Wakulla, A Story of Adventure in Florida
by Kirk Munroe
"Edna May March"
Additional Information
- Year Published: 1886
- Language: English
- Country of Origin: United States of America
- Source: Munroe, K. (1886). Wakulla, A Story of Adventure in Florida. New York: Harper.
-
Readability:
- Flesch–Kincaid Level: 9.0
- Word Count: 3,301
- Genre: Adventure
- Keywords: florida
- ✎ Cite This
Downloads
Mark, Ruth, and Edna hurried on deck, and reached it in time to see Captain May load to its muzzle the small brass cannon that was carried on the schooner for firing signals.
How beautiful and peaceful everything looked! The tide, with which they had come up, filled the river to the brim, and it sparkled merrily in the light of the rising sun. The ferry-boat lay moored to the bank just in front of the schooner, and they could see the tin horn hanging to its post, and the very card on which were the ferry rates that Ruth had printed so many months before. The house was hidden from their view by a clump of trees, but over their tops rose a light column of smoke, and they knew Aunt Chloe was up and busy, at any rate.
Suddenly, flash! bang! the small cannon went off with a roar worthy of a larger piece, and one that woke the echoes for miles up and down the river, disturbed numerous wild water-fowl from their quiet feeding, and sent them screaming away through the air, and set all the dogs in Wakulla to barking furiously. In the midst of all the clamor the children heard the loud bark of their own dog, Bruce, and in another moment he came bounding down to the landing, and was the first to welcome them home.
At the same time a number of colored people, among whom the children recognized several familiar faces, came running down to the opposite bank of the river, where they stood rubbing their eyes and staring at the big schooner, the first that had been seen in their river in many years.
The children did not pay much attention to them, however, for a landing-plank was being run ashore, and they were eager to go to the house. As Mark reached the wharf, and was holding out his hand to Ruth, who followed, there was a loud hurrah behind him, and before he could turn around Frank March had thrown his arms round his neck, and was fairly hugging him in his joy.
“I knew you’d come when we weren’t expecting you! I knew you’d surprise us! and I told ‘em so last night when they were worrying about you,” shouted the boy, dancing about them, and almost inclined to hug Ruth as he had Mark. But he didn’t; he only grasped both her hands, and shook them until she begged for mercy. As soon as she regained possession of her hands, she said,
“And here’s Edna, Frank. Miss Edna May, Mr. Frank March.”
“I’m awfully glad to see you, Miss Edna,” said Frank; and “How do you do, Mr. March?” said Edna, as they shook hands and looked at each other curiously.
Then Frank was introduced to Uncle Christopher, who said, “My boy, I’m proud to make your acquaintance. So you didn’t expect us, eh?” and the old gentleman chuckled as he thought of the quality and size of the joke they had played on the inmates of “Go Bang” by surprising them.
Captain May and the gentlemen from Aroostook had not left the schooner when the others turned towards the house, talking so fast as they went that nobody understood, or even heard, what anybody else was saying.
As they came in sight of the house two well-known figures were leaving the front gate, and the next minute Mark and Ruth had rushed into the arms of their father and mother, and the latter was actually crying for joy.
“It is all your doing, Uncle Christopher,” she said to Mr. Bangs, as soon as she could speak. “I know it is; for you never in your life have neglected opportunities for giving people joyful surprises.”
“Well, Niece Ellen, I won’t say as I didn’t have a hand in it,” answered the old gentleman, his face beaming with delight. “But, sakes alive! Mark Elmer, is this the place that I let you have rent free for ten years?” and he pointed to the pretty house, and swept his hand over the broad fields surrounding it.
“Yes, Uncle Christopher, this is the place. This is ‘Go Bang,’ as the children have named it, and we welcome you very heartily to it.”
“Well, well,” said Uncle Christopher, mournfully, “what chances I have thrown away in this life! eh, Niece Ellen?”
“You never threw away a chance to do good or make others happy, uncle, I am sure of that. But now come into the house and get ready for breakfast, which will soon be ready for you.”
As the others went into the house, Ruth ran around to the kitchen to see Aunt Chloe, and so surprised that old woman that she just threw her floury arms about the girl’s neck and kissed her, saying,
“Tank de Lo’d, honey! Tank de good Lo’d you’s come home ag’in! We’s all miss yo’ like de sunshine, but nobody hain’t miss yo’ like ole Clo done.”
Mr. March and Jan had gone to Tallahassee the day before, but were to be back that night.
Mrs. Elmer sent Mark down to the schooner to invite Captain May and the Aroostook gentlemen to come to the house for breakfast, but, rather to her relief—for she was not prepared to entertain so many guests—they declined her invitation, saying they would breakfast on board, and come to the house to pay their respects later.
How jolly and happy they were at breakfast. How shy Frank was before Edna, and how many funny things Uncle Christopher did say to make them laugh! Little by little the “great scheme” was unfolded to the three members of the mill company present who had not heard of it, though Uncle Christopher and Mark had intended to keep it a secret until they could lay it before a regular meeting of the directors. But, beginning with hints, the whole story was finally told, and Mr. and Mrs. Elmer and Frank were only too glad to sustain President Mark in his promises. They said they should not only be proud and happy to have the “best uncle in the world” become a member of their company, but that new saw-mill machinery was just what they needed, for they found the present mill already unable to supply the demands upon it for lumber.
While the others were talking business, Ruth and Edna had gone out on the front porch to look at the garden, and now Ruth came back to ask whose house the pretty little new one was that stood just on the edge of the woods to the right.
“Why, that’s ours,” said Frank, jumping from the table. “Don’t you want to go and look at it?”
They said of course they did, and Mark said he would go too. They were perfectly delighted with the new house and everything in it, and praised it for being so tiny and cozy and comfortable, until Frank thought he had never felt so happy and proud before. It was no wonder, for this was the first time he had ever known the pleasure of extending, to those whom he loved, the hospitality of a pleasant home of his own.
When they returned to the big house they found the rest of their friends from the schooner there. Captain May started when he saw Frank March, and on being introduced to him held his hand so long, and stared at him so earnestly, as to greatly embarrass the boy.
As Uncle Christopher and the Aroostook gentlemen were anxious to visit the mill, Mr. Elmer invited them to walk up there through the woods. On their way they passed the sulphur spring, which had been cleaned out and walled in, and over which a neat bath-house had been built. Uncle Christopher was delighted with it, and declared that, to an old “rheumatizy” man like him, that spring was worth all the lumber in “Floridy.”
Mark had asked Edna and Ruth to go up to the mill by water with Frank and him in the canoe, and they accepted the invitation. At first Edna was very timid in the frail craft, but she soon gained confidence, and said “she thought it was the very nicest little boat, on one of the prettiest rivers she had ever seen.”
As they neared the mill its busy machinery seemed to Mark to say, “Welcome, Mr. President, welcome, Mr. President, welcome Mr. President of the Elmer Mills”; and when he drew the attention of the others to it, they declared that they, too, could distinguish the words quite plainly. The mill looked just as it had when they last saw it, but at one side were great piles of sawed lumber that Uncle Christopher and the Aroostook gentlemen were examining carefully.
That afternoon Mark handed Frank thirty dollars as his share of the money the former had received from their otter-skins, which he had carried North and sold. Frank had several more that he had caught during the summer, but their skins were of little value compared with those caught during the earlier months of the year.
