FSharpCheckFileResults
Namespace: FSharp.Compiler.SourceCodeServices
Attributes:
[<Sealed>]
A handle to the results of CheckFileInProject.
Instance members
| Instance member | Description |
x.DependencyFiles
Signature: string []
|
Indicates the set of files which must be watched to accurately track changes that affect these results, Clients interested in reacting to updates to these files should watch these files and take actions as described in the documentation for compiler service. CompiledName: |
x.Errors
Signature: FSharpErrorInfo []
|
The errors returned by parsing a source file. CompiledName: |
x.GetAllUsesOfAllSymbolsInFile()
Signature: unit -> Async<FSharpSymbolUse []>
|
Get all textual usages of all symbols throughout the file |
x.GetDeclarationListInfo(...)
Signature: (ParsedFileResultsOpt:FSharpParseFileResults option * line:int * lineText:string * partialName:PartialLongName * getAllEntities:(unit -> AssemblySymbol list) option * hasTextChangedSinceLastTypecheck:(obj * range -> bool) option * userOpName:string option) -> Async<FSharpDeclarationListInfo>
|
Get the items for a declaration list |
x.GetDeclarationListSymbols(...)
Signature: (ParsedFileResultsOpt:FSharpParseFileResults option * line:int * lineText:string * partialName:PartialLongName * getAllEntities:(unit -> AssemblySymbol list) option * hasTextChangedSinceLastTypecheck:(obj * range -> bool) option * userOpName:string option) -> Async<FSharpSymbolUse list list>
|
Get the items for a declaration list in FSharpSymbol format |
x.GetDeclarationLocation(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * preferFlag:bool option * userOpName:string option) -> Async<FSharpFindDeclResult>
|
Resolve the names at the given location to the declaration location of the corresponding construct. |
x.GetDisplayContextForPos(pos)
Signature: pos:pos -> Async<FSharpDisplayContext option>
|
Find the most precise display environment for the given line and column. |
x.GetF1Keyword(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * userOpName:string option) -> Async<string option>
|
Compute the Visual Studio F1-help key identifier for the given location, based on name resolution results |
x.GetFormatSpecifierLocations()
Signature: unit -> range []
Attributes: [<Obsolete("This member has been replaced by GetFormatSpecifierLocationsAndArity, which returns both range and arity of specifiers")>] |
WARNING: This API is obsolete
This member has been replaced by GetFormatSpecifierLocationsAndArity, which returns both range and arity of specifiers Get the locations of format specifiers |
x.GetFormatSpecifierLocationsAndArity()
Signature: unit -> (range * int) []
|
Get the locations of and number of arguments associated with format specifiers |
x.GetMethods(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list option * userOpName:string option) -> Async<FSharpMethodGroup>
|
Compute a set of method overloads to show in a dialog relevant to the given code location. |
x.GetMethodsAsSymbols(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * userOpName:string option) -> Async<FSharpSymbolUse list option>
|
Compute a set of method overloads to show in a dialog relevant to the given code location. The resulting method overloads are returned as symbols. |
x.GetSemanticClassification(arg1)
Signature: (range option) -> (range * SemanticClassificationType) []
|
Get any extra colorization info that is available after the typecheck |
x.GetStructuredToolTipText(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * tokenTag:int * userOpName:string option) -> Async<FSharpStructuredToolTipText>
|
Compute a formatted tooltip for the given location |
x.GetSymbolUseAtLocation(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * userOpName:string option) -> Async<FSharpSymbolUse option>
|
Resolve the names at the given location to a use of symbol. |
x.GetToolTipText(...)
Signature: (line:int * colAtEndOfNames:int * lineText:string * names:string list * tokenTag:int * userOpName:string option) -> Async<FSharpToolTipText>
|
Compute a formatted tooltip for the given location |
x.GetUsesOfSymbolInFile(symbol)
Signature: symbol:FSharpSymbol -> Async<FSharpSymbolUse []>
|
Get the textual usages that resolved to the given symbol throughout the file |
x.HasFullTypeCheckInfo
Signature: bool
|
Indicates whether type checking successfully occurred with some results returned. If false, indicates that an unrecoverable error in earlier checking/parsing/resolution steps. CompiledName: |
x.ImplementationFile
Signature: FSharpImplementationFileContents option
|
Represents complete typechecked implementation file, including its typechecked signatures if any. CompiledName: |
x.IsRelativeNameResolvableFromSymbol(...)
Signature: (cursorPos:pos * plid:string list * symbol:FSharpSymbol * userOpName:string option) -> Async<bool>
|
Determines if a long ident is resolvable at a specific point. An optional string used for tracing compiler operations associated with this request. |
x.OpenDeclarations
Signature: FSharpOpenDeclaration []
|
Open declarations in the file, including auto open modules. CompiledName: |
x.PartialAssemblySignature
Signature: FSharpAssemblySignature
|
Get a view of the contents of the assembly up to and including the file just checked CompiledName: |
x.ProjectContext
Signature: FSharpProjectContext
|
Get the resolution of the ProjectOptions CompiledName: |


In GNSDK, access sonic attribute metadata from Gracenote Service by setting the GNSDK_MUSICID_OPTION_ENABLE_SONIC_DATA option to True when performing MusicID Album queries. Setting this option causes the mood and tempo metadata contained in a GDO to be automatically rendered as XML output:
An application must be entitled to implement sonic attribute metadata. Contact your Gracenote Professional Service representative for more information.
GNSDK provides up to two levels of granularity for mood metadata: Level 1 and Level 2.
Use the GNSDK_GDO_VALUE_MOOD_* value keys to access available mood information from an audio track GDO , as shown below in the accessor code sample:
For example:
gnsdk_manager_gdo_value_get(track_gdo, GNSDK_GDO_VALUE_MOOD_LEVEL1, 1, &mood_meta);
gnsdk_manager_gdo_value_get(track_gdo, GNSDK_GDO_VALUE_MOOD_LEVEL2, 1, &mood);
printf("TRACK %s MOOD:\t\t\t%s (%s)\n", trknum_str, mood_meta, mood);
Note: Tempo metadata is available online-only.
GNSDK provides up to three levels of granularity for tempo metadata; in order of increasing granularity, they are meta, micro, and sub.
Use the following GNSDK_GDO_VALUE_TEMPO_* value keys to access available tempo information from an audio track GDO , as shown below in the accessor code sample:
For example:
gnsdk_manager_gdo_value_get(track_gdo, GNSDK_GDO_VALUE_TEMPO_LEVEL1, 1, &tempo_meta);
gnsdk_manager_gdo_value_get(track_gdo, GNSDK_GDO_VALUE_TEMPO_LEVEL2, 1, &tempo);
gnsdk_manager_gdo_value_get(track_gdo, GNSDK_GDO_VALUE_TEMPO_LEVEL3, 1, &tempo_micro);
printf("TRACK %s TEMPO:\t\t\t%s (%s/%s/%s)\n", trknum_str, value, tempo_meta, tempo, tempo_micro);


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PRE-ATT&CK Matrix
The MITRE PRE-ATT&CK Matrix™ is an overview of the tactics and techniques described in the PRE-ATT&CK model. It visually aligns individual techniques under the tactics in which they can be applied. Some techniques span more than one tactic because they can be used for different purposes.
Last Modified: 2018-04-18 17:59:24.739000


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Slides
Slides in English
- 2016/9/20: Quantized Stochastic Gradient Descent: Communication versus Convergence (@WITMSE 2016)
- 2016/3/18: Understanding the role of invariances in training neural networks (@AI & ML in Cambridge 2016)
- 2016/9/1: Tensor decompositions: old, new, and beyond (@Machine Learning Summer School '15, Kyoto, Japan)
- 2014/3/18: Towards better computation-statistics trade-off in tensor decomposition (@Trends in Machine Learning at Kyoto University)
- 2012/8/15: Convex Optimization: Old Tricks for New Problems (@PhD Summer Course at Technical University of Denmark)
- 2012/5/7: Introduction to Tensor Decomposition Methods (@ Miyano Lab., Human Genome Center, Institute of Medical Science)
- 2012/1/26: Statistical Performance of Convex Tensor Decomposition (@Perspectives in Informatics 4B, Kyoto University)
- 2011/8/26: Convex Optimization: Old Tricks for New Problems (@PhD Summer Course at Technical University of Denmark)
- 2011/3/23: Estimation of low-rank tensors via convex optimization (@TU Berlin)
- 2010/12/11: Regularization Strategies and Empirical Bayesian Learning for MKL [Video] (@NIPS2010 Workshop: New Directions in Multiple Kernel Learning
- 2010/12/10: On the Extension of Trace Norm to Tensors (@NIPS2010 Workshop: Tensors, Kernels, and Machine Learning)
- 2010/6/22: A Fast Augmented Lagrangian Algorithm for Learning Low-Rank Matrices (@ICML2010)
- 2009/12/12: Super-Linear Convergence of Dual Augmented Lagrangian Algorithm for Sparse Learning [Video] (@ NIPS Optimization Workshop 2009)
- 2009/9/15: Dual Augmented Lagrangian, Proximal Minimization, and MKL (@TU Berlin)
Slides in Japanese


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Please configure a Notification Webhook to the following endpoint in order to
automatically cancel orders when charges are refunded externally and to process asynchronous payment methods
like SOFORT: {{ url }}
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This consent can be revoked at any time and is completely optional and only a tool for us to provide you with
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A MIDNIGHT CLEAR A film review by Mark R. Leeper Copyright 1992 Mark R. Leeper
Capsule review: Black comedy and tragedy about a German and an American squad who want to make a separate peace during the Battle of the Bulge. The film tries to emulate Heller's CATCH-22 and black comedies such as CASTLE KEEP. Rating: low +2 (-4 to +4).
A MIDNIGHT CLEAR is a World War II story on the insanity and stupidity of war in general told with bitter humor and irony. It begs comparison with CASTLE KEEP and especially CATCH-22 It pretty well had to be an angry film, being directed by Keith Gordon (who had previously made THE CHOCOLATE WAR), and being based on a novel by William Wharton (the author of the book BIRDY). And there is a lot of rage let out in A MIDNIGHT CLEAR, sometimes eloquently, sometimes muddled.
The story is set in mid-December, 1944, in the Ardennes Forest. Somewhere, in another part of the forest, the Battle of the Bulge--the last great German offensive of the war--is raging. (Curiously, they never mention that this is the Battle of the Bulge, even in the narration. It might have helped some viewers place the action in perspective.) The story concerns a squad of six very war-weary Americans sent to act as sentinels where the Germans are expected to break through. Basically they are to report, then save themselves if they can. It does not help their odds that one of their number is already nearly insane. No reasonable commander would give such an order, but their Major Griffin (played by John McGinley) is every soldier's worst nightmare--stupid, officious, and without a touch of sympathy for the men he commands.
Then things start getting stranger for the squad. They find the corpses of a German and an American soldier frozen in a tableau of dancing together.  In fact, they have run into a squad of Germans who apparently wants to play one of the most dangerous games of wartime--they seem to want to make a separate peace.
This is a slow, deliberate, and very introspective film--an odd choice to start the summer fluff season. It reaches its climax a good half-hour before the end of the film and then just sort of smolders out. There are many bizarre touches in the photography, not the least of which is the bizarre statuary in the area the squad is trying to secure.  Mark Isham's score depicts the weirdness of the situation, but certainly not the period. The film is sad, angry, and anti-war straight through. Even the flashback sex scene turns out to be sad, angry, and anti-war. The film is much more anxious to attain a literary style than to be an accurate portrayal of how war is fought, but it makes its point. I give it a low +2 on the -4 to +4 scale.
Mark R. Leeper att!mtgzy!leeper<EMAIL_ADDRESS>.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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Related links: index of all rec.arts.movies.reviews reviews


