, it is called at the end of this method, and is passed * the new, updated, worldTransform property, along with the parent transform used. * * @method PIXI.DisplayObject#updateTransform * @param {PIXI.DisplayObjectContainer} [parent] - Optional parent to calculate this DisplayObjects transform from. * @return {PIXI.DisplayObject} - A reference to this DisplayObject. */ updateTransform: function (parent) { if (!parent && !this.parent && !this.game) { return this; } var p = this.parent; if (parent) { p = parent; } else if (!this.parent) { p = this.game.world; } // create some matrix refs for easy access var pt = p.worldTransform; var wt = this.worldTransform; // temporary matrix variables var a, b, c, d, tx, ty; // so if rotation is between 0 then we can simplify the multiplication process.. if (this.rotation % Phaser.Math.PI2) { // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes if (this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } // get the matrix values of the displayobject based on its transform properties.. a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; tx = this.position.x; ty = this.position.y; // check for pivot.. not often used so geared towards that fact! if (this.pivot.x || this.pivot.y) { tx -= this.pivot.x * a + this.pivot.y * c; ty -= this.pivot.x * b + this.pivot.y * d; } // concat the parent matrix with the objects transform. wt.a = a * pt.a + b * pt.c; wt.b = a * pt.b + b * pt.d; wt.c = c * pt.a + d * pt.c; wt.d = c * pt.b + d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } else { // lets do the fast version as we know there is no rotation.. a = this.scale.x; b = 0; c = 0; d = this.scale.y; tx = this.position.x - this.pivot.x * a; ty = this.position.y - this.pivot.y * d; wt.a = a * pt.a; wt.b = a * pt.b; wt.c = d * pt.c; wt.d = d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } a = wt.a; b = wt.b; c = wt.c; d = wt.d; var determ = (a * d) - (b * c); if (a || b) { var r = Math.sqrt((a * a) + (b * b)); this.worldRotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r); this.worldScale.x = r; this.worldScale.y = determ / r; } else if (c || d) { var s = Math.sqrt((c * c) + (d * d)); this.worldRotation = Phaser.Math.HALF_PI - ((d > 0) ? Math.acos(-c / s) : -Math.acos(c / s)); this.worldScale.x = determ / s; this.worldScale.y = s; } else { this.worldScale.x = 0; this.worldScale.y = 0; } // Set the World values this.worldAlpha = this.alpha * p.worldAlpha; this.worldPosition.x = wt.tx; this.worldPosition.y = wt.ty; // reset the bounds each time this is called! this._currentBounds = null; // Custom callback? if (this.transformCallback) { this.transformCallback.call(this.transformCallbackContext, wt, pt); } return this; }, /** * To be overridden by classes that require it. * * @method PIXI.DisplayObject#preUpdate */ preUpdate: function () { }, /** * Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites. * This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times. * * Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures, * and references to them, so they don't linger in memory. * * @method PIXI.DisplayObject#generateTexture * @param {number} [resolution=1] - The resolution of the texture being generated. * @param {number} [scaleMode=PIXI.scaleModes.DEFAULT] - See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values. * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The renderer used to generate the texture. * @return {Phaser.RenderTexture} - A RenderTexture containing an image of this DisplayObject at the time it was invoked. */ generateTexture: function (resolution, scaleMode, renderer) { var bounds = this.getLocalBounds(); var renderTexture = new Phaser.RenderTexture(this.game, bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution); PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; renderTexture.render(this, PIXI.DisplayObject._tempMatrix); return renderTexture; }, /** * If this DisplayObject has a cached Sprite, this method generates and updates it. * * @method PIXI.DisplayObject#updateCache * @return {PIXI.DisplayObject} - A reference to this DisplayObject. */ updateCache: function () { this._generateCachedSprite(); return this; }, /** * Calculates the global position of this DisplayObject, based on the position given. * * @method PIXI.DisplayObject#toGlobal * @param {PIXI.Point} position - The global position to calculate from. * @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given. */ toGlobal: function (position) { this.updateTransform(); return this.worldTransform.apply(position); }, /** * Calculates the local position of this DisplayObject, relative to another point. * * @method PIXI.DisplayObject#toLocal * @param {PIXI.Point} position - The world origin to calculate from. * @param {PIXI.DisplayObject} [from] - An optional DisplayObject to calculate the global position from. * @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given. */ toLocal: function (position, from) { if (from) { position = from.toGlobal(position); } this.updateTransform(); return this.worldTransform.applyInverse(position); }, /** * Internal method. * * @method PIXI.DisplayObject#_renderCachedSprite * @private * @param {Object} renderSession - The render session */ _renderCachedSprite: function (renderSession) { this._cachedSprite.worldAlpha = this.worldAlpha; if (renderSession.gl) { PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); } else { PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession); } }, /** * Internal method. * * @method PIXI.DisplayObject#_generateCachedSprite * @private */ _generateCachedSprite: function () { this._cacheAsBitmap = false; var bounds = this.getLocalBounds(); // Round it off and force non-zero dimensions bounds.width = Math.max(1, Math.ceil(bounds.width)); bounds.height = Math.max(1, Math.ceil(bounds.height)); this.updateTransform(); if (!this._cachedSprite) { var textureUnit = 0; if (this.texture && this.texture.baseTexture && PIXI._enableMultiTextureToggle) { textureUnit = this.texture.baseTexture.textureIndex; } var renderTexture = new Phaser.RenderTexture(this.game, bounds.width, bounds.height, undefined, undefined, undefined, undefined, textureUnit); this._cachedSprite = new PIXI.Sprite(renderTexture); this._cachedSprite.worldTransform = this.worldTransform; } else { this._cachedSprite.texture.resize(bounds.width, bounds.height); } // Remove filters var tempFilters = this._filters; this._filters = null; this._cachedSprite.filters = tempFilters; PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true); this._cachedSprite.anchor.x = -(bounds.x / bounds.width); this._cachedSprite.anchor.y = -(bounds.y / bounds.height); this._filters = tempFilters; this._cacheAsBitmap = true; }, /** * Destroys a cached Sprite. * * @method PIXI.DisplayObject#_destroyCachedSprite * @private */ _destroyCachedSprite: function () { if (!this._cachedSprite) { return; } this._cachedSprite.texture.destroy(true); this._cachedSprite = null; } }; // Alias for updateTransform. As used in DisplayObject container, etc. PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform; Object.defineProperties(PIXI.DisplayObject.prototype, { /** * The horizontal position of the DisplayObject, in pixels, relative to its parent. * If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead. * @name PIXI.DisplayObject#x * @property {number} x - The horizontal position of the DisplayObject, in pixels, relative to its parent. */ 'x': { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }, /** * The vertical position of the DisplayObject, in pixels, relative to its parent. * If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead. * @name PIXI.DisplayObject#y * @property {number} y - The vertical position of the DisplayObject, in pixels, relative to its parent. */ 'y': { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }, /** * Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values. * @name PIXI.DisplayObject#worldVisible * @property {boolean} worldVisible - Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values. */ 'worldVisible': { get: function () { if (!this.visible) { return false; } else { var item = this.parent; if (!item) { return this.visible; } else { do { if (!item.visible) { return false; } item = item.parent; } while (item); } return true; } } }, /** * Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. * When applied it limits the visible area of this DisplayObject to the shape of the mask. * Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. * To remove a mask, set this property to `null`. * * @name PIXI.DisplayObject#mask * @property {Phaser.Graphics} mask - The mask applied to this DisplayObject. Set to `null` to remove an existing mask. */ 'mask': { get: function () { return this._mask; }, set: function (value) { if (this._mask) { this._mask.isMask = false; } this._mask = value; if (value) { this._mask.isMask = true; } } }, /** * Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas * Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter * using `DisplayObject.filterArea`. * * To remove filters, set this property to `null`. * * Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a * filter will reset this DisplayObjects blend mode to NORMAL. * * @name PIXI.DisplayObject#filters * @property {Array} filters - An Array of Phaser.Filter objects, or objects that extend them. */ 'filters': { get: function () { return this._filters; }, set: function (value) { if (Array.isArray(value)) { // Put all the passes in one place. var passes = []; for (var i = 0; i < value.length; i++) { var filterPasses = value[i].passes; for (var j = 0; j < filterPasses.length; j++) { passes.push(filterPasses[j]); } } // Needed any more? this._filterBlock = { target: this, filterPasses: passes }; } this._filters = value; if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY) { this.blendMode = PIXI.blendModes.NORMAL; } } }, /** * Sets if this DisplayObject should be cached as a bitmap. * * When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it * in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a * performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children. * * Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not * re-generate the cached bitmap automatically. To do that you need to call `DisplayObject.updateCache`. * * To remove a cached bitmap, set this property to `null`. * * @name PIXI.DisplayObject#cacheAsBitmap * @property {boolean} cacheAsBitmap - Cache this DisplayObject as a Bitmap. Set to `null` to remove an existing cached bitmap. */ 'cacheAsBitmap': { get: function () { return this._cacheAsBitmap; }, set: function (value) { if (this._cacheAsBitmap === value) { return; } if (value) { this._generateCachedSprite(); } else { this._destroyCachedSprite(); } this._cacheAsBitmap = value; } } });