Mr. Elmer had invited all the gentlemen to dine with him that evening, much to the consternation of Aunt Chloe, who said “she was sho’ she couldn’t see how she was gwine fin’ time to po’wide vittles fo’ so many guesses; an’ dem po’ hung’y Norfeners too. ‘Specs dey’ll be powerful tickled to git a squar’ meal.”
The “guesses” spent the afternoon in crossing the river to Wakulla, and in driving several miles into the great pine forests, which pleased them greatly.
The dinner turned out to be a most bountiful meal, in spite of Aunt Chloe’s fears; and at half-past six a very merry company gathered around the long table, which, for want of space elsewhere, had been set in the wide hall that ran through the house from front to rear. The evening was so warm that the front door stood wide open, and when dinner was nearly over, the whole party were laughing so heartily at one of Uncle Christopher’s funny stories, that no one heard the sound of wheels at the gate, nor noticed the figure that, with white face and wild eyes, stared at them from the open doorway.
No, not at them; only at one of them—the fair-haired girl, almost a woman, who sat at the head of the table, on Mr. Elmer’s right hand, and on whose face the light shone full and strong.
Then a cry rang through the hall, a cry almost of agony, and it was “Margaret! Margaret! my wife Margaret! Am I dreaming, or can the dead come to life?”
As the startled guests looked towards the door Mr. March entered the room, and without noticing any one else, walked straight to where Edna May was sitting. She, frightened at his appearance and fixed gaze, clung to Mr. Elmer’s arm, and Captain May half rose from his chair with a confused idea that the girl, whom he loved as his own daughter, was in danger.
“Who is she, Elmer? where did she come from?” exclaimed Mr. March. “She is the living image of my dead wife; only younger, much younger, and more beautiful than she whom I drove from her home,” he added, with a groan.
Mr. Elmer had noticed the strange resemblance between Frank March and Edna May, and had determined to speak to his wife about it that night. Now it all flashed across him as clear as sunlight; but before he could speak, Ruth sprang to his side, and taking her friend’s hand in hers, cried,
“Don’t you see, father, she is his own daughter, the baby he thought was drowned in the Savannah River so many years ago? Captain May saved her, and now he has brought her back to her father and brother. Frank, Edna is your own sister.”
Mr. March tried to take Edna into his arms, but she slipped away from him and ran to Captain May, saying, “This is my father, the only one I have ever known. As he has loved and cared for me, so do I love him. I will never, never leave him!” and she burst into tears.
After soothing and quieting her, Captain May said, “Mr. March, I suspected this long ago. Mark and Ruth told me of the resemblance between Edna and your son on our way North together last spring, and I made them promise not to mention it to her. I hoped it would prove to be only a fancied resemblance; but, as a Christian man, I could not keep father and daughter separated, if indeed they were father and daughter. So I brought her here to meet you face to face; and from what I have just seen I am inclined to think you are her own father, but you must prove it to me. Prove the fact beyond a doubt, and I will yield to you an undivided half interest in this dear child. Only a half, though. I can’t give up the love that has twined round my heart for nearly fifteen years.”
Then Mr. March sat down, and in faltering tones told to the listening company the sad story of his married life. He gave the date of the disappearance of his wife and her baby from home, and he described as well as he could the clothes that each wore at the time.
As he finished, Captain May went to him and gave him a warm, hearty hand-grasp. “That’s enough,” he said. “Gentlemen, I call you to witness that from this time forth I renounce all claims, except those of love, to her who has been known for the last fifteen years as my daughter Edna May. I am satisfied that this man is her father, and that whatever he has been in the past, he is now worthy to occupy that position towards her. Edna, my girl, you have only got two fathers instead of one, and a brother of whom I think you will live to be very proud besides; your heart holds enough love for all of us, doesn’t it, dear?”
Edna’s answer was to throw her arms around his neck, and kiss his weather-beaten cheeks again and again. Then, with a smile showing through the tears that still filled her eyes, she went over to Mr. March, whom she no longer doubted was her own father, but of whom she could not help feeling very shy, and half timidly held up her face for him to kiss. The happy father opened his arms and clasped her to his heart, exclaiming, in a broken voice, “God bless you, my daughter! That He has restored you to me is the surest sign of His forgiveness.”
 The thing I have envied Mark most was his having a sister, and now that I have got one of my own, I do believe I am the very happiest boy in the world.”
“Sakes alive!” exclaimed good old Uncle Christopher, who had all this time been blowing his nose very loudly with a great red silk hand-kerchief, and occasionally wiping his eyes, “with all this kissing going on, where am I?  Ruth did as she was bid, and the old gentleman continued: “What a country this Floridy is, to be sure. They change March into May, or vicy versy, and each one is as beautiful as the other. Sakes alive! what an old April Fool I was not to think of all this myself when I first saw those two young people together.”
Long before this, honest Jan Jansen, who had returned from Tallahassee with Mr. March, but waited to put up the mules, had come into the room, and he was now brought forward and introduced to everybody. Among the Aroostook gentlemen he found an old acquaintance who had met him in New Sweden, and who now told him that, owing to the death of a relative in the old country, a snug little property awaited him, and that a lawyer in Bangor was advertising and searching for him.
Having now spent almost a year with our Wakulla friends, perhaps they are getting tired of us, and we had better leave them for a while, only waiting to draw together the threads of the story, and finish it off neatly.
Edna May March has been installed mistress of the pretty little house that Mr. March and Frank built while the young Elmers were in the North, and she and Ruth receive daily lessons in cooking, sewing, and all sorts of housekeeping from Mrs. Elmer and Aunt Chloe; and the latter says “she’s proud to ‘still Soufern precep’s into deir sweet Norfern heads, bress em!”
The Nancy Bell lay in the St. Mark’s River long enough to secure a load of lumber from the Elmer Mill, and then sailed for the North. But she will return, for Captain May has bought a half interest in her from Uncle Christopher, and will hereafter run her regularly between New York and Wakulla.
The new Elmer Mill is nearly finished, and four of the six gentlemen from Aroostook have gone home to get their families, and to buy more machinery with which to erect another saw-mill farther up the river, and they are expected back on the next trip of the Nancy Bell.
Jan has gone to Sweden; but they have had a letter from him saying that he should return soon, and invest his property in Wakulla.
Dear old “Uncle Christmas” is busy preparing for his expedition in search of the famous Wakulla volcano. He revels in the warmth of the climate, and in bathing in the sulphur spring, and he says that if a good thing’s good, a better may be better, and he may find more warmth and more sulphur if he can only find the volcano.
Edna has been taken on several picnics to Wakulla Spring, over the “humpety road,” and “de trabblin’ road,” past “Brer Steve’s” down to the light-house, and to other places of interest. The contrast between what is, and what the people of Wakulla hope will be when they get the great ship-canal across Florida built, and other schemes carried out, amuses her greatly. She smiles when they come to her and in strict confidence unfold their plans for future greatness; but is such a patient listener, and so ready a sympathizer, that she is rapidly winning their admiration and love.