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|
Standard Reference Data Program |
Data Gateway |
Chemistry WebBook |
|
Go To: Top, Constants of diatomic molecules, References, Notes / Error Report
Data compilation copyright by the U.S. Secretary of Commerce on behalf of the U.S.A. All rights reserved.
Data compiled as indicated in comments:
LLK - S.G. Lias, R.D. Levin, and S.A. Kafafi
B - J.E. Bartmess
View reactions leading to Al2+ (ion structure unspecified)
| EA (eV) | Method | Reference | Comment |
|---|---|---|---|
| 1.460 ± 0.060 | LPES | Li, Wu, et al., 1998 | B |
| 1.60 ± 0.10 | LPES | Cha, Ganteför, et al., 1994 | Vertical Detachment Energy; B |
| <1.10 ± 0.15 | LPES | Gantefoer, Gause, et al., 1988 | Vertical Detachment Energy: same as EA; B |
| IE (eV) | Method | Reference | Comment |
|---|---|---|---|
| 5.4 ± 1.0 | EI | Stearns and Kohl, 1973 | LLK |
| 5.4 ± 1.0 | EI | Stearns and Kohl, 1973, 2 | LLK |
Go To: Top, Gas phase ion energetics data, References, Notes / Error Report
Data compilation copyright by the U.S. Secretary of Commerce on behalf of the U.S.A. All rights reserved.
Data compiled by: K.P. Huber and G. Herzberg
| State | Te | ωe | ωexe | ωeye | Be | αe | γe | De | βe | re | Trans. | ν00 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| A 3Σu- | 17269.36 | 278.8 1 H | 0.831 | -0.0104 | 0.1907 | 0.0013 | 3.9E-7 | 2.560 | A → X R | 17234.05 H | ||
| missing citation; missing citation | ||||||||||||
| X 3Σg- | 0 | 350.01 1 H | 2.022 | -0.0105 | 0.2054 | 0.0012 | 3.07E-7 | 2.466 |
| 1 | From Zeeman, 1954 who wrongly attributed the spectrum to AlC. |
| 2 | Thermochemical value (mass spectrom.) Stearns and Kohl, 1973, 2. Values in Blue and Gingerich, 1968, Uy and Drowart, 1971 are somewhat higher. |
Go To: Top, Gas phase ion energetics data, Constants of diatomic molecules, Notes / Error Report
Data compilation copyright by the U.S. Secretary of Commerce on behalf of the U.S.A. All rights reserved.
Li, Wu, et al., 1998
Li, X.; Wu, H.; Wang, X.; Wang, L.,
s-p Hybridization and Electron Shell Structures in Aluminum Clusters: A photoelectron Spectroscopy Study,
Phys. Rev. Lett., 1998, 81, 1909. [all data]
Cha, Ganteför, et al., 1994
Cha, C.-Y.; Ganteför, G.; Eberhardt, W.,
The Development of the 3p and 4p Valence Band of Small Aluminum and Gallium Clusters,
J. Chem. Phys., 1994, 100, 995. [all data]
Gantefoer, Gause, et al., 1988
Gantefoer, G.; Gause, G.; Meiwes-Broer, K.H.; Lutz, H.O.,
Photoelectron Spectroscopy of Jet-cooled Aluminium Cluster Anions,
Z. Phys. D, 1988, 9, 253. [all data]
Stearns and Kohl, 1973
Stearns, C.A.; Kohl, F.J.,
Mass spectrometric determination of the dissociation energies of AlC2, Al2C2, and AlAuC2,
J. Phys. Chem., 1973, 77, 136. [all data]
Stearns and Kohl, 1973, 2
Stearns, C.A.; Kohl, F.J.,
Mass spectrometric determination of the dissociation energies of gaseous Al2, AlSi, and AlSiO,
High Temp. Sci., 1973, 5, 113. [all data]
Zeeman, 1954
Zeeman, P.B.,
Spectrum of the AlC molecule,
Can. J. Phys., 1954, 32, 9. [all data]
Blue and Gingerich, 1968
Blue; Gingerich,
16th Annual Conference on Mass Spectrometry and Allied Topics - Paper 129, Pittsburgh, 1968, 0. [all data]
Uy and Drowart, 1971
Uy, O.M.; Drowart, J.,
Determination by the mass spectrometric Knudsen cell method of the atomization energies of the gaseous aluminium chalcogenides, Al2, AlCu, AlCuS, and AlCuS2,
Trans. Faraday Soc., 1971, 67, 1293. [all data]
Go To: Top, Gas phase ion energetics data, Constants of diatomic molecules, References
| EA | Electron affinity |
Copyright for NIST Standard Reference Data is governed by the Standard Reference Data Act.
|
Standard Reference Data Program |
Data Gateway |
Chemistry WebBook |
If you have comments or questions about this site, please contact us.