| MATLAB 文件帮助: cv.DTrees/addlistener | 查看 cv.DTrees/addlistener 的代码 | 转至 cv.DTrees/addlistener 的在线文档 | Index |
addlistener Add listener for event. el = addlistener(hSource, 'Eventname', Callback) creates a listener for the event named Eventname, the source of which is handle object hSource. If hSource is an array of source handles, the listener responds to the named event on any handle in the array. The Callback is a function handle that is invoked when the event is triggered.
el = addlistener(hSource, PropName, 'Eventname', Callback) adds a listener for a property event. Eventname must be one of the strings 'PreGet', 'PostGet', 'PreSet', and 'PostSet'. PropName must be either a single property name or cell array of property names, or a single meta.property or array of meta.property objects. The properties must belong to the class of hSource. If hSource is scalar, PropName can include dynamic properties.
For all forms, addlistener returns an event.listener. To remove a listener, delete the object returned by addlistener. For example, delete(el) calls the handle class delete method to remove the listener and delete it from the workspace.
有关 cv.DTrees/addlistener 的帮助继承于超类 handle
| Defining Class | handle |
| Access | public |
| Sealed | false |
| Static | false |


Learning how to build robust, horizontally-scalable services using Clojure and Functional Programming principles has been my primary focus since 2013. Before that, I built web applications and automated testing suites for government, non-profit, and commercial clients. I also give internal seminars and conference talks on software development.


opcsim is a Python library for simulating the response of low-cost optical particle sensors (OPS’s) to various aerosol distributions to better understand the sources of error and limitations of these devices. It provides an easy-to-use API for building simple OPC and Nephelometer models as well as model and visualize aerosol distributions.
For more information, please read our paper available in Atmospheric Measurement Techniques.
To view the source code or report a bug, please visit the github repository.
Simulate optical particle counters
Simulate nephelometers
Understand how particle sensors react to changes in aerosol size and composition
Easily visualize aerosol distirbutions
Low-cost sensors for measuring particulate matter (PM) offer the ability to understand human exposure to air pollution at spatiotemporal scales that have previously been impractical. However, such low-cost PM sensors tend to be poorly characterized, and their measurements of mass concentration can be subject to considerable error. Recent studies have investigated how individual factors can contribute to this error, but these studies are largely based on empirical comparisons and generally do not examine the role of multiple factors simultaneously. Here, we present a new physics-based framework and open-source software package (opcsim) for evaluating the ability of low-cost optical particle sensors (optical particle counters and nephelometers) to accurately characterize the size distribution and/or mass loading of aerosol particles. This framework, which uses Mie Theory to calculate the response of a given sensor to a given particle population, is used to estimate the relative error in mass loading for different sensor types, given variations in relative humidity, aerosol optical properties, and the underlying particle size distribution. Results indicate that such error, which can be substantial, is dependent on the sensor technology (nephelometer vs. optical particle counter), the specific parameters of the individual sensor, and differences between the aerosol used to calibrate the sensor and the aerosol being measured. We conclude with a summary of likely sources of error for different sensor types, environmental conditions, and particle classes, and offer general recommendations for choice of calibrant under different measurement scenarios.