Fender Limited Edition Standard Stratocaster HSS Plus Top Maple Fingerboard Electric Guitar Blue Burst
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{% extends 'ngo_requirements/base.html' %} {% load crispy_forms_tags %} {% block content %} {% include 'ngo_requirements/navbar.html' %}
Total amount required:{{r.amount}}.
Requirement fulfilled by other donors:{{r.requirement_fulfilled}}.


Class: tweak.Component
| Defined in: | app\lib\component.coffee |
| Includes: | tweak.Common.Empty tweak.Common.Events tweak.Common.Collections tweak.Common.Arrays tweak.Common.Modules tweak.Common.Components tweak.Common.Events |
Overview
TweakJS has its own unique twist to the MVC concept.
The future of MVC doesnt always lie in web apps; the architecture to TweakJS allows for intergration of components anywhere on a website For example you can plug "Web Components" into your static site; like sliders, accordians. The flexibity is endless; allowing MVC to be used from small web components to full scale one page web apps.
TweakJS wraps its Models, Views, Templates, and Controllers into a component module. The component module acts inteliigently to build up your application with simple config files. Each component its built through a config object; this allows for powerfull configuration with tonnes of flexibity.
Each component can have sub components which are accessible in both directions; although it is recommended to keep functionality seperate it sometimes comes in handy to have access to other parts of the application.
Each component can extend another component, which will then inheret the models, views, templates, and controllers directly from that component. If you however want to extend a component yet using a different Model you can simply overrite that model, or extend the functionality to the components model.
The config objects are extremely handy for making components reusable, with easy accessable configuration settings.
Property Summary
- (Object) model
- (Object) view
- (Object) components
- (Object) controller
- (Object) router
Instance Method Summary
- # (Object) buildConfig(options) Builds the config component It inteligently iherits modules, and configuration settings from its extending components
- # (void) start() Initiates the construction and initialisation of the component.
- # (Object) addModule(name, surrogate, params...) Add a module to the component, if module can't be found then it will use a surrogate object
- # (Object) addView(params...) Shortcut method to adding view using the addModule method
- # (Object) addModel(params...) Shortcut method to adding Model using the addModule method
- # (Object) addController(params...) Shortcut method to adding controller using the addModule method
- # (Object) addComponents(params...) Shortcut method to adding components using the addModule method
- # (Object) addRouter(params...) Shortcut method to adding router using the addModule method
- # (void) construct() Constructs the component and its modules using the addModule method
- # (void) init() initialise the component and its modules exept the view
- # (void) _componentRender(type) Private
- # (void) render() Renders itself and its subcomponents
- # (void) rerender() Rerenders itself and its subcomponents
- # (void) destroy(options = {}) Destroy this component.
Included Method Summary
Methods included from tweak.Common.Empty
Methods included from tweak.Common.Events
Methods included from tweak.Common.Collections
Methods included from tweak.Common.Arrays
Methods included from tweak.Common.Modules
#findModule #relToAbs #require
Methods included from tweak.Common.Components
Methods included from tweak.Common.Events
Constructor Details
#
(void)
constructor(relation, name, config)
Instance Method Details
#
(Object)
buildConfig(options)
Builds the config component It inteligently iherits modules, and configuration settings from its extending components
#
(void)
start()
Initiates the construction and initialisation of the component.
#
(Object)
addModule(name, surrogate, params...)
Add a module to the component, if module can't be found then it will use a surrogate object
#
(Object)
addView(params...)
Shortcut method to adding view using the addModule method
#
(Object)
addModel(params...)
Shortcut method to adding Model using the addModule method
#
(Object)
addController(params...)
Shortcut method to adding controller using the addModule method
#
(Object)
addComponents(params...)
Shortcut method to adding components using the addModule method
#
(Object)
addRouter(params...)
Shortcut method to adding router using the addModule method
#
(void)
construct()
Constructs the component and its modules using the addModule method
#
(void)
init()
initialise the component and its modules exept the view
#
(void)
_componentRender(type)
Private
#
(void)
render()
Renders itself and its subcomponents
#
(void)
rerender()
Rerenders itself and its subcomponents
#
(void)
destroy(options = {})
Destroy this component. It will clear the view if it exists; and removes it from collection if it is part of one


Let's make an omelette
| # | Ingredients | |
|---|---|---|
| 3 | Room-temperature large eggs | |
| 1 | Teaspoon of room-temperature butter | |
| 1 | Pinch of kosher or other large grain salt |
| Utensils | |
|---|---|
| Fork | |
| Soft silicone spatula | |
| Mixing bowl | |
| 10 inch frying pan |
- Using room-temperature eggs, crack the 3 large eggs into a mixing bowl and whisk with a fork (this keeps air out of your eggs). Then add a pinch of kosher or large grain salt.
- Heat a pan to high heat for a few minutes to expand the metal, you want the eggs to cook as short as possible so they are silky and tender. Then add a teaspoon of room-temperature unsalted butter to the pan. Use a basting brush to ensure even coating.
- Add the eggs and intensely stir with a soft silicone spatula by moving the pan and holding the spatula still. Yeah, I know it's weird. Do this for about 5 seconds.
- When you see the eggs cook (forming what are called curds) tilt the pan around to cook excess liquid. Use the spatula to form and loosen the edges of the omelette.
- Leave the omelette undisturbed for about 10 seconds. Seriously, walk away if you need to.
- Ensure the omelette is cooked by jiggling the pan, when cooked fold 1/3 toward you and then hold the pan with an underhand. This is to allow you the best ergonomic motion for sliding the omelette onto the plate.
- Now that the omelette has landed on your breakfast plate, fold that last 1/3 and cover it in your ingredients. That's right. You don't add your ingredients until it is done cooking (adding ingredients to your omelette while it cooks makes for an uneven egg that usually requires more time on the skillet, resulting in the dry and rubbery omelette you used to make).


xeogl
Procedurally generating a
Geometry
with a
VoxelGeometryBuilder
.
This is a single
Geometry
, rendered with a single WebGL draw call.


|
Each WNPRC Unit can create pages for internal or external consumption. At the moment most units only have an issue tracker. If you are interested in creating a page for your group, please submit a request here
|
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| Animal Services: | Operational Services: | Research Services: | Director's Office: |
| **Denotes restricted area | Misc Pages: |


| Research notes on having a child! A collection of musings on my experiences of being a first time dad! |
| Variance Risk Premium in Equity Markets My brother Vedant Munshi's Masters thesis - helped with the computational analysis modelling different variables. |
| Suffix Trie Presentation Masters Research into the Variable Number of Tandem Repeats Problem and exploring the properties of a Suffix Trie. |
| Feasibility of an ANN-BPN in a stock trading scenario Inspired off of the analysis done by O'Connor & Madden |
| SQL Server 2008 Hook for Metatrader 5 Back when I was experimenting with Metatrader and FX markets. |
| Using Infinite Streams in Scheme Evaluate the Golden Ratio - the limit of the ratio of the Fibonacci numbers F (n+1) over Fn as n approaches infinity. See also: CodeProject |