Using AWS Lambda with the AWS Command Line Interface
You can use the AWS Command Line Interface to manage functions and other AWS Lambda resources. The AWS CLI uses the AWS SDK for Python (Boto) to interact with the Lambda API. You can use it to learn about the API, and apply that knowledge in building applications that use Lambda with the AWS SDK.
In this tutorial, you manage and invoke Lambda functions with the AWS CLI. For more information, see What is the AWS CLI? in the AWS Command Line Interface User Guide.
Prerequisites
This tutorial assumes that you have some knowledge of basic Lambda operations and the Lambda console. If you haven't already, follow the instructions in Getting started with Lambda to create your first Lambda function.
To complete the following steps, you need a command line terminal or shell to run commands. Commands and the expected output are listed in separate blocks:
this is a command
You should see the following output:
this is output
For long commands, an escape character (\
) is used to split a command over multiple lines.
On Linux and macOS, use your preferred shell and package manager. On Windows 10, you
can install the Windows Subsystem for Linux
This tutorial uses the AWS Command Line Interface (AWS CLI) to call service API operations. To install the AWS CLI, see Installing the AWS CLI in the AWS Command Line Interface User Guide.
Create the execution role
Create the execution role that gives your function
permission to access AWS resources. To create an execution role with the AWS CLI,
use the
create-role
command.
aws iam create-role --role-name lambda-ex --assume-role-policy-document file://trust-policy.json
You should see the following output:
{ "Role": { "Path": "/", "RoleName": "lambda-ex", "RoleId": "AROAQFOXMPL6TZ6ITKWND", "Arn": "arn:aws:iam::123456789012:role/lambda-ex", "CreateDate": "2020-01-17T23:19:12Z", "AssumeRolePolicyDocument": { "Version": "2012-10-17", "Statement": [ { "Effect": "Allow", "Principal": { "Service": "lambda.amazonaws.com" }, "Action": "sts:AssumeRole" } ] } } }
The trust-policy.json
file is a JSON file in the current directory that defines the
trust policy for the role. This trust policy
allows Lambda to use the role's permissions by giving the service principal lambda.amazonaws.com
permission to call the AWS Security Token Service AssumeRole
action.
Example trust-policy.json
{ "Version": "2012-10-17", "Statement": [ { "Effect": "Allow", "Principal": { "Service": "lambda.amazonaws.com" }, "Action": "sts:AssumeRole" } ] }
You can also specify the trust policy inline. Requirements for escaping quotes in the JSON string vary depending on your shell.
aws iam create-role --role-name lambda-ex --assume-role-policy-document '{"Version": "2012-10-17","Statement": [{ "Effect": "Allow", "Principal": {"Service": "lambda.amazonaws.com"}, "Action": "sts:AssumeRole"}]}'
To add permissions to the role, use the attach-policy-to-role
command. Start by adding the
AWSLambdaBasicExecutionRole
managed policy.
aws iam attach-role-policy --role-name lambda-ex --policy-arn arn:aws:iam::aws:policy/service-role/AWSLambdaBasicExecutionRole
The AWSLambdaBasicExecutionRole policy has the permissions that the function needs to write logs to CloudWatch Logs.
Create the function
The following example logs the values of environment variables and the event object.
Example index.js
exports.handler = async function(event, context) { console.log("ENVIRONMENT VARIABLES\n" + JSON.stringify(process.env, null, 2)) console.log("EVENT\n" + JSON.stringify(event, null, 2)) return context.logStreamName }
To create the function
-
Copy the sample code into a file named
index.js
. -
Create a deployment package.
zip function.zip index.js
-
Create a Lambda function with the
create-function
command. Replace the highlighted text in the role ARN with your account ID.aws lambda create-function --function-name my-function \ --zip-file fileb://function.zip --handler index.handler --runtime nodejs12.x \ --role arn:aws:iam::
123456789012
:role/lambda-exYou should see the following output:
{ "FunctionName": "my-function", "FunctionArn": "arn:aws:lambda:us-east-2:123456789012:function:my-function", "Runtime": "nodejs12.x", "Role": "arn:aws:iam::123456789012:role/lambda-ex", "Handler": "index.handler", "CodeSha256": "FpFMvUhayLkOoVBpNuNiIVML/tuGv2iJQ7t0yWVTU8c=", "Version": "$LATEST", "TracingConfig": { "Mode": "PassThrough" }, "RevisionId": "88ebe1e1-bfdf-4dc3-84de-3017268fa1ff", ... }
To get logs for an invocation from the command line, use the --log-type
option. The response
includes a LogResult
field that contains up to 4 KB of base64-encoded logs from the invocation.
aws lambda invoke --function-name my-function out --log-type Tail
You should see the following output:
{ "StatusCode": 200, "LogResult": "U1RBUlQgUmVxdWVzdElkOiA4N2QwNDRiOC1mMTU0LTExZTgtOGNkYS0yOTc0YzVlNGZiMjEgVmVyc2lvb...", "ExecutedVersion": "$LATEST" }
You can use the base64
utility to decode the logs.
aws lambda invoke --function-name my-function out --log-type Tail \ --query 'LogResult' --output text | base64 -d
You should see the following output:
START RequestId: 57f231fb-1730-4395-85cb-4f71bd2b87b8 Version: $LATEST "AWS_SESSION_TOKEN": "AgoJb3JpZ2luX2VjELj...", "_X_AMZN_TRACE_ID": "Root=1-5d02e5ca-f5792818b6fe8368e5b51d50;Parent=191db58857df8395;Sampled=0"",ask/lib:/opt/lib", END RequestId: 57f231fb-1730-4395-85cb-4f71bd2b87b8 REPORT RequestId: 57f231fb-1730-4395-85cb-4f71bd2b87b8 Duration: 79.67 ms Billed Duration: 80 ms Memory Size: 128 MB Max Memory Used: 73 MB
The base64
utility is available on Linux, macOS, and Ubuntu on Windowsbase64 -D
.
To get full log events from the command line, you can include the log stream name
in the output of your
function, as shown in the preceding example. The following example script invokes
a function named
my-function
and downloads the last five log events.
Example get-logs.sh Script
This example requires that my-function
returns a log stream ID.
#!/bin/bash aws lambda invoke --function-name my-function --payload '{"key": "value"}' out sed -i'' -e 's/"//g' out sleep 15 aws logs get-log-events --log-group-name /aws/lambda/my-function --log-stream-name $(cat out) --limit 5
The script uses sed
to remove quotes from the output file, and sleeps for 15 seconds to allow
time for the logs to be available. The output includes the response from Lambda and
the output from the
get-log-events
command.
./get-logs.sh
You should see the following output:
{ "StatusCode": 200, "ExecutedVersion": "$LATEST" } { "events": [ { "timestamp":<PHONE_NUMBER>171, "message": "START RequestId: 4ce9340a-b765-490f-ad8a-02ab3415e2bf Version: $LATEST\n", "ingestionTime":<PHONE_NUMBER>309 }, { "timestamp":<PHONE_NUMBER>173, "message": "2019-06-05T19:30:03.173Z\t4ce9340a-b765-490f-ad8a-02ab3415e2bf\tINFO\tENVIRONMENT VARIABLES\r{\r \"AWS_LAMBDA_FUNCTION_VERSION\": \"$LATEST\",\r ...", "ingestionTime":<PHONE_NUMBER>353 }, { "timestamp":<PHONE_NUMBER>173, "message": "2019-06-05T19:30:03.173Z\t4ce9340a-b765-490f-ad8a-02ab3415e2bf\tINFO\tEVENT\r{\r \"key\": \"value\"\r}\n", "ingestionTime":<PHONE_NUMBER>353 }, { "timestamp":<PHONE_NUMBER>218, "message": "END RequestId: 4ce9340a-b765-490f-ad8a-02ab3415e2bf\n", "ingestionTime":<PHONE_NUMBER>353 }, { "timestamp":<PHONE_NUMBER>218, "message": "REPORT RequestId: 4ce9340a-b765-490f-ad8a-02ab3415e2bf\tDuration: 26.73 ms\tBilled Duration: 27 ms \tMemory Size: 128 MB\tMax Memory Used: 75 MB\t\n", "ingestionTime":<PHONE_NUMBER>353 } ], "nextForwardToken": "f/34783877304859518393868359594929986069206639495374241795", "nextBackwardToken": "b/34783877303811383369537420289090800615709599058929582080" }
List the Lambda functions in your account
Run the following AWS CLI list-functions
command to retrieve a list of functions that you have
created.
aws lambda list-functions --max-items 10
You should see the following output:
{ "Functions": [ { "FunctionName": "cli", "FunctionArn": "arn:aws:lambda:us-east-2:123456789012:function:my-function", "Runtime": "nodejs12.x", "Role": "arn:aws:iam::123456789012:role/lambda-ex", "Handler": "index.handler", ... }, { "FunctionName": "random-error", "FunctionArn": "arn:aws:lambda:us-east-2:123456789012:function:random-error", "Runtime": "nodejs12.x", "Role": "arn:aws:iam::123456789012:role/lambda-role", "Handler": "index.handler", ... }, ... ], "NextToken": "eyJNYXJrZXIiOiBudWxsLCAiYm90b190cnVuY2F0ZV9hbW91bnQiOiAxMH0=" }
In response, Lambda returns a list of up to 10 functions. If there are more functions
you can retrieve,
NextToken
provides a marker you can use in the next list-functions
request. The
following list-functions
AWS CLI command is an example that shows the --starting-token
parameter.
aws lambda list-functions --max-items 10 --starting-token
eyJNYXJrZXIiOiBudWxsLCAiYm90b190cnVuY2F0ZV9hbW91bnQiOiAxMH0=
Retrieve a Lambda function
The Lambda CLI get-function
command returns Lambda function metadata and a presigned URL that you
can use to download the function's deployment package.
aws lambda get-function --function-name my-function
You should see the following output:
{ "Configuration": { "FunctionName": "my-function", "FunctionArn": "arn:aws:lambda:us-east-2:123456789012:function:my-function", "Runtime": "nodejs12.x", "Role": "arn:aws:iam::123456789012:role/lambda-ex", "CodeSha256": "FpFMvUhayLkOoVBpNuNiIVML/tuGv2iJQ7t0yWVTU8c=", "Version": "$LATEST", "TracingConfig": { "Mode": "PassThrough" }, "RevisionId": "88ebe1e1-bfdf-4dc3-84de-3017268fa1ff", ... }, "Code": { "RepositoryType": "S3", "Location": "https://awslambda-us-east-2-tasks.s3.us-east-2.amazonaws.com/snapshots/123456789012/my-function-4203078a-b7c9-4f35-..." } }
For more information, see GetFunction.
Clean up
Run the following delete-function
command to delete the my-function
function.
aws lambda delete-function --function-name my-function
Delete the IAM role you created in the IAM console. For information about deleting a role, see Deleting roles or instance profiles in the IAM User Guide.


| Package | Description |
|---|---|
| kieker.analysis.sink | |
| kieker.analysis.trace | |
| kieker.analysis.trace.execution | |
| kieker.analysis.trace.reconstruction |
This package contains all processing filters bundled with kieker.
|
| kieker.analysis.trace.sink |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.model.repository |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.model.system.model |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.model.system.model.util |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.visualization.trace |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.visualization.trace.call.tree |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.visualization.trace.dependency.graph |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| kieker.visualization.trace.descriptions |
Copyright 2021 Kieker Project (http://kieker-monitoring.net)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
|
| Class and Description |
|---|
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| Class and Description |
|---|
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| ExecutionTraceBasedSession
Specialized sub-class for sessions which are derived from execution traces
(see
ExecutionTrace ). |
| InvalidExecutionTrace
This object represents an somehow invalid trace of executions.
|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Class and Description |
|---|
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Class and Description |
|---|
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| InvalidExecutionTrace
This object represents an somehow invalid trace of executions.
|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Class and Description |
|---|
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| InvalidExecutionTrace
This object represents an somehow invalid trace of executions.
|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Class and Description |
|---|
| AllocationComponent |
| AssemblyComponent |
| ComponentType
This class represents the type of a component within the trace analysis tool.
|
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionContainer |
| Operation
This class represents an operation within the trace analysis tool.
|
| Class and Description |
|---|
| AbstractMessage
An abstract base for messages which can later be used and combined in a
MessageTrace . |
| AbstractSession
Sessions group traces which belong to the same high-level user interaction.
|
| AbstractTrace
This is the abstract base for a trace (like a message trace e.g.).
|
| AllocationComponent |
| AssemblyComponent |
| ComponentType
This class represents the type of a component within the trace analysis tool.
|
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionContainer |
| ExecutionTrace
This class is a container for a whole trace of executions (represented as
instances of
Execution ). |
| ISystemModelElement
Abstract supertype for all entities in the system model.
|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Operation
This class represents an operation within the trace analysis tool.
|
| TraceInformation
This class stores trace meta-information, such as the trace ID.
|
| Class and Description |
|---|
| AbstractTrace
This is the abstract base for a trace (like a message trace e.g.).
|
| AllocationComponent |
| AssemblyComponent |
| ISystemModelElement
Abstract supertype for all entities in the system model.
|
| Operation
This class represents an operation within the trace analysis tool.
|
| Class and Description |
|---|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| TraceInformation
This class stores trace meta-information, such as the trace ID.
|
| Class and Description |
|---|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| SynchronousCallMessage
A specified class of messages which represent synchronous calls.
|
| Class and Description |
|---|
| AbstractMessage
An abstract base for messages which can later be used and combined in a
MessageTrace . |
| AllocationComponent |
| AssemblyComponent |
| Execution
This class represents an execution of an operation of an allocated component.
|
| ExecutionContainer |
| ISystemModelElement
Abstract supertype for all entities in the system model.
|
| MessageTrace
This class is a container for a whole trace of messages (represented as actual instances of
AbstractMessage ). |
| Operation
This class represents an operation within the trace analysis tool.
|
| TraceInformation
This class stores trace meta-information, such as the trace ID.
|
| Class and Description |
|---|
| ISystemModelElement
Abstract supertype for all entities in the system model.
|
Copyright 2021 Kieker Project, http://kieker-monitoring.net


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MOMFER is an online tool that allows users to efficiently search Thompson's Motif-Index. This page provides documentation about most of the features and search functionalities.
 By default the tool will search for matches in the description and additional information of a motif. Furthermore, the Indexer expands each search word to its two direct hyperonymic parents as provided by WordNet. If a user enters the query cat
, the system will also look for words that fall under feline
and carnivore
, for example lion
or dog
. Motifs matching only the expanded search terms will be ranked lower than those containing the initial searcg term because of the weights assigned to the different search fields.
Find motifs containing the phrase:
"black cat"
Phrases can be searched for using string surrounded by double quotes. Note that this is different from boolean AND
searches where the order of the two words is not important.
When searching for two or more words, the index applies the same procedure as for single word searches, including the semantic expansion. Users can define the relation between different words using the boolean operators OR
, AND
and NOT
(capitals are obligatory).
OR
By default all queries are represented as logically inclusive OR
statements. This means that when a user searches for two words, as in cat transformation
, the index will search for all motifs containing either cat or transformation. Motifs that contain both search words are considered to be better matches and will be ranked higher than those containing only a single expression.
AND
To force the system to exclusively retrieve motifs containing both search terms, users need to add the boolean operator AND
, as in cat AND transformation
. Naturally this can be extended to as many search terms as the user requires.
NOT
To exclude a particular query term from the results, users need to add the boolean operator NOT
preceded by AND
, as in magic AND NOT witch
.
Users can override and adjust the default search (description and additional) by making explicit in which field they want to search using the following keywords:
motif
(to search for motif ID's, e.g. motif:A100
);description
(to search for words solely in motif descriptions, e.g. description:magic
);additional
(to search for words solely in the additional descriptions of motifs, e.g. additional:dragon
);references
(to search for words that are part of the references (e.g. sources or countries of origin) in the index, e.g. references:Baughman
);location
(to search for motifs based on their country of origin, e.g. location:china
).Also, it is possible to find motifs based on their WordNet category. For example: wn:color
returns motifs containing words with 'color' as one of its hyperonymic parents (e.g. 'black' or 'green') but which do not contain the word color itself.
The search tool enable searches using two regular expressions:
*
(represents any number of characters, e.g. cat*
returns 'cats', 'caterpillar', 'catapult' etc.)?
(represents a single character, e.g. c?t
finds 'cat', 'cot, 'cut' etc.)Other regular expressions are not supported.