Instax Bitcoin QR Codes
I evaluated the usefulness of the Instax mini 9 for making cheap, quick QR prints. It works well but would work seamlessly with a small update to Samourai wallet to enable full screen QR codes. Samourai dev’s have since agreed to add this feature.
Use this method as a secondary backup only - heat will degrade the prints rendering them useless after a fire
The Problem
Sometimes, when using Bitcoin, you may desire a physical printout. For example, a physical backup of your private key in QR form so you can easily sweep it with a mobile wallet such as Samourai.
Typically people doing this have to take great care to ensure that both the printer and the computer connected to the printer remain offline at all times. This requires diligence and is not a portable method. We wanted to evaluate whether an instant camera could provide a neat solution to this niche problem.
Testing & Result
We began by making a new Samourai wallet for this demo. The 12 word seed presented on screen was judged to be too small to backup using the camera. We had to make a note of these by hand. It would be brilliant if there was an option to make the words large so that this step could be done with the camera too.
We were surprised to find that you cannot view a private key for your Samourai wallet on mobile until you have received some coins. We have not investigated the details of this but if it is possible to view a master private key in QR form before any funds are received this would be brilliant.
We attached the small snap on lens which comes with the instax mini 9 in order to take a close up image of the QR code.


MODPROBE
Section: (8)Updated: 2002-12-27
Index Return to Main Contents
NAME
modprobe - program to add and remove modules from the Linux KernelSYNOPSIS
modprobe [ -v ] [ -V ] [ -C config-file ] [ -n ] [ -i ] [ -q ] [ -b ] [ -o modulename ] [ modulename ] [ module parameters... ]
modprobe [ -r ] [ -v ] [ -n ] [ -i ] [ modulename... ]
modprobe [ -l ] [ -t dirname ] [ wildcard ]
modprobe [ -c ]
modprobe [ --dump-modversions ]
DESCRIPTION
modprobe intelligently adds or removes a module from the Linux kernel: note that for convenience, there is no difference between _ and - in module names. modprobe looks in the module directory /lib/modules/`uname -r` for all the modules and other files, except for the optional /etc/modprobe.conf configuration file and /etc/modprobe.d directory (see modprobe.conf(5)). modprobe will also use module options specified on the kernel command line in the form of <module>.<option>.
Note that this version of modprobe does not do anything to the module itself: the work of resolving symbols and understanding parameters is done inside the kernel. So module failure is sometimes accompanied by a kernel message: see dmesg(8).
modprobe expects an up-to-date modules.dep file, as generated by depmod (see depmod(8)). This file lists what other modules each module needs (if any), and modprobe uses this to add or remove these dependencies automatically. See modules.dep(5)).
If any arguments are given after the modulename, they are passed to the kernel (in addition to any options listed in the configuration file).
OPTIONS
- -v --verbose
-
Print messages about what the program is doing. Usually
modprobe only prints messages if
something goes wrong.
This option is passed through install or remove commands to other modprobe commands in the MODPROBE_OPTIONS environment variable.
- -C --config
-
This option overrides the default configuration directory/file
(/etc/modprobe.d or
/etc/modprobe.conf).
This option is passed through install or remove commands to other modprobe commands in the MODPROBE_OPTIONS environment variable.
- -c --showconfig
- Dump out the effective configuration from the config directory and exit.
- -n --dry-run
- This option does everything but actually insert or delete the modules (or run the install or remove commands). Combined with -v, it is useful for debugging problems.
- -i --ignore-install --ignore-remove
- This option causes modprobe to ignore install and remove commands in the configuration file (if any) for the module specified on the command line (any dependent modules are still subject to commands set for them in the configuration file). See modprobe.conf(5).
- -q --quiet
- Normally modprobe will report an error if you try to remove or insert a module it can't find (and isn't an alias or install/remove command). With this flag, modprobe will simply ignore any bogus names (the kernel uses this to opportunistically probe for modules which might exist).
- -r --remove
-
This option causes modprobe to remove
rather than insert a module. If the modules it depends on
are also unused, modprobe will try to
remove them too. Unlike insertion, more than one module
can be specified on the command line (it does not make
sense to specify module parameters when removing modules).
There is usually no reason to remove modules, but some buggy modules require it. Your kernel may not support removal of modules.
- -w --wait
- This option is applicable only with the -r or --remove option. It causes modprobe to block in the kernel (within the kernel module handling code itself) waiting for the specified module's reference count to reach zero. Default operation is for modprobe to operate like rmmod, which exits with EWOULDBLOCK if the module's reference count is non-zero.
- -V --version
- Show version of program and exit.
- -f --force
-
Try to strip any versioning information from the module
which might otherwise stop it from loading: this is the
same as using both --force-vermagic and
--force-modversion. Naturally, these
checks are there for your protection, so using this option
is dangerous.
This applies to any modules inserted: both the module (or alias) on the command line and any modules it on which it depends.
- --force-vermagic
-
Every module contains a small string containing important
information, such as the kernel and compiler versions. If
a module fails to load and the kernel complains that the
"version magic" doesn't match, you can use this option to
remove it. Naturally, this check is there for your
protection, so this using option is dangerous.
This applies to any modules inserted: both the module (or alias) on the command line and any modules on which it depends.
- --force-modversion
-
When modules are compiled with CONFIG_MODVERSIONS set, a
section detailing the versions of every interfaced used
by (or supplied by) the module is created. If a
module fails to load and the kernel complains that the
module disagrees about a version of some interface, you
can use "--force-modversion" to remove the version
information altogether. Naturally, this check is there
for your protection, so using this option is dangerous.
This applies any modules inserted: both the module (or alias) on the command line and any modules on which it depends.
- -l --list
- List all modules matching the given wildcard (or "*" if no wildcard is given). This option is provided for backwards compatibility: see find(1) and basename(1) for a more flexible alternative.
- -a --all
- Insert all module names on the command line.
- -t --type
- Restrict -l to modules in directories matching the dirname given. This option is provided for backwards compatibility: see find(1) and basename(1) for a more flexible alternative.
- -s --syslog
-
This option causes any error messages to go through the
syslog mechanism (as LOG_DAEMON with level LOG_NOTICE)
rather than to standard error. This is also automatically
enabled when stderr is unavailable.
This option is passed through install or remove commands to other modprobe commands in the MODPROBE_OPTIONS environment variable.
- -S --set-version
- Set the kernel version, rather than using uname(2) to decide on the kernel version (which dictates where to find the modules).
- -D --show-depends
- List the dependencies of a module (or alias), including the module itself. This produces a (possibly empty) set of module filenames, one per line, each starting with "insmod". Install commands which apply are shown prefixed by "install". It does not run any of the install commands. Note that modinfo(8) can be used to extract dependencies of a module from the module itself, but knows nothing of aliases or install commands.
- -o --name
- This option tries to rename the module which is being inserted into the kernel. Some testing modules can usefully be inserted multiple times, but the kernel refuses to have two modules of the same name. Normally, modules should not require multiple insertions, as that would make them useless if there were no module support.
- --first-time
- Normally, modprobe will succeed (and do nothing) if told to insert a module which is already present or to remove a module which isn't present. This is ideal for simple scripts; however, more complicated scripts often want to know whether modprobe really did something: this option makes modprobe fail for that case.
- --dump-modversions
- Print out a list of module versioning information required by a module. This option is commonly used by distributions in order to package up a Linux kernel module using module versioning deps.
- -b --use-blacklist
- This option causes modprobe to apply the blacklist commands in the configuration files (if any) to module names as well. It is usually used by udev(7).
- -d --dirname
- Directory where modules can be found, /lib/modules/RELEASE by default.
ENVIRONMENT
The MODPROBE_OPTIONS environment variable can also be used to pass arguments to modprobe.
COPYRIGHT
This manual page Copyright 2002, Rusty Russell, IBM Corporation.
SEE ALSO
modprobe.conf(5), lsmod(8), modinfo(8)
Index
This document was created by man2html, using the manual pages.
Time: 05:34:27 GMT, December 24, 2015