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UIContainer
UI Containers display child view components in either a horizontal or vertical arrangement.
class UIContainer abstract
extends
UIComponent
Represents a UI component that contains other components (abstract).
Note: This class should not be instantiated on its own. Instead, use one of the predefined container components such as
UICell
,UIRow
, orUIColumn
.
Constructor
(...content:
UIRenderable
[]): UIContainer
.applyStyle() protected
(style?:
UIStyle
): void
Applies given style set to individual style objects (e.g. UIComponent.dimensions
). This method is overridden by derived classes to copy only applicable styles.
.isFocusable()
(): boolean
Returns true if this component can be focused directly using mouse or touch, or manually using UIComponent.requestFocus
. This method may be overridden by derived component classes, but the return value must be constant for each instance.
.isKeyboardFocusable()
(): boolean
Returns true if this component can be focused using the keyboard as well as using other methods (rather than direct manipulation only). This method may be overridden by derived component classes, but the return value must be constant for each instance.
.allowFocus
boolean
True if this container itself may receive direct input focus using the mouse, touch, or using UIComponent.requestFocus
(cannot be changed after rendering this component), defaults to false.
.allowKeyboardFocus
boolean
True if this container itself may receive input focus using the keyboard and all other methods (cannot be changed after rendering this component), defaults to false.
.layout
Readonly<ContainerLayout>
Options for layout of child components within this container.
.asyncContentRendering
boolean
Set to true to render all child components asynchronously (results in smoother updates with slightly longer lead times).
.animatedContentRenderingDuration
number
Effect duration for animated transitions (milliseconds), if any.
.animatedContentRenderingVelocity
number
Effect velocity for animated transitions (screen distance per second), if any.
.content
Content components list.
.propagateComponentEvent() deprecated
(name: string, inner?:
ManagedEvent
, event?: any): void
Inherited from UIComponent.propagateComponentEvent
.
.delegateEvent() protected
(e:
ManagedEvent
, propertyName: string): true
Inherited from UIComponent.delegateEvent
.
.render()
(callback: RenderCallback<Output<
UIRenderable
, any>>): void
Inherited from UIComponent.render
.
.requestFocus()
(): void
Inherited from UIComponent.requestFocus
.
.requestFocusNext()
(): void
Inherited from UIComponent.requestFocusNext
.
.requestFocusPrevious()
(): void
Inherited from UIComponent.requestFocusPrevious
.
.style
Inherited from UIComponent.style
.
.hidden
boolean
Inherited from UIComponent.hidden
.
.dimensions
Readonly<Dimensions>
Inherited from UIComponent.dimensions
.
.position
Readonly<Position>
Inherited from UIComponent.position
.
.accessibleRole
string
Inherited from UIComponent.accessibleRole
.
.accessibleLabel
string
Inherited from UIComponent.accessibleLabel
.
.lastRenderOutput
Output<this, any>
Inherited from UIComponent.lastRenderOutput
.
.isPresetComponent() protected
(): boolean
Inherited from Component.isPresetComponent
.
.getParentComponent()
<TParent extends Component = Component>(ParentClass?:
ComponentConstructor
<TParent>): TParent
Inherited from Component.getParentComponent
.
.getBoundParentComponent()
<TParent extends Component>(ParentClass?:
ComponentConstructor
<TParent>): TParent
Inherited from Component.getBoundParentComponent
.
.emitAction()
(name: string, inner?:
ManagedEvent
, context?:
ManagedObject
): void
Inherited from Component.emitAction
.
.managedId
number
Inherited from ManagedObject.managedId
.
.managedState
Inherited from ManagedObject.managedState
.
.getReferenceCount() protected
(): number
Inherited from ManagedObject.getReferenceCount
.
.getManagedReferrers() protected
():
ManagedObject
[]
Inherited from ManagedObject.getManagedReferrers
.
.getManagedParent() protected
<TParent extends ManagedObject = ManagedObject>(ParentClass?:
ManagedObjectConstructor
<TParent>): TParent
Inherited from ManagedObject.getManagedParent
.
.emit()
<TEvent extends ManagedEvent = ManagedEvent, TConstructorArgs extends any[] = any[]>(e: string | TEvent | (new (...args: TConstructorArgs) => TEvent), ...constructorArgs: TConstructorArgs): this
Inherited from ManagedObject.emit
.
.emitChange()
(name?: string): void
Inherited from ManagedObject.emitChange
.
.propagateChildEvents() protected deprecated
(...types: ((new (...args: any[]) =>
ManagedEvent
) | ((e:
ManagedEvent
) => any))[]): this
Inherited from ManagedObject.propagateChildEvents
.
.activateManagedAsync() protected
(): Promise<any>
Inherited from ManagedObject.activateManagedAsync
.
.deactivateManagedAsync() protected
(): Promise<void>
Inherited from ManagedObject.deactivateManagedAsync
.
.destroyManagedAsync() protected
(): Promise<void>
Inherited from ManagedObject.destroyManagedAsync
.
.onManagedStateActivatingAsync() protected
(): Promise<void>
Inherited from ManagedObject.onManagedStateActivatingAsync
.
.onManagedStateActiveAsync() protected
(): Promise<void>
Inherited from ManagedObject.onManagedStateActiveAsync
.
.onManagedStateDeactivatingAsync() protected
(): Promise<void>
Inherited from ManagedObject.onManagedStateDeactivatingAsync
.
.onManagedStateInactiveAsync() protected
(): Promise<void>
Inherited from ManagedObject.onManagedStateInactiveAsync
.
.onManagedStateDestroyingAsync() protected
(): Promise<void>
Inherited from ManagedObject.onManagedStateDestroyingAsync
.
UIContainer.Presets
extends
UIComponent.Presets
UIContainer presets type, for use with Component.with
.
.content
Iterable<
UIRenderable
>
List of container content.
.layout
Partial<{} | ContainerLayout>
Options for layout of child components within this container (overrides).
.allowFocus
boolean
True if this container itself may receive direct input focus using the mouse, touch, or using UIComponent.requestFocus
(cannot be changed after rendering this component), defaults to false.
.allowKeyboardFocus
boolean
True if this container itself may receive input focus using the keyboard and all other methods (cannot be changed after rendering this component), defaults to false.
.asyncContentRendering
boolean
Set to true to render all child components asynchronously (results in smoother updates with slightly longer lead times).
.animatedContentRenderingDuration
number
Effect duration for animated transitions (milliseconds), if any.
.animatedContentRenderingVelocity
number
Effect velocity for animated transitions (screen distance per second), if any.
.style
string |
UIStyle
Inherited from UIComponent.Presets.style
.
.hidden
boolean
Inherited from UIComponent.Presets.hidden
.
.dimensions
Partial<{} | Dimensions>
Inherited from UIComponent.Presets.dimensions
.
.position
Partial<{} | Position>
Inherited from UIComponent.Presets.position
.
.accessibleRole
string
Inherited from UIComponent.Presets.accessibleRole
.
.accessibleLabel
string
Inherited from UIComponent.Presets.accessibleLabel
.
.requestFocus
boolean
Inherited from UIComponent.Presets.requestFocus
.


Who We Are
Our Services
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| Current Period |
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| Onboarded applications at an average of per |
| Scanned applications at an average of per |
| Performed a total of scans at an average of per |
| Current Period |
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| It took an average of days to fix critical violations |
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Here's where things get interesting! :)
"...search for the best online courses in any subject, connect with students, and build your education profile....Find online learning materials that are right for you!"
"...a comprehensive search of MOOC’s and open enrollment courses...students can enroll in programs, communicate with professors and other students and rate & review courses."
"...a one-stop place for discovering new classes, checking out other students' opinions, and sharing your experiences."
mooctivity
"...MOOC search engine and social network"
"Find the best online courses (MOOCs)..., rate them and share course experiences with friends"
"...helps you track, organize, and showcase your education, and then makes it easy to find what to learn next."
gibbon
"...a peer-to-peer learning platform where everyone can learn and teach with the help of playlists. A playlist is an easy way to share articles, links, videos and books to learn anything."
To do:
- Add participant average rating to each box (5-star)
- Add MyRating to each box (5-star)
- Add participant Comments popup link to each box
- Add MyComment field to each box
- Implement rating/comment handling (user-specific & central aggregating)


Lewis' project
Hi everyone, this is my project for Music Analytics. This website contains all the work for this project, the theme of which is main themes of the Mario video games (main series). From this homepage, you can access the three encoded tracks, with relevant metadata included and analyses of these tracks. I have also included some analyses of other tracks outside this theme.


linksfor.dev(s) was created because there is too much noise on various sites like twitter, reddit, hacker news, and facebook.
All I wanted was the links without the fluff. Here you'll find the links without comments and without 3rd party tracking.
(i track my own stuff and github which hosts the site might be tracking internally)
~100% the links on this site are automatically collected from various sources that share them. Occasionally, I'll manually add a link if
I think it's worth it. If you want to send me a link you think I should share you hopefully know how to contact me.
I produce "readable" copies of every article I can on this site. All the readble links generated by this site have the nofollow
attribute added to them. In addition I have a robots.txt
that disallows all readable urls from being parsed by search bots.
If you still feel that you would prefer your site not have a copy please post an issue and I'll add you to the list of
sites that aren't scraped.
In addition, any amazon links are transformed into affiliate links. I don't expect to generate any income but I figure it's worth a shot.
This site is mainly for me. If you enjoy it then great!
That's enough rambling.
- Buildstarted (Ben Dornis)
These people have been great with suggestions, debugging, libraries, and especially emotional support.


[gecode-users] [search engine] Set a starting point !
Aribi Noureddine
aribi_noureddine at yahoo.fr
Mon Dec 3 20:34:59 CET 2012
Hi,
I mean by the starting point a feasible solution (not necessarily the best) that I want to improve.
Best reagrds,
_ _ _
Noureddine ARIBI
________________________________
De : Christian Schulte <cschulte at kth.se>
À : 'Aribi Noureddine' <aribi_noureddine at yahoo.fr>; users at gecode.org
Envoyé le : Lundi 3 décembre 2012 20h08
Objet : RE: [gecode-users] [search engine] Set a starting point !
Hi,
What do you mean by a starting point?
Christian
--
Christian Schulte, www.ict.kth.se/~cschulte/
From:users-bounces at gecode.org [mailto:users-bounces at gecode.org] On Behalf Of Aribi Noureddine
Sent: Monday, December 03, 2012 5:10 PM
To: users at gecode.org
Subject: [gecode-users] [search engine] Set a starting point !
Hi all,
Is there a way to let the search engine explore the search space from a starting point?
Thank you.
Best regards,
_ _ _
Noureddine ARIBI
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High-level details about this library can be found at http://code.google.com/p/google-api-dotnet-client
Dependent jars can be found in the dependencies folder. The dependency structure and licenses can be found in dependencies.html.


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Daniel Bateman
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I am currently enrolled and on track to earn my AAS (Associates in Applied Science) degree from Seattle Central College. I am professionally trained in a wide range of design, development, and office management computer software and systems like; the complete Adobe Creative Suite, Github, Microsoft 360, Excel, Access, and many other applications on both macOS, and Microsoft.
My expertise is in responsive website development and design, including integrating iOT devices and machine learning syntax and shell script code to create an accessible environment for building business infrastructure, tools, and applications.
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Presently I am in the second of several Web Developing classes instructed by professor Mrs. Newman where I am learning advanced HTML and CSS authoring skills and tools that allow for the infrastructure and business development of responsive front-end website and app development.