Moon
3500 km
Let's look up at the world in our eyes
This is our moon
Next up is Mars
Mars
7 000 km
Mercury
5 000 km
And then there's the wondeful plant Mercury
Venus
12 500 km (Know as Earth's sister planet)
Earth
13 000 km
You are still here!
Our blue planet
Neptune
50 000 km
(The smallest known gas giant in the solar system)
Quiet and elegant Neptune
Uranus
51 000 km
(Tilted sideways, also has rings)
Saturn
123 000 km
(Not the only planet that has rings)
Jupiter
150 000 km
(The biggest gas giant in our solar system)
Sun
1400 000 km
(Yellow main-sequence start)
(Our host star in the solar system)
The source of our frery existence
UY Scuti
2500 000 000 km
(Red Supergiant)
(Fun Fact:It is the biggest known star in the Milky Way galaxy)
In comparison,
the sun appears to be so small
The Milky Way
150 000 Light Years
There are many hundred billion stars in the Milky Way galaxy,
nearly all of them are circled by at least one planet or other stars in the Milky Way.
9 Billion Light Years
The Cosmic Web,which there are billions and billions of galaxies.
We are just a small galaxy in the universe
The Observable Universe
We don't know many other unknown universes exist in the long river of history and waiting for us to explore
Perhaps there is nothing that matters most, and we are only one creature in a universe of infinite universes and stars


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--- layout: post title: The Fountain at Centennial Olympic Park date: 2009-12-25 21:40:48.000000000 -08:00 type: post published: true status: publish categories: [] tags: [] meta: {} author: ---
The Fountain at Centennial Olympic Park from Brendan Lim on Vimeo.


Last Update: March ?, 2010
I dunno about you guys but I hate typing anything I don't have to. Dead souls is awesome in that I can custom code everything, and QCS is great for quick stuff but it gets messy when things get big. Remembering long lists of stuff or even which room I'm in when I edit can be a pain. For the less technical members of our mud its also a pain to explain LPC and trying to teach them QCS is almost as hard (maybe harder). So to that end I have create Stellarmap, a visual editor and code generator for Dead Souls domains, items, and npcs!
It ain't pretty and it ain't elegant but it gets the job done. The features include:
- Visually create domain rooms and floor plans
- Edit most common properties of rooms like, short descriptions, long descriptions, static items, room properties, etc
- Visually connect rooms to one another to generate exits
- Generate exits and enters using menus
- Fill rooms' inventories
- Generate basic items, doors, armors and npcs - all of which are added to the domain workspace so that they can be included into the rooms using menus
- Configurable lists - so each mud can have the proper races, classes, monies, limbs, etc for their mud when generating items and npcs
- Cross-reference domains' rooms and items using automatically defined constants so that they can easily be shared without having to hardcode directories.
- Extensible generators - if you have a special item or creature that inherits basic functionality from LIB_ITEM, LIB_ARMOR, or LIB_NPC it may be possible to edit config files to add those extensions to Stellarmap's generators! No recompiling, no mess!
Go Here For Latest Update Notes: Update Notes
Stellarmass Version - this one has features useful only to creators for the Stellarmass mud
General Dead Souls Version - this one if for general Dead Souls users
Screenies:
Known Issues:
I've been putting in a lot of late hours on this and have been rushing through the whole thing so it has only had a cursory glance for testing. Consider this beta software until it has been out and in use for a while. As of now, there are a few known issues to watch out for:
General Issues:
- removing static items from a room does not remove any smells/sounds/searches/exits/enters etc based on them. You will have to remove them manually
- using the mouse wheel to scroll the domain map may also cause the main window to scroll
Function Controls Issues:
- It's pretty easy to forget which controls automatically insert quotes around your text and which do not. Remember, the text you type gets translated literally to the code generated. In some cases you can fudge things by using the verbatim symbol '$' at the start. A good example is the SetAction, function for NPCs. The second parameter is automatically turned into a string literal unless you use $ in which case you can pass an array
- There is no proper escape sequence for quotes. Having a \' at the end of a textbox can cause it to choke, try using the verbatim symbol and the encasing the entire string in quotes in such cases.
- There is no proper escape for $ at the start of strings
Future Features:
I still have a few things left I want to do before I consider this project done. However, I need to take some time off before my head explodes so it may be a few weeks before I start up again. Once I have finished these few things, squashed any bugs that may have been reported, and do some cleanup on the uglier parts of the source code I'll probably release it all for others to do as they please.
Small Fries:- a tree view for SetInventory - The current combo box is getting ugly with large projects
- cleanup generated files on save (sometimes they get extra tabs and newlines due to my crumby LPC parser)
- Domain upload/download - This is one of the other key ideas that propted this project. The ability to share and reference each other's domains is a very important aspect. I want to find a way to interface with Dead Soul's ftp server to allow creators to log in and upload their domains they have been creating. Also, their master files should be uploaded to a global repository (probably a domain that everyone has access to) where other users that logged in can download them in order to reference each other's stuff.
Other Notes:
There are two very minor mods that must be made to Dead Souls for doors and armors to work. You can read more about it with the help file included. All you have to do is add a small and simple function to exits.c and base_armor.c. I tried to avoid this but really this turned out to the most effective option.
For Nixers:
I developed Stellarmass using C# and .NET 2.0 in Visual Studio 2005. Running it through mono's migration analyzer now says everything is clear. However, I have tried running it in Mono and it fails to even start. I will look into it if and when I get the chance.
Have fun and let me know what crashes!
~Sluggy
Back to Stellarmass