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_\/_ /\ /\ / \ /~~\o /o \ /~~*~~~\ o/ o \ /~~~~~~~~\~` /__*_______\ || \====/ \__/
Good news, everyone!
The tenth annual Indy Hackers Holiday Social is happening Friday, December 18th, and you're invited! Please join us, starting at 7pm, for a night full of friends both old and the Hackies Awards.
Indy Hackers will be recognizing individuals in the community who are great promotors of inclusion, empowerment and diversity. We'll be giving out the following awards to recognize members of the Indiana tech community: “Community Member”, “Mentor”, “Teacher & Trainer”, “Level Up” and “Rising Star”.
Everyone is welcome - junior devs, senior devs, non-devs who want to know more about programming, Pythonistas, Javanese, COBOLians, Scalanites, PHPers, Rubyists, .NET nuts, Perlsians. We just want to get the tech community in Indianapolis together to play some games and have some fun.
As always, the Holiday Social is completely free!


| Opcode* | Instruction | Op/En | 64-Bit Mode | Compat/Leg Mode | Description |
|---|---|---|---|---|---|
| 0F 33 | RDPMC | ZO | Valid | Valid | Read performance-monitoring counter specified by ECX into EDX:EAX. |
| Op/En | Operand 1 | Operand 2 | Operand 3 | Operand 4 |
| ZO | NA | NA | NA | NA |
The EAX register is loaded with the low-order 32 bits. The EDX register is loaded with the supported high-order bits of the counter. The number of high-order bits loaded into EDX is implementation specific on processors that do no support architectural performance monitoring. The width of fixed-function and general-purpose performance counters on processors supporting architectural performance monitoring are reported by CPUID 0AH leaf. See below for the treatment of the EDX register for “fast” reads.
The ECX register specifies the counter type (if the processor supports architectural performance monitoring) and counter index. Counter type is specified in ECX[30] to select one of two type of performance counters. If the processor does not support architectural performance monitoring, ECX[30:0] specifies the counter index; otherwise ECX[29:0] specifies the index relative to the base of each counter type. ECX[31] selects “fast” read mode if supported. The two counter types are:
The width of fixed-function performance counters and general-purpose performance counters on processors supporting architectural performance monitoring are reported by CPUID 0AH leaf. The width of general-purpose performance counters are 40-bits for processors that do not support architectural performance monitoring counters. The width of special-purpose performance counters are implementation specific.
When in protected or virtual 8086 mode, the performance-monitoring counters enabled (PCE) flag in register CR4 restricts the use of the RDPMC instruction as follows. When the PCE flag is set, the RDPMC instruction can be executed at any privilege level; when the flag is clear, the instruction can only be executed at privilege level 0. (When in real-address mode, the RDPMC instruction is always enabled.)
The performance-monitoring counters can also be read with the RDMSR instruction, when executing at privilege level 0.
The performance-monitoring counters are event counters that can be programmed to count events such as the number of instructions decoded, number of interrupts received, or number of cache loads. Chapter 19, “Performance Monitoring Events,” in the Intel® 64 and IA-32 Architectures Software Developer’s Manual, Volume 3B, lists the events that can be counted for various processors in the Intel 64 and IA-32 architecture families.
The RDPMC instruction is not a serializing instruction; that is, it does not imply that all the events caused by the preceding instructions have been completed or that events caused by subsequent instructions have not begun. If an exact event count is desired, software must insert a serializing instruction (such as the CPUID instruction) before and/or after the RDPMC instruction.
Performing back-to-back fast reads are not guaranteed to be monotonic. To guarantee monotonicity on back-to-back reads, a serializing instruction must be placed between the two RDPMC instructions.
The RDPMC instruction can execute in 16-bit addressing mode or virtual-8086 mode; however, the full contents of the ECX register are used to select the counter, and the event count is stored in the full EAX and EDX registers. The RDPMC instruction was introduced into the IA-32 Architecture in the Pentium Pro processor and the Pentium processor with MMX technology. The earlier Pentium processors have performance-monitoring counters, but they must be read with the RDMSR instruction.
MSCB = Most Significant Counter Bit (* Model-specific *) IF (((CR4.PCE = 1) or (CPL = 0) or (CR0.PE = 0)) and (ECX indicates a supported counter)) THEN EAX ← counter[31:0]; EDX ← ZeroExtend(counter[MSCB:32]); ELSE (* ECX is not valid or CR4.PCE is 0 and CPL is 1, 2, or 3 and CR0.PE is 1 *) #GP(0); FI;
None.
| #GP(0) | If the current privilege level is not 0 and the PCE flag in the CR4 register is clear. |
| If an invalid performance counter index is specified. | |
| #UD | If the LOCK prefix is used. |
| #GP | If an invalid performance counter index is specified. |
| #UD | If the LOCK prefix is used. |
| #GP(0) | If the PCE flag in the CR4 register is clear. |
| If an invalid performance counter index is specified. | |
| #UD | If the LOCK prefix is used. |
Same exceptions as in protected mode.
| #GP(0) | If the current privilege level is not 0 and the PCE flag in the CR4 register is clear. |
| If an invalid performance counter index is specified. | |
| #UD | If the LOCK prefix is used. |