Chapter 2 PONG
Pong is a table tennis sports game featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972.
In this course we are going to build PONG in UNITY.
2.1 Getting Started
First step is installing Unity. We installed Unity v. 2019.3 and for C# we are using Jetbrains Rider.
2.1.1
After installing Unity, create a new project from Unity Hub. Set the following fields:
- Templates: Select 2D template
- Project Name: You can name as Pong or any other name
- Location: Select a folder
Now looking at the game Pong we should list first what we need to do.
- Draw shapes to the screen (paddles and ball)
- Control 2D position of paddles based on input
- Collision detection between paddles and ball to deflect ball back toward opponent
- Collision detection between ball and map boundaries to keep ball within vertical bounds and to detect score (outside horizontal bounds)
- Sound effects when ball hits paddles/walls or when a point is scored for flavor
- Scorekeeping to determine winner
2.2 Drawing Shapes to the Screen
When you first start Unity, you should first arrange your workspace so that you can work more efficiently. First select “Tall” from the tab in the top right corner as seen in the image below.
You can drag the Game window to the bottom of the Screen window to have a workspace similar to the image.
Now from the bottom of the Game window set the aspect ratio of the game. Aspect ratio adjusts the resolution of the game and ensures it looks same in all the devices.
Set the aspect ratio as Standalone 1024 X 768.
Now in Unity window we have five windows open.
- Scene Window: Here we control the geometries that we are creating. You can manipulate objects here.
- Game window: Here you play your games and inspect if everything works as expected.
- Hierarchy: Here is the objects that are in the scenes.
- Project: Project window holds your files such as assets, scripts etc.
- Inspector: In the inspector window you can access properties of all object that you are manipulating.
First let’s rename and save our scene. In the Project window select SampleScene and rename it as Game. After the change Unity will ask you to reload the scene.
Now we can click to camera and change the background color to black from the Inspector window.
Now, we are going to create the sprites that we will use in our game. Sprites are 2D graphics that are used in the games. For the two paddle and the ball used in the game we will use a square sprite.
Right click Project window from the menu click >Create>Sprites>Square
We will create our players by using the square sprite. First drag square sprite into the hierarchy window and name it as Player 1.
Next, we need to scale the sprite so that it becomes a rectange. Select player 1 sprite and from the inspector window, set X scale to 0.5 and y scale to 2.
Player1 should be at the left side of the screen so let’s change the position of the Player1. Set the X position to -6.4.
Next, we should create Player 2. To do this, right click on Player 1 and select duplicate. From the inspector window, change the name to “Player2” and X position to 6.4 to move Player 2 to the right side of the screen.
Lastly, we should create the ball from the sprite. Drag square to Hierarchy window. Click over the sprite and change the name to ball. Next, change the scale of X and Y to 0.3.
And to gather Player1 and Player2 in one folder create an empty GameObject by right clicking Hierarchy window >Create Empty. Name it as Paddles and drag Player1 and Player2 into it.
2.3 User Input
In the last step, we have created our paddles and the ball. However, they are static and they don’t move with input. So let’s connect the paddles to user input.
First, we should setup the controls to be used in the game.
From Edit Menu click >Edit>Project Settings.
Select Input Manager from the left side of the window. And duplicate Vertical Axes by right clicking over it.
Change the vertical Axes to Player1 by changing the name. Player1 will use w for up and s for down. So set the Negative Button as s and set Positive Button as w. Delete alt negative and alt positive buttons.
Similarly, change the other vertical axes as Player2 and set the Negative Button as down and set Positive Button as up. Delete alt negative and alt positive buttons.
To control the paddles using the input buttons we should create a C# script. Right Click on Project Window and >Create>C# Script
Name the script as Paddle and double click it. Double clicking a script file will bring up C# editor. It can be Jetbrains rider or Visual Studio Code according to your installation.
First, we should setup our variables. We will use three variables.
- _speed: holds the speed of the movement of the paddles
- player1: refers GameObject of Player1
- player2: refers GameObject of Player1
[SerializeField] private float _speed = 4f;
[SerializeField] GameObject player1;
[SerializeField] GameObject player2;
SerializeField in Unity means any variable that we have created will be accessible in the Unity interface. For more info: https://docs.unity3d.com/ScriptReference/SerializeField.html
After setting up our variable we can create Update() method.
// player1 - left player - movements
float verticalInput1 = Input.GetAxis("Player1");
Vector3 direction1 = new Vector3(0, verticalInput1, 0);
player1.transform.Translate(Time.deltaTime * _speed * direction1);
Here verticalInput1 receives the movement from the Player1 axes that we have created. According to the values we get, we create a direction1 vector3 which only receives values for Y axis since our player1 only moves up and down. And finally we move player1 every second.
We repeat the same code for player2:
// Player 2 - right player - movements
float verticalInput2 = Input.GetAxis("Player2");
Vector3 direction2 = new Vector3(0, verticalInput2, 0);
player2.transform.Translate(Time.deltaTime * _speed * direction2);
Now we need to associate Paddle script with PaddleS folder we have created. Drag the Paddle script from the Project Window to Hierarchy Window and drop it over the Paddles folder. Click on the Paddles folder and from the inspector window check if you can see Paddle (Script). Now drag Player1 from the Hierarchy Window to Player1 in Inspector and repeat this for Player2.
Finally, if we click the play button, the game starts and we can control our paddles.
2.4 Player Bounds
In the last section, we set up movements with the keyboard input. However, the paddles can go out of the bounds of the game space. We need to restrict the movement of the paddles to the screen size.
To achieve this we need to include two if statements to check if the paddles are at the top or bottom of the screen.
if (player1.transform.position.y < -3.9 && verticalInput1 < 0)
{
verticalInput1 = 0;
}
else if (player1.transform.position.y > 3.9 && verticalInput1 > 0)
{
verticalInput1 = 0;
}
Here the first if clause checks if player1’s position is at the top of the screen which is -3.9, if it then the code sets the speed of the paddle to 0 which stops the movement. Similarly there is an another if statement which checks if player1 is at the bottom of the screen and again this also stops the paddle which ensures the paddle stays inside the screen.
We need to do the same check for player2 which makes the code like below.
2.5 Ball Movement
Now, we should make the ball move. For this we will create a ball script. Right click the Project Window >Create>C# Script and name it as ball.
To make it tidier in the Project Window, create a folder and name it as Scripts and put Ball and Paddle script inside the Scripts folder.
We should start the game by hitting a key which will serve the ball. First, we should set the variables:
[SerializeField] private float _speed = 4f;
private bool serve = true; // boolean to indicate serve action
private bool end = false; // game ends
private Vector3 direction; // direction of the ball
- _speed: controls the speed of the ball.
- serve: Indicates the serve state
- end: indicates the end state which ends the game
- direction: direction of the ball as Vector3
Next we should create our code, if the state is serve and someone presses Enter the ball should start moving in a random direction.
if (Input.GetKeyDown(KeyCode.Return) && serve)
{
direction = new Vector3(Random.Range(-4.0f, 4f), Random.Range(-8.0f, 8f), 0);
serve = false;
}
if (!serve)
{
transform.Translate(Time.deltaTime * _speed * direction);
}
After creating this script, we should drag the ball script over the ball GameObject. If we start the game, with a press to Return key the ball starts moving. However, since we did not set up the boundary to the ball it goes out of bounds.
Next we will set up the boundary for the ball to bounce from the sides of the screen.
2.6 Bouncing from the sides
For this the y position of the ball should be between -4.8 and 4.8. We will put two if conditionals; if the y position of the ball is bigger than 4.8, ball’s direction should flip in the y direction. Similarly, if the y position of the ball is lesser than -4.8 ball’s direction should flip in the y direction as well.
if (transform.position.y > 4.8 && direction.y > 0)
{
direction.y = -direction.y;
}
if (transform.position.y < -4.8 && direction.y < 0)
{
direction.y = -direction.y;
}
By adding these clauses will ensure that the ball stays in the boundary of the screen.
2.7 Collider for Ball and Paddles
The game is still not playable since it does not collide with the paddles. We should add rigidbody2d and box collider to the player1 & player2 gameObjects and to the ball gameobject. To add rigidbody2d to player1, we click on the player1 in the Hierarchy Window and from the Inspector Window we click on add component and type rigidbody2d.
In the rigidbody2d, in Body Type tab select Kinematic. Kinematic ensures there is no gravity and all the movements occur according to our control.
After adding rigidbody2d to all three gameObjects, we should add boxCollider2d for them as well. From the same place that we added rigidbody2d this time we add boxcollider2d.
In the BoxCollider2d menu we should select IsTrigger option.
After adding rigidbody2d and boxcollider2d, now we should handle the code. Openning up ball script, we create OnTriggerEnter2D method. This methods calls up when two objects collide.
This is a very simple method. It flips the direction of the ball when there is a collision between the ball and the paddle. So the new ball script is:
2.8 Score
Next, we should be able to determine if there is a score and reset the game if there is a score, starting the game from the center of the screen with a key press again.
To keep up the score we create two new variables:
We will include a code to check the position of the ball and if the ball’s position is lesser than -6.7, means the ball has left the screen from the left thus player2 wins a score. If that happens we call the reset method and increase player2 score. If the score is 15 then the game ends, else the ball is returned to the center to be served again,
if (transform.position.x < -6.7)
{
player2Score++;
Reset();
if (player2Score == 15)
{
end = true;
} else {serve = true;}
}
Reset method just centers the ball.
After adding these codes and repeating the process for the right side, we have the scoring component of the game.
2.9 Score update and UI
Next we need to show the scores in User Interface (UI). For this we need to Add Text to the Screen.
Right clicking Hierarchy Window, select >Create>UI>Text.
We should first name the UI Text as Player1ScoreText.Next we click on the anchor icon and select top, center. And adjust PosX as -150, Pos Y as -100, Text as 0, Font Size as 100, Horizontal Overflow as overflow and Vertical Overflow as overflow as in the image below.
We should do the same for Player2, so right click on it and duplicate. Change its name as Player2ScoreText and PosX as 150.
After this step, we should associate this text and use it in our ball script. So we should add following variables to the code:
And these fields should be updated each time there is a score so we add the following code after the Reset function call.
After adding these two code snippets we should click on Ball gameobject and drag Player1ScoreText and Player2ScoreText to its places.
Finally, our game mechanics works, next we will add sound that plays when there is a collision between the ball and the paddles.
2.10 Sound
For the sound, you should download the sound file from Github. Place the paddle_hit file inside the assets folder. Drag the file into the Hierarchy window.
Add a variable in ball script.
Add the code that plays the sound when there is a collision between the paddles and the ball inside the OnTriggerEnter2D method.
Select the ball gameObject from the Hierarchy Window and drag the paddle_hit file to its place in ball script.
Now the game is ready, play it and enjoy your first game.
2.11 Assignment
Now I want you to improve 5 aspects of the game. Some ideas:
- Change background color, add texture etc.
- Change colors/textures etc. of paddles
- Change some mechanics, the ball gets faster each time etc.
- Add AI to control the paddle – bonus points, hard option
To submit your work, you need to commit your changes to Github and send me a link of your username and project.