AWS::AutoScaling::LaunchConfiguration
Creates an Amazon EC2 Auto Scaling launch configuration that can be used by an Auto Scaling group to configure Amazon EC2 instances.
Important
When you update a property of the LaunchConfiguration
resource, AWS CloudFormation
deletes that resource and creates a new launch configuration with the updated properties
and a new name. This update action does not deploy any change across the running Amazon
EC2
instances in the Auto Scaling group. In other words, an update simply replaces the
LaunchConfiguration
so that when the Auto Scaling group launches new instances,
they will get the updated configuration, but existing instances continue to run with
the
configuration that they were originally launched with. This works the same way as
if you
made similar changes manually to an Auto Scaling group.
If you want to update existing instances when you update the
LaunchConfiguration
resource, you must specify an update policy attribute
for the AWS::AutoScaling::AutoScalingGroup
resource. For more information, see
UpdatePolicy Attribute.
Syntax
To declare this entity in your AWS CloudFormation template, use the following syntax:
JSON
{ "Type" : "AWS::AutoScaling::LaunchConfiguration", "Properties" : { "AssociatePublicIpAddress" :
Boolean
, "BlockDeviceMappings" : [BlockDeviceMapping, ...
], "ClassicLinkVPCId" :String
, "ClassicLinkVPCSecurityGroups" : [String, ...
], "EbsOptimized" :Boolean
, "IamInstanceProfile" :String
, "ImageId" :String
, "InstanceId" :String
, "InstanceMonitoring" :Boolean
, "InstanceType" :String
, "KernelId" :String
, "KeyName" :String
, "LaunchConfigurationName" :String
, "PlacementTenancy" :String
, "RamDiskId" :String
, "SecurityGroups" : [SecurityGroup, ...
], "SpotPrice" :String
, "UserData" :String
} }
YAML
Type: AWS::AutoScaling::LaunchConfiguration Properties: AssociatePublicIpAddress:
Boolean
BlockDeviceMappings: -BlockDeviceMapping
ClassicLinkVPCId:String
ClassicLinkVPCSecurityGroups: -String
EbsOptimized:Boolean
IamInstanceProfile:String
ImageId:String
InstanceId:String
InstanceMonitoring:Boolean
InstanceType:String
KernelId:String
KeyName:String
LaunchConfigurationName:String
PlacementTenancy:String
RamDiskId:String
SecurityGroups: -SecurityGroup
SpotPrice:String
UserData:String
Properties
AssociatePublicIpAddress
-
For Amazon EC2 instances in a VPC, indicates whether instances in the Auto Scaling group receive public IP addresses. If you specify
true
, each instance in the Auto Scaling group receives a unique public IP address.Note
If this resource has a public IP address and is also in a VPC that is defined in the same template, you must use the
DependsOn
attribute to declare a dependency on the VPC-gateway attachment. For more information, see DependsOn Attribute.Required: No
Type: Boolean
Update requires: Replacement
BlockDeviceMappings
-
Specifies how block devices are exposed to the instance. You can specify virtual devices and EBS volumes.
Required: No
Type: A list of BlockDeviceMappings.
Update requires: Replacement
ClassicLinkVPCId
-
The ID of a ClassicLink-enabled VPC to link your EC2-Classic instances to. You can specify this property only for EC2-Classic instances. For more information, see ClassicLink in the Amazon Elastic Compute Cloud User Guide.
Required: No
Type: String
Update requires: Replacement
ClassicLinkVPCSecurityGroups
-
The IDs of one or more security groups for the VPC that you specified in the
ClassicLinkVPCId
property.Required: Conditional. If you specified the
ClassicLinkVPCId
property, you must specify this property.Type: List of String values
Update requires: Replacement
EbsOptimized
-
Specifies whether the launch configuration is optimized for EBS I/O. This optimization provides dedicated throughput to Amazon EBS and an optimized configuration stack to provide optimal EBS I/O performance.
Additional fees are incurred when using EBS-optimized instances. For more information about fees and supported instance types, see EBS-Optimized Instances in the Amazon EC2 User Guide for Linux Instances.
Required: No If this property is not specified, "false" is used.
Type: Boolean
Update requires: Replacement
IamInstanceProfile
-
Provides the name or the Amazon Resource Name (ARN) of the instance profile associated with the IAM role for the instance. The instance profile contains the IAM role.
Required: No
Type: String (1–1600 chars)
Update requires: Replacement
ImageId
-
Provides the unique ID of the Amazon Machine Image (AMI) that was assigned during registration.
Required: Yes
Type: String
Update requires: Replacement
InstanceId
-
The ID of the Amazon EC2 instance you want to use to create the launch configuration. Use this property if you want the launch configuration to use settings from an existing Amazon EC2 instance.
When you use an instance to create a launch configuration, all properties are derived from the instance with the exception of
BlockDeviceMapping
andAssociatePublicIpAddress
. You can override any properties from the instance by specifying them in the launch configuration.Required: No
Type: String
Update requires: Replacement
InstanceMonitoring
-
Indicates whether detailed instance monitoring is enabled for the Auto Scaling group. By default, this property is set to
true
(enabled).When detailed monitoring is enabled, Amazon CloudWatch generates metrics every minute and your account is charged a fee. When you disable detailed monitoring, CloudWatch generates metrics every 5 minutes. For more information, see Monitor Your Auto Scaling Groups and Instances Using Amazon CloudWatch in the Amazon EC2 Auto Scaling User Guide.
Required: No
Type: Boolean
Update requires: Replacement
InstanceType
-
Specifies the instance type of the EC2 instance.
Required: Yes
Type: String
Update requires: Replacement
KernelId
-
Provides the ID of the kernel associated with the EC2 AMI.
Required: No
Type: String
Update requires: Replacement
KeyName
-
Provides the name of the EC2 key pair.
Required: No
Type: String
Update requires: Replacement
LaunchConfigurationName
-
The name of the launch configuration. This name must be unique within the scope of your AWS account.
Length Constraints: Minimum length of 1. Maximum length of 255.
Pattern: [\u0020-\uD7FF\uE000-\uFFFD\uD800\uDC00-\uDBFF\uDFFF\r\n\t]*
Required: No
Type: String
Update requires: Replacement
PlacementTenancy
-
The tenancy of the instance. An instance with a tenancy of
dedicated
runs on single-tenant hardware and can only be launched in a VPC. You must set the value of this parameter todedicated
if want to launch dedicated instances in a shared tenancy VPC (a VPC with the instance placement tenancy attribute set to default). For more information, see CreateLaunchConfiguration in the Amazon EC2 Auto Scaling API Reference.If you specify this property, you must specify at least one subnet in the VPCZoneIdentifier property of the AWS::AutoScaling::AutoScalingGroup resource.
Required: No
Type: String
Update requires: Replacement
RamDiskId
-
The ID of the RAM disk to select. Some kernels require additional drivers at launch. Check the kernel requirements for information about whether you need to specify a RAM disk. To find kernel requirements, refer to the AWS Resource Center and search for the kernel ID.
Required: No
Type: String
Update requires: Replacement
SecurityGroups
-
A list that contains the EC2 security groups to assign to the instances in the Auto Scaling group. The list can contain the IDs of existing EC2 security groups or references to
AWS::EC2::SecurityGroup
resources created in the template.Required: No
Type: A list of security groups.
Update requires: Replacement
SpotPrice
-
The spot price for this Auto Scaling group. If a spot price is set, then the Auto Scaling group will launch when the current spot price is less than the amount specified in the template.
When you have specified a spot price for an Auto Scaling group, the group will only launch when the spot price has been met, regardless of the setting in the Auto Scaling group's
DesiredCapacity
.For more information about configuring a spot price for an Auto Scaling group, see Launching Spot Instances in your Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide.
Required: No
Type: String
Update requires: Replacement
Note
When you change your bid price by creating a new launch configuration, running instances will continue to run as long as the bid price for those running instances is higher than the current Spot price.
UserData
-
The user data available to the launched EC2 instances.
Required: No
Type: String
Update requires: Replacement
Return Value
When the logical ID of this resource is provided to the Ref
intrinsic
function, Ref
returns the resource name. For example:
{ "Ref": "
LaunchConfig
" }
For the resource with the logical ID LaunchConfig
, Ref
will
return the Auto Scaling launch configuration name, such as
mystack-mylaunchconfig-1DDYF1E3B3I
.
For more information about using the Ref
function, see Ref.
Template Examples
Launch Configuration with Block Device
This example shows a launch configuration that describes two Amazon Elastic Block Store mappings.
JSON
"LaunchConfig" : { "Type" : "AWS::AutoScaling::LaunchConfiguration", "Properties" : { "KeyName" : { "Ref" : "KeyName" }, "ImageId" : { "Fn::FindInMap" : [ "AWSRegionArch2AMI", { "Ref" : "AWS::Region" }, { "Fn::FindInMap" : [ "AWSInstanceType2Arch", { "Ref" : "InstanceType" }, "Arch" ] } ] }, "UserData" : { "Fn::Base64" : { "Ref" : "WebServerPort" }}, "SecurityGroups" : [ { "Ref" : "InstanceSecurityGroup" } ], "InstanceType" : { "Ref" : "InstanceType" }, "BlockDeviceMappings" : [ { "DeviceName" : "/dev/sda1", "Ebs" : { "VolumeSize" : "50", "VolumeType" : "io1", "Iops" : 200 } }, { "DeviceName" : "/dev/sdm", "Ebs" : { "VolumeSize" : "100", "DeleteOnTermination" : "true"} } ] } }
YAML
LaunchConfig: Type: AWS::AutoScaling::LaunchConfiguration Properties: KeyName: Ref: "KeyName" ImageId: Fn::FindInMap: - "AWSRegionArch2AMI" - Ref: "AWS::Region" - Fn::FindInMap: - "AWSInstanceType2Arch" - Ref: "InstanceType" - "Arch" UserData: Fn::Base64: Ref: "WebServerPort" SecurityGroups: - Ref: "InstanceSecurityGroup" InstanceType: Ref: "InstanceType" BlockDeviceMappings: - DeviceName: "/dev/sda1" Ebs: VolumeSize: "50" VolumeType: "io1" Iops: 200 - DeviceName: "/dev/sdm" Ebs: VolumeSize: "100" DeleteOnTermination: "true"
Launch Configuration with Spot Price
This example shows a launch configuration that features a spot price in the Auto Scaling group. This launch configuration will only be active if the current spot price is less than the amount in the template specification (0.05).
JSON
"LaunchConfig" : { "Type" : "AWS::AutoScaling::LaunchConfiguration", "Properties" : { "KeyName" : { "Ref" : "KeyName" }, "ImageId" : { "Fn::FindInMap" : [ "AWSRegionArch2AMI", { "Ref" : "AWS::Region" }, { "Fn::FindInMap" : [ "AWSInstanceType2Arch", { "Ref" : "InstanceType" }, "Arch" ] } ] }, "SecurityGroups" : [ { "Ref" : "InstanceSecurityGroup" } ], "SpotPrice" : "0.05", "InstanceType" : { "Ref" : "InstanceType" } } }
YAML
LaunchConfig: Type: AWS::AutoScaling::LaunchConfiguration Properties: KeyName: Ref: "KeyName" ImageId: Fn::FindInMap: - "AWSRegionArch2AMI" - Ref: "AWS::Region" - Fn::FindInMap: - "AWSInstanceType2Arch" - Ref: "InstanceType" - "Arch" SecurityGroups: - Ref: "InstanceSecurityGroup" SpotPrice: "0.05" InstanceType: Ref: "InstanceType"
Launch Configuration with IAM Instance Profile
Here's a launch configuration using the IamInstanceProfile property.
Only the AWS::AutoScaling::LaunchConfiguration
specification is shown.
For the full template, including the definition of, and further references from the
AWS::IAM::InstanceProfile
object referenced here as "RootInstanceProfile", see: auto_scaling_with_instance_profile.template.
JSON
"myLCOne": { "Type": "AWS::AutoScaling::LaunchConfiguration", "Properties": { "ImageId": { "Fn::FindInMap": [ "AWSRegionArch2AMI", { "Ref": "AWS::Region" }, { "Fn::FindInMap": [ "AWSInstanceType2Arch", { "Ref": "InstanceType" }, "Arch" ] } ] }, "InstanceType": { "Ref": "InstanceType" }, "IamInstanceProfile": { "Ref": "RootInstanceProfile" } } }
YAML
myLCOne: Type: AWS::AutoScaling::LaunchConfiguration Properties: ImageId: Fn::FindInMap: - "AWSRegionArch2AMI" - Ref: "AWS::Region" - Fn::FindInMap: - "AWSInstanceType2Arch" - Ref: "InstanceType" - "Arch" InstanceType: Ref: "InstanceType" IamInstanceProfile: Ref: "RootInstanceProfile"
EBS-Optimized Volume with Specified PIOPS
You can create an AWS CloudFormation stack with auto scaled instances that contain EBS-optimized volumes with a specified PIOPS. This can increase the performance of your EBS-backed instances as explained in Increasing EBS Performance in the Amazon Elastic Compute Cloud User Guide.
When you create a launch configuration such as this one, be sure to set the
InstanceType
to at least m1.large
and set
EbsOptimized
to true
. Your launched instances will contain
optimized EBS root volumes with the PIOPS that you selected when creating the
AMI.
Warning
Additional fees are incurred when using EBS-optimized instances. For more information, see EBS-Optimized Instances in the Amazon Elastic Compute Cloud User Guide.
Because you cannot override PIOPS settings in an Auto Scaling launch configuration, the AMI in your launch configuration must have been configured with a block device mapping that specifies the desired PIOPS. You can do this by creating your own EC2 AMI with the following characteristics:
-
An instance type of
m1.large
or greater. This is required for EBS optimization. -
An EBS-backed AMI with a volume type of "io1" and the number of IOPS you want for the Auto Scaling-launched instances.
-
The size of the EBS volume must accommodate the IOPS you need. There is a 10 : 1 ratio between IOPS and Gibibytes (GiB) of storage, so for 100 PIOPS, you need at least 10 GiB storage on the root volume.
Use this AMI in your Auto Scaling launch configuration. For example, an EBS-optimized
AMI
with PIOPS that has the AMI ID ami-7430ba44
would be
used in your launch configuration like this:
JSON
"LaunchConfig" : { "Type" : "AWS::AutoScaling::LaunchConfiguration", "Properties" : { "KeyName" : { "Ref" : "KeyName" }, "ImageId" : "ami-7430ba44", "UserData" : { "Fn::Base64" : { "Ref" : "WebServerPort" } }, "SecurityGroups" : [ { "Ref" : "InstanceSecurityGroup" } ], "InstanceType" : "m1.large", "EbsOptimized" : "true" } }
YAML
LaunchConfig: Type: AWS::AutoScaling::LaunchConfiguration Properties: KeyName: Ref: "KeyName" ImageId: "ami-7430ba44" UserData: Fn::Base64: Ref: "WebServerPort" SecurityGroups: - Ref: "InstanceSecurityGroup" InstanceType: "m1.large" EbsOptimized: "true"
See Also
-
Creating Your Own AMIs in the Amazon Elastic Compute Cloud User Guide.
-
Block Device Mapping in the Amazon Elastic Compute Cloud User Guide.
-
To view more LaunchConfiguration snippets, see Auto Scaling Launch Configuration Resource.