What is ACM?
ACM, the world's largest educational and scientific computing society, delivers resources that advance computing as a science and a profession. ACM provides the computing field's premier Digital Library and serves its members and the computing profession with leading-edge publications, conferences, and career resources.
Code of Ethics and Professional Conduct
A very important part of signing up, is to agree to the Code of Ethics and Professional Conduct. In times like now, it is more than ever necessary to demonstrate equality and respect for all individuals.
As an outline, you find the summary of the 4 sections:
- Section 1 outlines fundamental ethical principles that form the basis for the remainder of the Code.
- Section 2 addresses additional, more specific considerations of professional responsibility.
- Section 3 guides individuals who have a leadership role, whether in the workplace or in a volunteer professional capacity.
- Commitment to ethical conduct is required of every ACM member, and principles involving compliance with the Code are given in Section 4.
You find the full Code of Ethics here.
Benefits of joining
I asked myself the questions "Why should I join?" ACM itself lists the numerous benefits available.
For myself, the top 3 highlights are:
The network: According to ACM, nearly 100,000 highly dedicated student and professional peers are available for professional exchange including 37 Special Interest Groups (SIGs).
Learning Center with resources for lifelong learning:
- Including online courses targeted toward essential IT skills and popular certifications like AWS or Azure
- Online books & videos from Skillsoft®, online books from O'Reilly®, ScienceDirect, Morgan Kaufmann and Syngress
- Videos and webinars on hot topics, presented by today's innovators
Access to the full ACM Digital Library, which includes over 2 million pages of text
Different Membership Options exist for Professionals ($99 per year), Students as well as Special Member rates.
If you for example just look at the access to the O'Reilly online learning platform, you save $400 per year in comparison to purchase it directly.
Summary
ACM offers great resources for life-ling learning at a very affordable price in the ever changing world of computer science. To highlight it one more time, is the agreement to the Code of Ethics and Professional Conduct.
Feel free to reach out to me via maxrichter@acm.org.