Drawing¶
NetworkX provides basic functionality for visualizing graphs, but its main goal is to enable graph analysis rather than perform graph visualization. In the future, graph visualization functionality may be removed from NetworkX or only available as an add-on package.
Proper graph visualization is hard, and we highly recommend that people
visualize their graphs with tools dedicated to that task. Notable examples of
dedicated and fully-featured graph visualization tools are
Cytoscape,
Gephi,
Graphviz and, for
LaTeX typesetting,
PGF/TikZ.
To use these and other such tools, you should export your NetworkX graph into
a format that can be read by those tools. For example, Cytoscape can read the
GraphML format, and so, networkx.write_graphml(G)
might be an appropriate
choice.
Matplotlib¶
Matplotlib¶
Draw networks with matplotlib.
See also
matplotlib
- http://matplotlib.org/
pygraphviz
- http://pygraphviz.github.io/
draw (G[, pos, ax]) |
Draw the graph G with Matplotlib. |
draw_networkx (G[, pos, arrows, with_labels]) |
Draw the graph G using Matplotlib. |
draw_networkx_nodes (G, pos[, nodelist, …]) |
Draw the nodes of the graph G. |
draw_networkx_edges (G, pos[, edgelist, …]) |
Draw the edges of the graph G. |
draw_networkx_labels (G, pos[, labels, …]) |
Draw node labels on the graph G. |
draw_networkx_edge_labels (G, pos[, …]) |
Draw edge labels. |
draw_circular (G, **kwargs) |
Draw the graph G with a circular layout. |
draw_kamada_kawai (G, **kwargs) |
Draw the graph G with a Kamada-Kawai force-directed layout. |
draw_planar (G, **kwargs) |
Draw a planar networkx graph with planar layout. |
draw_random (G, **kwargs) |
Draw the graph G with a random layout. |
draw_spectral (G, **kwargs) |
Draw the graph G with a spectral layout. |
draw_spring (G, **kwargs) |
Draw the graph G with a spring layout. |
draw_shell (G, **kwargs) |
Draw networkx graph with shell layout. |
Graphviz AGraph (dot)¶
Graphviz AGraph¶
Interface to pygraphviz AGraph class.
Examples
>>> G = nx.complete_graph(5)
>>> A = nx.nx_agraph.to_agraph(G)
>>> H = nx.nx_agraph.from_agraph(A)
See also
Pygraphviz
- http://pygraphviz.github.io/
from_agraph (A[, create_using]) |
Return a NetworkX Graph or DiGraph from a PyGraphviz graph. |
to_agraph (N) |
Return a pygraphviz graph from a NetworkX graph N. |
write_dot (G, path) |
Write NetworkX graph G to Graphviz dot format on path. |
read_dot (path) |
Return a NetworkX graph from a dot file on path. |
graphviz_layout (G[, prog, root, args]) |
Create node positions for G using Graphviz. |
pygraphviz_layout (G[, prog, root, args]) |
Create node positions for G using Graphviz. |
Graphviz with pydot¶
Pydot¶
Import and export NetworkX graphs in Graphviz dot format using pydot.
Either this module or nx_agraph can be used to interface with graphviz.
See also
DOT
from_pydot (P) |
Return a NetworkX graph from a Pydot graph. |
to_pydot (N) |
Return a pydot graph from a NetworkX graph N. |
write_dot (G, path) |
Write NetworkX graph G to Graphviz dot format on path. |
read_dot (path) |
Return a NetworkX MultiGraph or MultiDiGraph from the dot file with the passed path. |
graphviz_layout (G[, prog, root]) |
Create node positions using Pydot and Graphviz. |
pydot_layout (G[, prog, root]) |
Create node positions using pydot and Graphviz. |
Graph Layout¶
Layout¶
Node positioning algorithms for graph drawing.
For random_layout()
the possible resulting shape
is a square of side [0, scale] (default: [0, 1])
Changing center
shifts the layout by that amount.
For the other layout routines, the extent is [center - scale, center + scale] (default: [-1, 1]).
Warning: Most layout routines have only been tested in 2-dimensions.
bipartite_layout (G, nodes[, align, scale, …]) |
Position nodes in two straight lines. |
circular_layout (G[, scale, center, dim]) |
Position nodes on a circle. |
kamada_kawai_layout (G[, dist, pos, weight, …]) |
Position nodes using Kamada-Kawai path-length cost-function. |
planar_layout (G[, scale, center, dim]) |
Position nodes without edge intersections. |
random_layout (G[, center, dim, seed]) |
Position nodes uniformly at random in the unit square. |
rescale_layout (pos[, scale]) |
Return scaled position array to (-scale, scale) in all axes. |
shell_layout (G[, nlist, scale, center, dim]) |
Position nodes in concentric circles. |
spring_layout (G[, k, pos, fixed, …]) |
Position nodes using Fruchterman-Reingold force-directed algorithm. |
spectral_layout (G[, weight, scale, center, dim]) |
Position nodes using the eigenvectors of the graph Laplacian. |


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(updated
ago)
Alliance -
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Horde -
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TRIANGLE TRACKER
Enter 3 numbers in the spaces provided and it should inform you whether the shape is:
click
Equilateral triangle
Isosceles Triangle
Scalene Triangle
Not a Triangle