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Hello,
{{ user.name }} from {{ worker.business_name }} would like you to write a testimonial about them on {{ site_name }}.
Subject: {{ review.invite_subject }} Message: {{ review.invite_message }}
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A quick example to demonstrate usage of the
Fullscreen API
. Press
Enter
to toggle fullscreen mode.
Video by Blender
;
licensed CC-BY 3.0


The name of our franchise, and the reason we exist today. Buy a Zesty Burger today
...

We at ZestyBurger have completed the site structure and templating! We now need to make our UI far better (probably going to use bootstrap) and need to fill this site with far more content.
...


Mimblewimble Attacked Using $60 Per Week on AWS
by Osato Avan-NomayoIvan Bogatyy of Dragonfly Research says he was able to use as little as $60 per week on Amazon Web Services (AWS) to expose a critical vulnerability on the Mimblewimble (MW) privacy architecture. This flaw in the MW protocol may dent the network’s aspiration of being a viable alternative to other privacy-focused blockchains like ZCash and Monero.
Massive Mimblewimble Flaw Uncovered
In a Medium post published on Monday (November 18, 2019), Bogatty revealed that he was able to expose the participating addresses in 96% of Grin transactions on MW. According to Bogatyy, this exploit of the MW protocol only cost $60 per week on AWS — Amazon’s cloud computing platform.
An excerpt from Bogatyy’s post showing the severity of the problem and the ease with which attackers can exploit vulnerability reads:
In my attack, I was able to link 96% of all transactions while only connecting to 200 peers out of the total 3000 peers in Grin’s network. But if I wanted to spend a bit more money, I could easily connect to 3000 nodes to disaggregate almost all transactions.
By “disaggregate,” Bogatyy is referring to the process of preventing transactions from coupling together in MW’s CoinJoin which ensures anonymity.
While other privacy-focused cryptos use decoy UTXOs or shielded transactions, MW achieves anonymity by means of massive CoinJoins. Each CoinJoin is an amalgamation of multiple transactions in a single block to create the ‘anonymity set.’
Still A Viable Alternative to ZEC and XMR?
Bogatyy did remark that the vulnerability was known to the MW developers. However, his findings prove that it requires little capital outlay to exploit the weakness in MW’s privacy architecture.
For Bogatyy, the presence of and ease with which attackers can take advantage of the vulnerability also makes MW a poor alternative to the likes of Zcash (ZEC) and Monero (XMR). According to Bogatyy:
The problem is inherent to Mimblewimble, and I don’t believe there’s a way to fix it. This means Mimblewimble should no longer be considered a viable alternative to Zcash or Monero when it comes to privacy.
The presence of this vulnerability may also affect Litecoin’s proposed MW integration. Back in early 2019, the Litecoin Foundation announced that it was looking to incorporate extension blocks on Litecoin to ensure privacy and anonymity.
Images via Twitter @IvanBogatyy.
The Rundown


6.1/ Debugging Entity / Controller implementations
There are few ways to debug the controller before running anything on the real robot:
- Creating a simulation device using the robot yaml file (Recommended)
- Create a robot device using the yaml file of the robot (found in robot_properties/robot_name/config/robot_name.yaml)
- initialize your control graph and set up your control graph with all its entities.
- run a loop executing the graph to verify the output from the controller.
- An example of this implementation is available here : https://git-amd.tuebingen.mpg.de/amd-clmc/dg_blmc_robots/blob/master/demos/quadruped/quad_simu.py
- Copy the robot init part before your control graph and change the name to the robot being used (initializes the robot device.)
- copy the robot simulation part after your control graph and modify the code to make it suitable for the robot.yaml. (change number of joint, etc...)
- run the python file along with roscore to debug.
- Using Pybullet (available for quadruped and Teststand)
- example simulations for teststand are available here : https://git-amd.tuebingen.mpg.de/amd-clmc/dg_blmc_robots/tree/master/demos/teststand/simulations
- example simulations for quadruped are available here : https://git-amd.tuebingen.mpg.de/amd-clmc/dg_blmc_robots/tree/master/demos/quadruped/simulations
- Create the entity alone in python and feed it with constant vectors
6.2/ Debugging Dynamic Graph Manager
To debug the low-level of dynamic graph manager, use GDB.
INFORMATION:
To avoid SIGINT to get caught by GDB, execute the line handle SIGINT nostop pass on the GDB command line.
When to use GDB :
- Segmentation faults
- python terminal displays following : (This is seen in the terminal in which the python script is run)
Connection to remote server lost. Reconnecting...
Retrying previous command...
Connection to remote server lost. Reconnecting...
GDB for Python :
To debug python files using gdb use the following command:
gdb -ex r --args python <programname>.py <arguments>


That time from midnight until midday.
a.m. is an abbreviation for ante meridiem (Lat) meaning before the sun reaches its highest point in the sky.


Reload the DIG Configuration
View Database Information
View Search State History
View Training Options
Open a DIG Search Page in a New Tab
Contact DIG Support
[[documentsErrorMessage]]
Please note that only the top 10 extractions of each type are shown in the list.


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In version 3.0, the 'Travel guides' option has been added
Let's take a walk down the memory lane to remember the main OsmAnd milestones.


[§415A-31] Effect of invalidity of part of this chapter. If a court of competent jurisdiction shall adjudge to be invalid or unconstitutional any clause, sentence, paragraph, section, or part of this chapter, such judgment or decree shall not affect, impair, invalidate, or nullify the remainder of this chapter, but the effect thereof shall be confined to the clause, sentence, paragraph, section, or part of this chapter so adjudged to be invalid or unconstitutional. [L 1985, c 259, pt of §1]
Cross References
Severability, see §1-23.