Bind, call and Apply in JavaScript
September 08, 2015JavaScript’s Bind Allows Us to Set the this Value on Methods bind () allows us to easily set which specific object will be bound to this when a function or method is invoked.
// <button>Get Random Person</button>
// <input type="text">
var user = {
data :[
{name:"T. Woods", age:37},
{name:"P. Mickelson", age:43}
],
clickHandler:function (event) {
var randomNum = ((Math.random () * 2 | 0) + 1) - 1; // random number between 0 and 1
// This line is adding a random person from the data array to the text field
$ ("input").val (this.data[randomNum].name + " " + this.data[randomNum].age);
}
}
// Assign an eventHandler to the button's click event
$ ("button").click (user.clickHandler); When you click the button, you get an error because this in the clickHandler () method is bound to the button HTML element, since that is the object that the clickHandler method is executed on. To fix this problem, we could bind
$ ("button").click (user.clickHandler.bind (user)); use this
// This data variable is a global variable
var data = [
{name:"Samantha", age:12},
{name:"Alexis", age:14}
]
var user = {
// local data variable
data :[
{name:"T. Woods", age:37},
{name:"P. Mickelson", age:43}
],
showData:function (event) {
var randomNum = ((Math.random () * 2 | 0) + 1) - 1; // random number between 0 and 1
console.log (this.data[randomNum].name + " " + this.data[randomNum].age);
}
}
// Assign the showData method of the user object to a variable
var showDataVar = user.showData;
showDataVar (); // Samantha 12 (from the global data array, not from the local data array) we can fix this problem by specifically setting the “this” value with the bind method:
// Bind the showData method to the user object
var showDataVar = user.showData.bind (user);
// Now the we get the value from the user object because the this keyword is bound to the user object
showDataVar (); // P. Mickelson 43
Bind () Allows us to Borrow Methods
// Here we have a cars object that does not have a method to print its data to the console
var cars = {
data:[
{name:"Honda Accord", age:14},
{name:"Tesla Model S", age:2}
]
}
// We can borrow the showData () method from the user object we defined in the last example.
// Here we bind the user.showData method to the cars object we just created.
cars.showData = user.showData.bind (cars);
cars.showData (); // Honda Accord 14 it is best to borrow a method using either the Apply or Call method.
JavaScript’s Bind Allows Us to Curry a Function
Function Currying, also known as partial function application, is the use of a function (that accept one or more arguments) that returns a new function with some of the arguments already set. The function that is returned has access to the stored arguments and variables of the outer function. Let’s use the bind () method for currying.
function greet (gender, age, name) {
// if a male, use Mr., else use Ms.
var salutation = gender === "male" ? "Mr. " : "Ms. ";
if (age > 25) {
return "Hello, " + salutation + name + ".";
}
else {
return "Hey, " + name + ".";
}
}
// So we are passing null because we are not using the "this" keyword in our greet function.
var greetAnAdultMale = greet.bind (null, "male", 45);
greetAnAdultMale ("John Hartlove"); // "Hello, Mr. John Hartlove."
var greetAYoungster = greet.bind (null, "", 16);
greetAYoungster ("Alex"); // "Hey, Alex."
greetAYoungster ("Emma Waterloo"); // "Hey, Emma Waterloo."
So, with the bind () method, we can explicitly set the this value for invoking methods on objects, we can borrow and copy methods, and assign methods to variable to be executed as functions.
JavaScript’s Apply and Call Methods
The Apply and Call methods are two of the most often used Function methods in JavaScript, and for good reason: they allow us to borrow functions and set the this value in function invocation. In addition, the apply function in particular allows us to execute a function with an array of parameters, such that each parameter is passed to the function individually when the function executes—great for variadic functions; a variadic function takes varying number of arguments, not a set number of arguments as most functions do.
Set the this value with Apply or Call
// global variable for demonstration
var avgScore = "global avgScore";
//global function
function avg (arrayOfScores) {
// Add all the scores and return the total
var sumOfScores = arrayOfScores.reduce (function (prev, cur, index, array) {
return prev + cur;
});
// The "this" keyword here will be bound to the global object, unless we set the "this" with Call or Apply
this.avgScore = sumOfScores / arrayOfScores.length;
}
var gameController = {
scores :[20, 34, 55, 46, 77],
avgScore:null
}
// If we execute the avg function thus, "this" inside the function is bound to the global window object:
avg (gameController.scores);
// Proof that the avgScore was set on the global window object
console.log (window.avgScore); // 46.4
console.log (gameController.avgScore); // null
// reset the global avgScore
avgScore = "global avgScore";
// To set the "this" value explicitly, so that "this" is bound to the gameController,
// We use the call () method:
avg.call (gameController, gameController.scores);
console.log (window.avgScore); //global avgScore
console.log (gameController.avgScore); // 46.4 The apply and call methods are almost identical when setting the this value except that you pass the function parameters to apply () as an array, while you have to list the parameters individually to pass them to the call () method. More on this follows. Meanwhile, the apply () method also has another feature that the call () method doesn’t have, as we will soon see.
Use Call or Apply To Set this in Callback Functions
// Define an object with some properties and a method
// We will later pass the method as a callback function to another function
var clientData = {
id: 094545,
fullName: "Not Set",
// setUserName is a method on the clientData object
setUserName: function (firstName, lastName) {
// this refers to the fullName property in this object
this.fullName = firstName + " " + lastName;
}
}
function getUserInput (firstName, lastName, callback, callbackObj) {
// The use of the Apply method below will set the "this" value to callbackObj
callback.apply (callbackObj, [firstName, lastName]);
} The Apply method sets the this value to callbackObj. This allows us to execute the callback function with the this value set explicitly, so the parameters passed to the callback function will be set on the clientData object:
// The clientData object will be used by the Apply method to set the "this" value
getUserInput ("Barack", "Obama", clientData.setUserName, clientData);
// the fullName property on the clientData was correctly set
console.log (clientData.fullName); // Barack Obama
Examples of Borrowing Functions with Apply and Call (A Must Know)


We would love to share a similar experience
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Rango
Rango is a chameleon who lives in a terrarium and considers himself a hero, who, unfortunately, does not manage to show his fearlessness. But when he suddenly finds himself in the town of Dirt, he has such an opportunity. Rango proclaims himself a fighter for justice and begins to act like a sheriff in the Wild West. He still does not know that being a “good guy” in these parts is not the most enviable fate...


MSc in Artificial Intelligence for the University of Amsterdam.
Find Out MoreDeep learning is primarily a study of multi-layered neural networks, spanning over a great range of model architectures. This course is taught in the MSc program in Artificial Intelligence of the University of Amsterdam. In this course we study the theory of deep learning, namely of modern, multi-layered neural networks trained on big data. The course focuses particularly on computer vision and language modelling, which are perhaps two of the most recognizable and impressive applications of the deep learning theory. The course is taught by Assistant Professor Efstratios Gavves, Kirill Gavrilyuk, Berkay Kicanaoglu, and Patrick Putzky.
Get Started!Some useful links for the course are the following:
These are some other materials related to this course, machine learning and applied math in general. The first group is suggested readings that could help you with this course. The second group refers to links with similar courses on Deep Learning. The material taught in the UvA Deep Learning Course are partly inspired by the sources below. These lists are (hopefully) going to be updated regularly.
If you have any questions or recommendations for the website or the course, you can always drop us a line! The knowledge should be free, so feel also free to use any of the material provided here (but please be so kind to cite us).


{% extends 'ta_app/base.html' %} {% block content %} {% include 'administrators/_menu.html' %}
If you would like to take a look at the latest status of applications, please go to {% if 'Admin' in loggedin_user.roles or 'Superadmin' in loggedin_user.roles %} Dashboard. {% endif %} {% if 'HR' in loggedin_user.roles %} Accepted Applications. {% endif %}
| Current Sessions | {{ current_sessions|length }} |
| Archived Sessions | {{ archived_sessions|length }} |
| Applications | {{ apps|length }} |
| Accepted Applications | {{ accepted_apps|length }} |
| Instructors | {{ instructors|length }} |
| Students | {{ students|length }} |
| Total Users | {{ users|length }} |
| Accepted Applications | {{ accepted_apps|length }} |
| When | Processed | Not processed | Total |
|---|---|---|---|
| Today ({{ today }}) | {{ today_processed_stats.processed }} | {{ today_processed_stats.not_processed }} | {{ today_accepted_apps|length }} {% include 'ta_app/applications/_modal_accepted_apps.html' with data=today_accepted_apps type='Today' %} |
| Yesterday ({{ yesterday }}) | {{ yesterday_processed_stats.processed }} | {{ yesterday_processed_stats.not_processed }} | {{ yesterday_accepted_apps|length }} {% include 'ta_app/applications/_modal_accepted_apps.html' with data=yesterday_accepted_apps type='Yesterday' %} |
| {{ week_ago }} ~ {{ today }} | {{ week_ago_processed_stats.processed }} | {{ week_ago_processed_stats.not_processed }} | {{ week_ago_accepted_apps|length }} {% include 'ta_app/applications/_modal_accepted_apps.html' with data=week_ago_accepted_apps type='Week' %} |


John DOE
Dead or Alive?
Learn More About Nothing!
Lorem Ipsum
Skills
I enjoy ...
HTML
Go
Kubernetes
Welcome to the HTML Portfolio Project


Knowledge Base
This website contains useful information for new organizers
Call For Speakers
Call For Venue
Announcing next meetup through mailing list
Invite Speaker


val connectionBindings: LiveData<StatusWithBinding>
LiveData with bindings that are not on the same side as a binding user has clicked on to create connection.