As of now, I have been using for nearly 8 months! The first time I tried it, I shot it straight to my veins and from that point on I had fell in love and became straight spoiled. Heroin for me ruined all other drugs (with the exception of hallucinagins). Pot just isn't a strong enough buzz...and pills and drinking takes way too much effort to get high. I have never been a speed fan, either. I know everyone has described the feeling many times before...but I think I will give it a go as well.
I live in Ohio and the place I have to go to get heroin is a good 40 minute trip...into the straight ghetto where getting shot over ten or twenty bucks is never out of the question. The ride down there is always full of anxiety and filled with lots of cigarettes to pass the time.
 The first thing we do when we get our caps is begin to cook. Waiting may be the worst part I have experienced during my 'benge.' Once we have it cooked, whoever paid the most (which most of the time is me) gets the first shot. As soon as I feel the needle pierce through my skin and into my veins I am relieved, as I know what is soon to become. In nearly three seconds, maybe less, an overwhelming intense wave goes through my body.
My first reaction is always coughing, I feel like I am going to puke at first, ever though I never have thrown up from it once!! The wave consists of extreme relaxation of my whole body and mind, a warm feeling throughout my body which takes away any feeling of cold I might have had before, and finally all of the worlds problems drift away. They don't really drift away...you just don't care that they are there. The only thing that matters is that you are there at that moment. Now, this intense feeling only lasts for around 10 to 20 minutes. What I normally do is smoke a joint once that goes away.
Enough with the feeling. For 8 months I have only went two weeks without shooting up once. I have never done it three our four days in a row, although I could see why people would want to. I have never experienced withdrawl. The only withdrawl I have dealt with is, 'man it would feel good to shoot up!' I have experienced difficulties with the 'old boy,' but never anything dealing with OD or addiction. One time I ventured down to the good ol' town of drexel, I went to this girl's house that my buddy knew. It was just him and I and we went to her bathroom to shoot up. Everything was going smoothely, until her brother and his friends showed up. We come out of the bathroom to five or six straight thugs telling us to get out of their house.  Grant it, this isn't something fun to happen, but if this is the worst I have gone through...I am pretty thankful.
I have also been ripped off and robbed a few times...never with weapons or violence...but someone running off with our money and not giving us our drugs. One of my friends also told my mother and she flipped about it. But, I told her I only tried it a few times and we have a pretty trusting relationship at times.
As I see it, heroin hasn't really harmed me at all. I have done it for eight months, with a tolerence that grows and decreases according to the pace I am doing it. I have never done less than a cap and I have never done more than two caps at a time. I have never shot up twice in one day (unless it was consecutively, shooting my first cap then my second in a matter of minutes). I have no intentions of quitting heroin completely, but I do begin school this coming Monday, so I will only do it on weekends and when I can spare the money.
'...I don't wanna come back down from this cloud...'
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


---
title: 'Infinite Undo: Falsehoods programmers believe about time'
date: '2012-06-24T00:19:38+05:30'
tags: []
tumblr_url: https://sureshshanmugam.com/post/25729162889/infinite-undo-falsehoods-programmers-believe
---
Infinite Undo: Falsehoods programmers believe about time
Over the past couple of years I have spent a lot of time debugging other engineers’ test code. This was interesting work, occasionally frustrating but always informative. One might not immediately think that test code would have bugs, but of course all code has bugs and tests are no exception.


Sit back and relax. Make your self @ Home. Go Back.
Specially for Light Blue 2.1 we have developed a plugin that allows to easily implement basic widget functions that lots of our customers have requested. The plugin is called Widgster. For now it has the following essential widget features:
In the future this plugin may be released under MIT license, but for now it's available exclusively with Light Blue.
Test it out!


About Me:
I was born in Peoria, IL. I attended Bradley University, and received my Bachelor's degree in Business Management and Administration. I currently live in East Peoria, IL with my amazing wife and two beautiful daughters. Having worked in several industries on the business side, I have made a move to switch my career to become a Full-Stack Developer. I have been building pc's since I was a kid, and have self-taught myself several programming things because I wanted to change something to my liking. My Current Resume


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The following is a rough schedule that a league commissioner can follow to make sure all key deliverables are completed. The dates are meant to be rough estimates and not exact dates.
September 1st - Contact HR (currently Okerstrom, Lisa (West)) so you get the company reimbursement for the following year. Typically we ask for one week's green feeds. E.g. $18 * 40 = $720. January 1st - Contact River Oaks (currently Bruce Anderson<EMAIL_ADDRESS>to reserve the first weekend after Labor day. Typically we say between 30 - 40 golfers. March 15th - Start looking for notice from course for commissioner's meeting. April 1st - Setup meeting with captains. April 15th - Collect green fees for first eight weeks + $20 league fee. E.g. $18 * 4 golfers * 8 weeks = $576 + $20 * 5 team members = $576 + $100 = $676. May 1st - Season starts around this time. June 15th - Start collecting for second eight weeks. This is typically due the last Monday in June. E.g. $18 * 4 golfers * 8 weeks = $576 August 1st - Send out note to captains to get names for year end tournament. August 15th - Collect year end tournament money and create teams. August 15th - Create the playoff schedule for the playoffs. September 10th - Play tournament.


Preparation time
overnight
Cooking time
10 to 30 mins
Serves
Serves 4
Mixing N'duja sausage into a spiced paste is an easy way to jazz up cod or other white fish.
Soak the sultanas overnight in the vinegar.
The next day, remove the sultanas from the vinegar using a slotted spoon and set aside. Soak the slice of bread in the same vinegar. When soaked, squeeze out any excess liquid.
Pound the soaked bread, parsley, capers, anchovies, cooked egg white, fennel seeds and N’Duja in a pestle and mortar to a paste.
Spread the paste between two sheets of greaseproof paper and chill in the fridge until firmed up.
Preheat the oven to 200C/400F/Gas 6.
Blanch the broccoli florets in a pan of salted, boiling water for 3-4 minutes, or until tender. Drain well and set aside to cool.
When the paste has firmed up, season the cod fillets on both sides with salt and freshly ground black pepper. Cut the layer of paste into four pieces that are the same size as each cod fillet. Place one on top of each piece of cod.
Place the N’duja-crusted cod fillets onto a baking tray and roast in the oven for 6-8 minutes.
Meanwhile, heat one tablespoon of the extra virgin olive oil in a frying pan and fry the garlic and chilli until the garlic is golden-brown. Add the pine kernels, reserved soaked sultanas and the broccoli and stir-fry for 1-2 minutes, or until warmed through. Season, to taste, with salt and freshly ground black pepper.
To serve, spoon the broccoli mixture into the centre of four serving plates. Place one N’duja-crusted cod fillet on top of each portion.
In a bowl, whisk together the pan juices and the remaining tablespoon of olive oil until emulsified (well combined). Drizzle the sauce over the cod.


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RenGULAR
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See: Description
| Interface | Description |
|---|---|
| ErrorCapableNode |
Nodes implementing this interface are capable of emitting errors.
|
| Class | Description |
|---|---|
| CompositeMessageHandlerNode |
Represents a composite message handler.
|
| CompositeMessageHandlerNode.InnerHandler | |
| DiscardingMessageHandlerNode |
Represents an endpoint that has a discard channel.
|
| EndpointNode |
Base class for all endpoints.
|
| ErrorCapableCompositeMessageHandlerNode |
Represents a composite message handler that can emit error messages
(pollable endpoint).
|
| ErrorCapableDiscardingMessageHandlerNode |
Represents an endpoint that has a discard channel and can emit errors
(pollable endpoint).
|
| ErrorCapableEndpointNode |
Represents nodes that can natively handle errors.
|
| ErrorCapableMessageHandlerNode |
Represents a message handler that can produce errors (pollable).
|
| ErrorCapableRoutingNode |
Represents an endpoint that can route to multiple channels and can emit errors
(pollable endpoint).
|
| Graph |
This object can be exposed, for example, as a JSON object over
HTTP.
|
| IntegrationGraphServer |
Builds the runtime object model graph.
|
| IntegrationNode |
Base class for all nodes.
|
| IntegrationNode.Stats | |
| LinkNode |
Represents a link between nodes.
|
| MessageChannelNode |
Represents a message channel.
|
| MessageChannelNode.Stats | |
| MessageGatewayNode |
Represents an inbound gateway.
|
| MessageGatewayNode.Stats | |
| MessageHandlerNode |
Represents a message handler.
|
| MessageHandlerNode.Stats | |
| MessageProducerNode |
Represents an inbound message producer.
|
| MessageSourceNode |
Represents a message source.
|
| MessageSourceNode.Stats | |
| RoutingMessageHandlerNode |
Represents an endpoint that can route to multiple channels.
|
| Enum | Description |
|---|---|
| LinkNode.Type |