Today I’m going to walk through a different take on the distortion effect that I presented awhile ago in the post “Screen Space Distortion and a Sci-fi Shield Effect.” This time, instead of using distortion to see “through” an object, we are going to distort the shape of objects themselves. When it’s all done, it’s going to look something like this:
Pretty snazzy right? The tricky part of the effect isn’t the distortion, it’s in getting the edges of the distorted objects to sort “correctly”. Or…as correctly as the edge of an object distorted in screen space can.
All of this was done using Unity 5.5.x, so if you’ve arrived here from the future and are using a different version, you may have to tweak what I present here.
Before we dive into the implementation details, here’s a quick outline of what we’re going to do to make this effect work:
Sounds fun right? Let’s get started.
The entire c# part of the effect is going to live on a single script that we’ll attach to the main camera, which we’ll get set up here.
I implemented this with two cameras, mostly so that I didn’t have to touch culling masks / settings on the main scene camera, which we use to get the color buffer that doesn’t have distorted objects in it. The script will create the second camera is the one we use to render the distorting objects.
private Camera cam;
private Camera maskCam;
public Material compositeMat;
public Material stripAlphaMat;
public float speed = 1.0f;
public float scaleFactor = 1.0f;
public float magnitude = 0.01f;
private int scaledWidth;
private int scaledHeight;
void Start ()
{
cam = GetComponent<Camera>();
scaledWidth = (int)(Screen.width * scaleFactor);
scaledHeight = (int)(Screen.height * scaleFactor);
cam.cullingMask = ~(1 << LayerMask.NameToLayer("Distortion"));
cam.depthTextureMode = DepthTextureMode.Depth;
maskCam = new GameObject("Distort Mask Cam").AddComponent<Camera>();
maskCam.enabled = false;
maskCam.clearFlags = CameraClearFlags.Nothing;
}
There are a few things to note here: First, we need to determine how big we want our distorted color buffer to be, so I’m mutliply the screen size by a float. This is important for optimizing the effect for low power devices. The smaller our second buffer is, the faster the effect will be, and the less memory it will use.
The other important thing to note is that I’m setting the depthTextureMode on the main camera. This is so that the camera will output a depth texture that we can see in our shaders, which we’re going to use to help us sort our distorting object later on.
The other boring bit I want to get out of the way is the update function:
void Update ()
{
scaleFactor = Mathf.Clamp(scaleFactor, 0.01f, 1.0f);
scaledWidth = (int)(Screen.width * scaleFactor);
scaledHeight = (int)(Screen.height * scaleFactor);
magnitude = Mathf.Max(0.0f, magnitude);
Shader.SetGlobalFloat("_DistortionOffset", -Time.time * speed);
Shader.SetGlobalFloat("_DistortionAmount", magnitude/100.0f);
}
Nothing really special here, we’re updating a bunch of values per frame so we can do things like change the scaling value at runtime, and we need to set a few shader parameters in order to update the distortion effect.
The rest of the logic for the effect is going to take place inside OnRenderImage:
private void OnRenderImage(RenderTexture src, RenderTexture dst)
{
//cool stuff goes here :)
}
If you attach this to your main camera and hit play right now, you’ll see a lovely abyss of black fill your screen. Stare into it for a moment before continuing below.
As mentioned above, the first thing we need to do in our OnRenderImage function is to get our RenderTextures filled with some colour (and depth!). Since we’re working in OnRenderImage, we already have the main camera’s output in RT form (the src argument in the function signature), but we need to get our low res colour buffer built up.
Before we render our distorting objects however, we need to copy the contents of main RT’s RGB channels into the distortingRT. This will help eliminate ugly artifacts around the edges of our wobbly GameObjects which get caused because we’re using a lower resolution image to grab their colours from. This artifact ends up looking like this:
We also need to output a specific constant into the alpha channel of the distortingRT. We are going to be using the alpha channel as a low resolution depth buffer to let us sort our distorting objects with the ones seen by the main camera, but before we do that, we need a clean slate to work with, so we need to fill the alpha channel of distortingRT with a value that represents the farthest depth possible (the far clip plane).
This is simple, but only if you’re aware of how different platforms handle depth. On some platforms (DX11/12 and Metal for example), the depth buffer goes from 1 to 0, with 1 (or white) being the closest objects, and 0 being the edge of the far plane. Other platforms (like OpenGL) go from 0 to 1. We need our shader to output the farthest depth value possible for anywhere that doesn’t contain a distorting object, so we need to output different values per platform.
Luckily, Unity has a handy preprocessor define to let us know which platform we’re using:
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#if UNITY_REVERSED_Z
col.a = 0.0;
#else
col.a = 1.0;
#endif
return col;
}
If you aren’t familiar enough with image effect shaders to use the above snippet, the entire source for this article can be found here, but as the rest is mostly boiler plate, I’m not going to include it here.
With our shader built, we can use that to copy what we need from one buffer to the other:
private void OnRenderImage(RenderTexture src, RenderTexture dst)
{
RenderTexture distortingRT = RenderTexture.GetTemporary(scaledWidth, scaledHeight, 24);
Graphics.Blit(src, distortingRT, stripAlphaMat);
}
You’ll notice that instead of allocating the distortingRT earlier, we’re grabbing it here using RenderTexture.GetTemporary. The Unity docs have this to say:
If you are doing a series of post-processing “blits”, it’s best for performance to get and >release a temporary render texture for each blit, instead of getting one or two render >textures upfront and reusing them.
So that’s what we’ll do! We just have to remember to release the texture at the end of the function, otherwise we’re going to allocate a lot of RTs very quickly.
Next we need to render the things we want to distort into the distortingRT. There’s not really much special about doing this, except that I make sure to re-set up my camera parameters every frame so that other scripts can’t accidentally mess up our rendering.
private void OnRenderImage(RenderTexture src, RenderTexture dst)
{
RenderTexture distortingRT = RenderTexture.GetTemporary(scaledWidth, scaledHeight, 24, RenderTextureFormat.ARGBFloat);
Graphics.Blit(src, distortingRT, stripAlphaMat);
maskCam.CopyFrom(cam);
maskCam.clearFlags = CameraClearFlags.Depth;
maskCam.gameObject.transform.position = transform.position;
maskCam.gameObject.transform.rotation = transform.rotation;
maskCam.cullingMask = 1 << LayerMask.NameToLayer("Distortion");
maskCam.SetTargetBuffers(distortingRT.colorBuffer, distortingRT.depthBuffer);
maskCam.Render();
}
If you aren’t on a platform that gives you access to floating point textures, you can actually use a RenderTextureFormat.Default here, but since you’ll have so little precision in your alpha channel, distorting objects won’t sort correctly as they get farther away from the camera. For relatively small scenes (like a single room) this likely won’t be noticeable, but you’ll start to see more artifacts as your environment gets larger.
If you take a peek at your distortingRT in the inspector, you should see your distorting objects being rendered on top of a copy of what the main camera sees. In the image below, the robots are actually located behind the other geometry in world space, but they are rendered in front of it for the purposes of the distortion buffer.
This is expected and important. If we let our distorting objects sort now, then when an object is partly occluded, we won’t have all the colour information we need to distort the object behind the occluder, leading to artifacts along the edges of occluding objects. So to address this, we’re going to let our objects render on top of everything now, and manually do the depth sorting later. It’s fun! And speaking of rendering our distorting objects, I think now is as good a time as any to talk about what needs to be in the shaders that the distorting object use.
For the most part, this effect can work with any shader you want, provided you can make a small modification to the alpha output. For opaque shaders this is likely not an issue, since they don’t use the alpha channel for anything. Since transparent shaders use their alpha for blending, they’ll need a second pass to write the alpha.
As mentioned earlier, we’re going to use the alpha channel of distortingRT as a depth buffer, so that we can access them in our composite shader to do the depth sorting I was just talking about, so we need our distorting materials to output their depth into the alpha channel. Again, this isn’t a terribly complicated thing to do, but we need to be aware of platform specific differences in handling depth and clip space.
First though, we need to get the data we need from our vertex shader to the fragment. This isn’t too difficult, since all we need are the z and w components of your transformed position vector (assuming you’re transforming it by the MVP, like so):
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
The Z component of this vector is what I think about when I think of depth, it represents the distance from the camera. Unfortunately this value can be well outside the 0 to 1 range that we need to be able to encode it into an alpha channel. To fix that, we can divide by the W component of the position vector, which will get us depth represented in relation to the view frustum. In DirectX, this is going to get us a value of between 0 and 1, with 1 being the far clip, and 0 being the near clip. In OpenGL, which uses a different sort of projection matrix, we’re going to end up with a value of between -1 and 1. So we need to do some quick math to make sure we don’t try to put a negative value into our texture:
float4 frag (v2f i) : SV_Target
{
//other shading logic fills RGB channels
col.a = (i.screen.z / i.screen.w);
//using UNITY_REVERSED_Z becuase SHADER_TARGET_GLSL
//doesn't seem to work on my machine
#if !defined(UNITY_REVERSED_Z)
col.a = (col.a + 1.0) * 0.5;
#endif
return col;
}
With that modification to your shaders, if you render only the alpha channel of your distortingRT, it should look something like this:
Now all that’s left is to put this all together. The composite shader is going to be the most complicated shader we’ve talked about so far, so I’m going to provide more of the code than I have been. To start with, let’s look at the data we are going to pass the shader:
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DistortionRT;
sampler2D _CameraDepthTexture;
float _DistortionOffset;
float _DistortionAmount;
_MainTex is going to be the regular old colour buffer that the main camera sees, nothing special there. _DistortionRT is the buffer that we’ve been building up until now, with the RGB of our distorting objects, and their depths stored in the alpha channel.
_CameraDepthTexture is going to be the depth texture created by the main camera. This is a globally accessible resource that Unity will make for us, since we specified a depth texture mode for the main camera at the beginning of this post.
Finally, the two floating point values are to control the distortion effect. _DistortionOffset controls how fast the distortion effect moves, and as we saw earlier, is passed in as Time.time multiplied by a constant. The higher we set the constant value, the faster the distortion wiggles. _DistortionAmount is also passed in from our effect script, and controls how wide we want the distortion effect to be. Changing this value determines whether we have a subtle wobble or a spastic glitch effect.
Got it? good! I’m going to skip talking about the vertex shader because it’s just a passthrough:
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
return o;
}
So let’s jump directly to the good part, the fragment shader. First let’s get the values we need from the _MainTex and the _CameraDepthTexture:
fixed4 frag(v2f i) : SV_Target
{
fixed4 screen = tex2D(_MainTex, float2(i.uv.x, i.uv.y));
float2 distortUVs = i.uv;
#if defined(UNITY_UV_STARTS_AT_TOP) && !defined(SHADER_API_MOBILE)
distortUVs.y = 1.0 - distortUVs.y;
#endif
float d = tex2D(_CameraDepthTexture, distortUVs).r;
I wish I had a better explanation for the #ifdef section, but I don’t. Sometimes Unity accounts for the UV flip between platforms and sometimes it doesn’t. As far as I could tell, _MainTex is always right side up, and this set of defines will get us the correctly oriented UVs on whatever platform we’re using (I tested with GL, D3D11 and on an iPhone using Metal).
Other than that bit of engine specific weirdness, this should be pretty easy to follow so far. So let’s make it more complicated and grab our _distortionRT value.
float4 distort = tex2D(_DistortionRT, fixed2(distortUVs.x + sin((distortUVs.y + _DistortionOffset) * 100)*_DistortionAmount, distortUVs.y));
This is likely confusing. All the crazy UV math is because we want to apply the distortion effect here. So we use this math to grab the colour at the position that the distortion effect needs us to read from. I went over this in much more detail in my previous post so I’m not going to talk much more about this here. For today’s purposes, here’s what you need to keep in mind:
Using this UV math will distort the entire _DistortingRT buffer, so if we just returned this color, the entire screen would be distorted.
The alpha channel still contains depth
Now that we have these values, we need to finally depth sort our distorting objects. Luckily, we now have 2 depth values, so all we need to do is compare them. In cases where the depth from _DistortingRT is closer to the camera, we want to return the RGB from _DistortingRT, and otherwise, we want to return the regular old _MainTex. Pretty easy right?
#if UNITY_REVERSED_Z
return lerp(screen, distort, distort.a > d);
#else
return lerp(screen, distort, distort.a < d);
#endif
Remember that different platforms handle depth differently, so depending on which platform you’re on, your comparison will need to flip, as shown above.
The entire source for the composite fragment function is as follows:
fixed4 frag(v2f i) : SV_Target
{
fixed4 screen = tex2D(_MainTex, float2(i.uv.x, i.uv.y));
float2 distortUVs = i.uv;
#if defined(UNITY_UV_STARTS_AT_TOP) && !defined(SHADER_API_MOBILE)
distortUVs.y = 1.0 - distortUVs.y;
#endif
float4 distort = tex2D(_DistortionRT, fixed2(distortUVs.x + sin((distortUVs.y + _DistortionOffset) * 100)*_DistortionAmount, distortUVs.y));
float d = tex2D(_CameraDepthTexture, distortUVs).r;
#if UNITY_REVERSED_Z
return lerp(screen, distort, distort.a > d);
#else
return lerp(screen, distort, distort.a < d);
#endif
}
All we need to do now is add the final blit to the effect script, which makes the completed OnRenderImage function look like so:
private void OnRenderImage(RenderTexture src, RenderTexture dst)
{
RenderTexture distortingRT = RenderTexture.GetTemporary(scaledWidth, scaledHeight, 24, RenderTextureFormat.ARGBFloat);
Graphics.Blit(src, distortingRT, stripAlphaMat);
maskCam.CopyFrom(cam);
maskCam.gameObject.transform.position = transform.position;
maskCam.gameObject.transform.rotation = transform.rotation;
//draw the distorting objects into the buffer
maskCam.clearFlags = CameraClearFlags.Depth;
maskCam.cullingMask = 1 << LayerMask.NameToLayer("Distortion");
maskCam.SetTargetBuffers(distortingRT.colorBuffer, distortingRT.depthBuffer);
maskCam.Render();
//Composite pass
compositeMat.SetTexture("_DistortionRT", distortingRT);
Graphics.Blit(src, dst, compositeMat);
RenderTexture.ReleaseTemporary(distortingRT);
}
So now we should have a working effect! If you’re lost with implementing any part of this, or were just too lazy to do it yourself, all the code for the effect is available on github here.
All that’s left to do is talk about some left over details that didn’t fit anywhere else, and performance. Luckily the performance talk is short - this is a pretty lightweight effect. With a scale factor of 0.5 (so the distortion buffer is half the resolution of the main camera’s), my iPhone eats this for breakfast. This will of course become more expensive the bigger your distortion buffer is, but on such a small screen you can probably get away with a half res buffer.
And if my phone can run this… I think it goes without saying that both my laptops barely noticed this effect. I don’t have numbers because everything ran this at 60 fps and I really didn’t care to spend my weekend trying to get any more granular than that.
The other thing to mention is what could be done to make this effect better! The sine wave distortion is fairly cheesy, but you could likely extend this to handle more interesting distortion patterns if you took a few concepts from my other post on screen space distortion.
Also, since this is all in screen space, objects that are farther away from the camera appear to be distorting at a higher magnitude than objects closer to your camera. You could probably account for this by scaling the distortion magnitude based on the distorting object’s depth, but I haven’t tried this out yet.
That’s all for now, shoot me a message on Twitter if you have any questions or are doing something with this effect :)


40 minutes
Super Easy
Umami Burgers with Port and Stilton
Resist the urge to pile on any of the usual toppings—lettuce,
tomato,
ketchup. "The port is your condiment," explains Umami Burger's Adam Fleischman.
.