After following the Quickstart guide, you should have a working gokrazy installation to further customize.
This userguide walks you through various topics. If you feel a common use-case should be included here but isn’t, please file an issue on GitHub.


--- title: Teaching ---
This is an upper-division undergraduate course designed to introduce the fundamentals of data science-driven research through hands-on applications to major issues in global change ecology.
This is a graduate-level course designed for the UC Berkeley NSF Research Trainee Program Environment and Society: Data Sciences for the 21st Century and other interested students in ecological, environmental or social science programs.


The following section is the documentation of the Quotek SDK eToro OpenBook API Client.
eToro is the biggest social trading platform, and this client will allow you to enrich your trading algorithms with copy-trade functionalities.
You can for instance fetch the list of the most successul traders on the platform and get their open positions to correlate them with your own trading signals and indicators.
The eToro Client is also able to give you the market sentiment of the traders on the platform for a large amount of assets, using the insight() function.
quotek::datasource::
etoro
¶etoro is a class meant to make easy queries to the eToro OpenBook API.
Inherits from quotek::datasource::datasource
Public Functions
etoro
()¶Class Constructor.
~etoro
()¶Class Destructor.
ranking
(int period, std::string risk_level, std::string sort_type)¶Gets a ranking of the eToro users given specific parameters.
period
- Time period in days, for which you want to get the ranking.
risk_level
- Tells for which kind of risk profile you want the ranking. risk_level can be “Low”, “Medium” or “High”.
sort_type
- Tells how you want to sort the users list sorted. Can be “Copiers” or “Gain”.
top
()¶A little like ranking(), top returns the list of the 5 first eToro users that perfomed the most by copiers on 3 , 6 and 12 months period of time.
positions
(std::string username, std::string pos_type, std::string pos_time)¶Gets the eToro portolio of an user, given his/her username and extra parameters.
username
- User Name of the user you want to get the portfolio for.
pos_type
- Type of positions you want to retrieve. pos_type can be “Real” or “Demo”.
pos_time
- Tells if you to get current or historical positions. pos_time can be “Current” or “History”.
symbols
(std::string category)¶Symbols fetch the full list of eToro symbols for a given market category.
category
- Market Category we want to get symbols for. Can be either “currencies”, “commodities”, “indices” and “stocks”.
insight
(std::string symbol, std::string category)¶insight is a function returning the long/short ratio of the eToro users positions for a given market. If open positions on GOLD are 70% long and 30% short, then the result of insight(“Gold”,”commodities”) will be (70,30).
symbol
- symbol of the market we want insight for.
category
- Market Category the symbol is in. Can be either “currencies”, “commodities”, “indices” and “stocks”. If you want insight for symbol “Gold” then category will be “commodities”, for “EUR/USD” it will be “currentcies”, etc..
quotek::datasource::
eto_user
¶You will find below and sample source code about how to use the Quotek’s eToro OpenBook client.
#include <quotek/quotek.hpp> #include <quotek/datasources/etoro.hpp> using namespace quotek::datasource; using namespace quotek::data; int main(int argc, char** argv) { //creates a new etoro object etoro et1; /* Fetches the list of the most succesful traders for the last 30 days and which use medium risk strategies. */ std::vector<eto_user> e_users = et1.ranking(30, "Medium","Gain"); /* Then prints their respective usernames and gains */ for (int i=0;i< e_users.size(); i++) { std::cout << e_users[i].username << std::endl; std::cout << e_users[i].gain << std::endl; } /* Now we will get the trader's insight for the Gold asset. */ std::vector<float> gsent = et1.insight("Gold","commodities"); std::cout << "GOLD LONG/SHORT RATIO:" << gsent[0] << "/" << gsent[1]; }


Directive that instantiates
FormController
.
If name
attribute is specified, the form controller is published onto the current scope under
this name.
ngForm
In angular forms can be nested. This means that the outer form is valid when all of the child
forms are valid as well. However browsers do not allow nesting of <form>
elements, for this
reason angular provides
alias
which behaves identical to ngForm
<form>
but allows form nesting.
ng-valid
Is set if the form is valid.ng-invalid
Is set if the form is invalid.ng-pristine
Is set if the form is pristine.ng-dirty
Is set if the form is dirty.Since the role of forms in client-side Angular applications is different than in classical roundtrip apps, it is desirable for the browser not to translate the form submission into a full page reload that sends the data to the server. Instead some javascript logic should be triggered to handle the form submission in application specific way.
For this reason, Angular prevents the default action (form submission to the server) unless the
<form>
element has an action
attribute specified.
You can use one of the following two ways to specify what javascript method should be called when a form is submitted:
ngSubmit
directive on the form elementngClick
directive on the first
button or input field of type submit (input[type=submit])To prevent double execution of the handler, use only one of ngSubmit or ngClick directives. This is because of the following form submission rules coming from the html spec:
ngSubmit
)ngClick
) and a submit handler on the enclosing form (ngSubmit
)<form [name="{string}"]> </form>
name(optional) – {string=} –
Name of the form. If specified, the form controller will be published into related scope, under this name.
 <form name="myForm" ng-controller="Ctrl"> userType: <input name="input" ng-model="userType" required> Required!
 <tt>userType = {{userType}}</tt>
 <tt>myForm.input.$valid = {{myForm.input.$valid}}</tt>
 <tt>myForm.input.$error = {{myForm.input.$error}}</tt>
 <tt>myForm.$valid = {{myForm.$valid}}</tt>
 <tt>myForm.$error.REQUIRED = {{!!myForm.$error.REQUIRED}}</tt>
 </form>
it('should initialize to model', function() { expect(binding('userType')).toEqual('guest'); expect(binding('myForm.input.$valid')).toEqual('true'); }); it('should be invalid if empty', function() { input('userType').enter(''); expect(binding('userType')).toEqual(''); expect(binding('myForm.input.$valid')).toEqual('false'); });