{% extends "bootstrap_layout.html" %} {% block content %}
If you like '{{ title }}' by '{{ artist }}', then you might like the following songs! {{ recommendations }}


DESCRIPTION
Updates remote refs using local refs, while sending objects necessary to complete the given refs.
You can make interesting things happen to a repository every time you push into it, by setting up hooks
there. See documentation for git-receive-pack[1].
When the command line does not specify where to push with the argument,
branch.*.remote configuration for the current branch is consulted to determine where to push. If the
configuration is missing, it defaults to origin.
When the command line does not specify what to push with ... arguments or --all,
--mirror, --tags options, the command finds the default by consulting
remote.*.push configuration, and if it is not found, honors push.default configuration to decide
what to push (See git-config[1] for the meaning of push.default).
When neither the command-line nor the configuration specify what to push, the default behavior is used,
which corresponds to the simple value for push.default: the current branch is pushed to the
corresponding upstream branch, but as a safety measure, the push is aborted if the upstream branch does
not have the same name as the local one.


One Sansome - 40th Floor Networks
This is a demo of templating with data from the OpsDB. It is formatted for this specific dataset, but will soon be completely dynamic, with the column headers being populated from UDN. Currently the rows are templated from UDN.


| He et al. [
28]
|
|
w
r and
s
r are the values of material plastic side flow and material spring back, respectively.
|
| Zhu et al. [
55]
|
|
t
e is the elastic deformation limit of the work material;
t
c is the chip thickness and
h
Dmin is the minimum undeformed chip thickness.
|
| Huang et al. [
56]
|
|
t
cmax and
t
cmin are the maximum and minimum undeformed chip thickness, i.e.
t
cmin =
h
Dmin.
|
| Liu et al. [
57]
|
|
p
e is the elastic recovery rate when ploughing/rubbing occurs.
|
| Guo et al. [
58]
|
|
p
e is the elastic recovery rate of the work material;
η is the corresponding linear coefficient and determined by
t
cmax,
t
cmin and
p
e.
|
| Chen et al. [
60]
|
|
SP is the swelling ratio.
|


Vehicle Routing Problem (VRP) is classified an NP-hard problem, which simply said the bigger your options, the cost of finding the best solution will grow tremendously. We as a team of 4 people have worked on this specific problem using the resources given to us one of them including Qiskit. In the center, VRP can be said as an optimization problem, which usually goes like this: Given my capacity of N fleet, and a set of M locations that needs to be visited, how can I achieve the best combination possible? Now while the problem sounds very similar to TSP, it differs in several points: VRP involves multiple moving actors, in this case a fleet of vehicle (car, bikes, etc), while TSP usually described with 1 sales. VRP is, though it can be relative on case by case basis, be subject to multiple constraints, be it on the vehicle’s capabilities (capacity, skills, size, etc) or even the visited location (serving time window, location, etc).


The interfaces to the QM programs are
set TeraChem_COMMAND to the TeraChem execution command.
See User's guide for installation http://www.petachem.com/doc/userguide.pdf
Notes:
qr.refine model.pdb model.mtz mode=refine engine_name=terachem The default runs a HF-D3(BJ)/6-31G calculation.
set ORCA_COMMAND to the ORCA execution command.
see https://orcaforum.kofo.mpg.de/app.php/portal for more information
Notes:
For parallel execution of ORCA the ``ORCA_COMMAND`` should contain the full path to the `orca` binary. qr.refine model.pdb model.mtz mode=refine engine_name=orca quantum.method sets the DFT functional. quantum.basis sets the AO basis set.
The Gaussian ASE interface is currently written against g16.
Notes:
qr.refine model.pdb model.mtz mode=refine engine_name=gaussian The default runs hf/sto-3g calculations. quantum.method sets the DFT functional. quantum.basis sets the AO basis set.
same as for turbomole itself
Notes:
The default runs BP86/def2-SV(P) calculations. only RI-J calculations. quantum.method sets the DFT functional. quantum.basis sets the AO basis set.
Notes:
qr.refine model.pdb model.mtz mode=refine engine_name=mopac default runs PM7
Notes:
The default runs GFN2-xTB with GBSA
example using the older GFN1-xTB:
qr.refine model.pdb model.mtz quantum.engine_name=xtb quantum.method='--gfn 1 --gbsa h2o'
requirements
The ASE calculator for ANI is available at: https://github.com/isayev/ASE_ANI
There are multiple branches, including a python 2.7 branch.
git clone -b python27_cuda91 https://github.com/isayev/ASE_ANI.git
go the /path/to/phenix-1.14rc1-3161/build/lib and symlink libboost_python.so as libboost_python.so.1.63.0
go the /path/to/phenix-1.14rc1-3161/build/lib and symlink libboost_numpy.so as libboost_numpy.so.1.63.0
copy all files in qr-ani/requirement to /path/to/phenix/build/lib
Notes
To see the ANI engine is installed:
qr.refine model.pdb model.mtz mode=refine engine_name=ani
requirements
We need to install pytorch https://github.com/pytorch/pytorch
export CMAKE_PREFIX_PATH=/phenix/path/build
phenix.python -m pip install numpy pyyaml mkl mkl-include setuptools cmake cffi typing
git clone --recursive https://github.com/pytorch/pytorch.git
cd pytorch
MACOSX_DEPLOYMENT_TARGET=10.14 CC=clang CXX=clang++ NO_CUDA=1 NO_NNPACK=1 phenix.python setup.py install (Mac)
Please change MACOSX_DEPLOYMENT_TARGET as same as your Mac version
NO_NNPACK=1 USE_CUDNN=0 NO_DISTRIBUTED=1 phenix.python setup.py install (Centos)
If you have a cmake error cmake:command not found, that is probably because cmake path not in PATH, (bash)
export PATH=$PATH:/phenix/path/base/bin
Numpy might also have to be upgraded
To install torchani please go to https://github.com/aiqm/torchani
We need to install the qrefine branch.
git clone https://github.com/zasdfgbnm/torchani -b qrefine
cd torchani
phenix.python -m pip install .
cd examples
phenix.python energy_force.py
Then you should see the energy and forces printed out.
Notes:
example using the default ani-1x_8x model:
qr.refine model.pdb model.mtz engine_name=torchani
the newer ani-1ccx_8x is still being added, but when it is implemented you can then use it by:
qr.refine model.pdb model.mtz engine_name=torchani quantum.method='ani-1ccx_8x'
The important thing to remember when using these models is that they are currently only trained on C,H,N and O atoms. An error will be raised if your pdb contains atoms that are not supported.
requirements
phenix.python -m pip install pyscf
More information: https://sunqm.github.io/pyscf/install.html
Notes:
The default runs a Hartree Fock calculation.
qr.refine model.pdb model.mtz engine_name=pyscf
This helper functionality adds dispersion (DFT-D3) and/or BSSE (gCP) corrections to another interface.
Examples:
adds "-D3(BJ)" to B3LYP calculations. Functional needs to parametrized and "-bj or -zero" needs to be specified:
qr.refine [usual options] quantum.qm_addon=dftd3 quantum.qm_addon_method="b3-lyp -bj"
The qm_addon_method string will be handed down the dftd3 program as -func <qm_addon_method>
adds "gCP correction for HF/6-31G" to any QM results. Basis sets needs to parametrized. Will output an error if a basis is not available (overview of parameter sets available if calling "gcp -h"):
qr.refine [usual options] quantum.qm_addon=gcp quantum.qm_addon_method="hf/631g"
The qm_addon_method string will be handed down the gcp program as -l <qm_addon_method>
If both correction should be applied at the same time (qm_addon=gcp-d3) then string input for each programs need to be separated by a plus (+) sign where the gcp string is given first:
qr.refine [usual options] quantum.qm_addon=gcp-d3 quantum.qm_addon_method="hf/631g+b3-lyp -bj"
The dftd3 and gcp programs need to be installed separately and can be obtained from Prof. Grimme (https://www.chemie.uni-bonn.de/pctc/mulliken-center/software) The gCP and D3 corrections are described herein:


This is a plugin for Orion. It is not meant to be viewed in a browser.
This plugin enables you to use Orion to work with files and folders in an HTML5 file system. These files are stored on your local computer, in a sandbox location managed by your browser. To install this plugin, follow these instructions using the URL in the address bar of this page. Once installed, a "HTML5 Local File contents" link will appear on the left hand side of the Navigator. Click this link to begin browsing and editing local files.
Requires Orion 0.5. This plugin only works using Google Chrome.


built & designed by stav lutzky & shimon hanouna.
we used jquery-3.2.1.min in our project, mostly in the menus and forms.
the game itself was mostly written in native javascript.
we didnt used any template and designed every element ourselves.
the hardest part in the project was the game itself,
making it look smooth and understanding the different
mechanics needed (intervals, canvas, etc..). designing the website
for different resolutions was quite challenging as well.
hope you enjoy our project.


NSƯT (Meritorious Artist) Mộng Thu
Singer at Tao Đàn, Vietnam.
Phone: +84 93 218 46 82
Email:
<EMAIL_ADDRESS>Last updated July 2018