Milestone move in Mayo primary education
A SIGNIFICANT development in the history of primary education in Castlebar has been initiated.
The county town's two biggest national schools – St. Angela's Girls NS and St. Patrick's Boys NS – have entered a consultation process with a view to achieving co-education status.
They currently cater for over 760 pupils and 68 staff between them and they are both under the patronage of the Archbishop of Tuam, Dr. Michael Neary.
A joint statement issued by the two schools to The Connaught Telegraph confirmed the milestone move.
It stated: “The boards of management of our schools have given consent to an initial process of consultation involving all stakeholders from both school communities.
“The purpose of this consultation is to gather information, seek opinions and establish what is necessary to enhance the future development of the two schools.
“The aim is to provide the best educational experience for their existing and prospective students.
“The consultation will involve input from all stakeholders - boards of management, staff, parents, school patron and the Department of Education and Skills.
“Any decisions, including the possible restructuring of both schools to provide for co-education, will only be taken following wide and meaningful consultation with all parties involved.
“Both schools have a great tradition and reputation for providing wonderful, holistic educational experiences for their pupils in a safe and caring environment.
“It is a priority that the high standards of education which have been their hallmark over many years are maintained and this will be central to the upcoming process.”
The statement was signed by Úna Lydon, chairperson, board of management, St. Patrick's NS board of management, and Noreen Walsh, chairperson, St. Angela’s NS.
It is understood the news has been received positively by staff of both schools who were informed of the proposals on Friday.
However, it is unclear at this point how long the process will take.
St. Angela's NS, located at the Lawn, was founded in 1852 shortly after the Sister of Mercy set up a convent in Castlebar. It primarily catered for the girls but did, in its early years, teach boys up to the age of nine.
Today, there are 348 pupils enrolled with a staff of 29.
St. Patrick's NS, sited at Chapel Street, was founded by the De La Brothers in 1888. It has an enrolment of 415 and a staff of 39.


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| CONTRIBUTING.rst |
Contributing to Open vSwitch |
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| CodingStyle.rst |
Open vSwitch Coding Style |
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| DESIGN.rst |
Design Decisions In Open vSwitch |
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| DocumentationStyle.rst |
Open vSwitch Documentation Style |
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| FAQ.rst |
Frequently Asked Questions |
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| INSTALL.rst |
Open vSwitch on Linux, FreeBSD and NetBSD |
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| INSTALL.Debian.rst |
Building Debian Packages for Open vSwitch |
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| INSTALL.Docker.rst |
Open Virtual Networking With Docker |
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| INSTALL.DPDK-ADVANCED.rst |
Open vSwitch with DPDK (Advanced) |
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| INSTALL.DPDK.rst |
Open vSwitch with DPDK |
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| INSTALL.Fedora.rst |
Open vSwitch on Fedora Linux |
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| INSTALL.KVM.rst |
How to Use Open vSwitch with KVM |
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| INSTALL.Libvirt.rst |
Open vSwitch with Libvirt |
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| INSTALL.NetBSD.rst |
Open vSwitch on NetBSD |
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| INSTALL.RHEL.rst |
Open vSwitch on Red Hat Enterprise Linux |
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| INSTALL.SELinux.rst |
Open vSwitch with SELinux |
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| INSTALL.SSL.rst |
Open vSwitch with SSL |
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| INSTALL.XenServer.rst |
How to Install Open vSwitch on Citrix XenServer |
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| INSTALL.userspace.rst |
Open vSwitch Without Kernel Support |
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| INSTALL.Windows.rst |
Open vSwitch on Windows |
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| IntegrationGuide.rst |
Integration Guide for Centralized Control |
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| MAINTAINERS.rst |
Committers |
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| OPENFLOW.rst |
OpenFlow Support in Open vSwitch |
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| PORTING.rst |
Porting Open vSwitch to New Software or Hardware |
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| README.rst |
Open vSwitch |
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| README-lisp.rst |
Using LISP tunneling |
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| README-native-tunneling.rst |
Native Tunneling in Open vSwitch Userspace |
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| REPORTING-BUGS.rst |
Reporting Bugs in Open vSwitch |
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| SECURITY.rst |
Security Process |
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| WHY-OVS.rst |
Why Open vSwitch? |
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| Documentation/committer-responsibilities.rst |
Expectations for Developers with Open vSwitch Repo Access |
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| Documentation/committer-grant-revocation.rst |
OVS Committer Grant/Revocation Policy |
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| Documentation/group-selection-method-property.txt |
Proposal for Group Selection Method Property |
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| Documentation/OVSDB-replication.rst |
OVSDB Replication Implementation |
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| Documentation/release-process.rst |
Open vSwitch Release Process |
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| utilities/ovs-command-bashcomp.INSTALL.rst |
Bash command-line completion scripts |
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| third-party/README.rst |
Third-party software integration |
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| tutorial/tutorial.rst |
Open vSwitch Advanced Features Tutorial |
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| tutorial/ovn-tutorial.rst |
OVN Tutorial |
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| vtep/README.ovs-vtep.rst |
How to Use the VTEP Emulator |
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Where do you start? What should you do first? What’s step two? Will everything work out? Is there a best route to take? There’s a lot to think about!

Your list of things to do can seem endless.
So how do you manage to stop feeling overwhelmed? How do you get over the anxiety of not knowing where to begin?
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First, buy your plane ticket to where you want to go first. (Not sure where you want to start? Simple. Start where the airfare is the cheapest.)
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Third, go out with your friends and celebrate the start date of your trip.
Fourth, smile.


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