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This is an example of a 3D Pie chart effect used in conjunction with the donut variant. The Pie chart 3D effect is achieved by stretching the canvas in the horizntal direction (using a transformation) and then drawing the chart as usual.
The chart uses the (now default) list style of showing labels - so they're listed vertically on each appropriate side of the Pie chart and then sticks are added pointing to the relevant segment.
The 3D effect for the Pi chart is achieved by drawing the horizontally stretched Pie chart multiple times - each time adjusting the Pie chart up by a pixel.
The shadow that you see here is just added to the bottom donut chart - therefore adding to the 3D effect.
Note: The roundrobin effect doesn't currently work correctly with 3D presentation.
This goes in the documents header:<script src="RGraph.common.core.js"></script> <script src="RGraph.common.dynamic.js"></script> <script src="RGraph.common.tooltips.js"></script> <script src="RGraph.pie.js"></script>Put this where you want the chart to show up:
<canvas id="cvs" width="600" height="350" style="float: right"> [No canvas support] </canvas>This is the code that generates the chart:
<script> new RGraph.Pie({ id: 'cvs', data: [4,8,6,3,5,2,5], options: { colorsStroke: 'rgba(0,0,0,0)', shadow: true, shadowOffsetx: 0, shadowOffsety: 5, shadowColor: '#aaa', radius: 100, variant: 'donut3d', labels: ['Mavis','Kevin','Luis','June','Olga','Luis','Pete','Bridget'], tooltips: ['Mavis','Kevin','Luis','June','Olga','Luis','Pete','Bridget'], labelsSticksLength: 15, labelsSticksLinewidth: 2, textAccessible: false } }).draw(); </script>


Release notes
Disable DragAndDrop 5.0.0
- 📅 Release date
- 💥 Breaking changes
- The ability to display a prompt instead of prohibiting folder movement has been removed to support Thunderbird 115.
- ⚡ Improvements
- Supported Thunderbird 115.
Disable DragAndDrop 4.14.0
- 📅 Release date
- 🍰 Minor Changes
- Supported Thunderbird 102.
Disable DragAndDrop 4.13.0
- 📅 Release date
- 🍰 Minor Changes
- Add
strict_max_version
into the manifest file.
Disable DragAndDrop 4.11.0
- 📅 Release date
- ⚡ Improvements
- Improved determination of whether the content being dragged is a folder or a message when the approval prompt is enabled.
Disable DragAndDrop 4.10.0
- 📅 Release date
- 🐛 Bug Fixes
- Fixed an issue that the folder movement approval prompt will be shown even when the mail message movement.
Disable DragAndDrop 4.9.0
- 📅 Release date
- ✨ New Features
- Add an option:
Prompt for confirmation rather than completely locking down the drag and drop of folders
. (@das-peter)
Disable DragAndDrop 4.4.0
- 📅 Release date
- ⚡ Improvements
- Supported Thunderbird 78.
Disable DragAndDrop 4.3.0
- 📅 Release date
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Disable DragAndDrop 4.1.0
- 📅 Release date
- ⚡ Improvements
- Removed unused files from the package.
Disable DragAndDrop 4.0.0
- 📅 Release date
- ⚡ Improvements
- Updated targetApplication to Thunderbird 68.
Disable DragAndDrop 3.2.0
- 📅 Release date
- ⚡ Improvements
- Update targetApplication to Thunderbird 45-60.
Disable DragAndDrop 3.1.0
- 📅 Release date
- ⚡ Improvements
- Update targetApplication to Thunderbird 45-58.
Disable DragAndDrop 3.0.0
- 📅 Release date
- ⚡ Improvements
- Update for Thunderbird 45+.
Disable DragAndDrop 2.1.0
- 📅 Release date
- ⚡ Improvements
- Update for Thunderbird 5+.
Disable DragAndDrop 2.0.0
- 📅 Release date
- ⚡ Improvements
- Update for Thunderbird 3.
Disable DragAndDrop 1.0.1
- 📅 Release date
- ⚡ Improvements
- Update for Thunderbird 2.
Disable DragAndDrop 1.0.0
- 📅 Release date
- ✨ New Features


While I currently do not have much free time due to being in class, typically there are many activities that I enjoy doing! The following list (in no particular order) is just a sampling of a few of these:


Hurling is my favourite sport. I have been playing hurling since i was five. Each week I have 3 training sessions on Monday, Wednesday and Friday. I was in my first Hurling county final in 2017 but we lost, thankfully we reached the final again in 2018 and won. This was a huge day for the club as it was the first county win by any team in the 62 years of it existence. At underage levels i represented Seandun divisional squads and also represented Cork on numerous occasions.
I play Football with the same club that I play hurling with. Similar to Hurling i have been playing since i was five. I train twice a week in football on Tuesdays and Sundays. Football is the primary sport in the GAA club but in recent years hasn't had the same attention as Hurling has received. In the history of the club we have reached 4 county finals, unfortunately losing all 4. Each time we have been getting closer and its only a matter of time before we win one. At underage levels we won the league 5 years in a row but unfortunately couldn't produce the same form in the championship.
Golf is a sport i play during the Summer. I usually play one to two rounds each week and enter most of the competitions. I am a member of two clubs Cork Golf Club and Clonakilty Golf Club. In 2015 I won The Juvenile Captains Prize. This was to be my first and only competition win to date, with plenty of second and third place finishes. I have won plenty of long drive competitions with the most recent in Cork Electronics & Enterprise Competition in Fota Golf Club in June 2018.


| Package | Description |
|---|---|
| com.jme3.animation |
The
com.jme3.animation package contains various classes
for managing animation inside a jME3 application. |
| com.jme3.app |
The
com.jme3.application provides a toolset for jME3 applications
to interact with various components of the engine. |
| com.jme3.asset |
com.jme3.asset contains the AssetManager ,
a utility class that is used to load assets such as textures, models, and
sound effects in a jME3 application. |
| com.jme3.audio | |
| com.jme3.bounding | |
| com.jme3.cinematic | |
| com.jme3.cinematic.events | |
| com.jme3.collision.bih | |
| com.jme3.effect |
The
com.jme3.effect package allows particle emitter effects to be
used with a jME3 application. |
| com.jme3.effect.influencers | |
| com.jme3.effect.shapes | |
| com.jme3.export | |
| com.jme3.export.binary | |
| com.jme3.font | |
| com.jme3.input |
The
com.jme3.input package is used for all input handling in
jMonkeyEngine. |
| com.jme3.light |
The
com.jme3.light package contains various lights that can be placed
in a scene. |
| com.jme3.material |
The
com.jme3.material package contains classes for manipulating
jMonkeyEngine materials. |
| com.jme3.math |
The
com.jme3.math package provides mathematic data structures
and utilities which are used by the rest of the engine. |
| com.jme3.post |
The
com.jme3.post package provides utilities for
render processing. |
| com.jme3.renderer |
The
com.jme3.renderer package provides classes responsible for
rendering. |
| com.jme3.scene |
The
com.jme3.input package contains the scene graph implementation
in jMonkeyEngine. |
| com.jme3.scene.control |
The
com.jme3.control package provides
controls . |
| com.jme3.scene.debug | |
| com.jme3.scene.instancing | |
| com.jme3.scene.shape | |
| com.jme3.shader | |
| com.jme3.shadow | |
| com.jme3.texture | |
| com.jme3.ui | |
| jme3tools.savegame |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
| InputCapsule |
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
| OutputCapsule |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
| InputCapsule |
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
| ReadListener |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
| OutputCapsule |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
JmeExporter
JmeExporter specifies an export implementation for jME3
data. |
| JmeImporter |
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |
| Class and Description |
|---|
Savable
Savable is an interface for objects that can be serialized
using jME's serialization system. |


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/Floating.20point.20arithmetic.html ---
A student here has a lovely suggestion for a simple application of machine learning to automation. I’d love to try implementing it with her, but quickly realised that we’d need to do floating point arithmetic (just some gradient descent problems, so essentially inverting numerical matrices).
It seems the options would be:
1. Do this directly in Lean
2. Do it in C++, and have to compile our own branch of Lean to run it
3. Call external processes via the io monad
If anyone has advice or suggestions choosing between these, I’d love to hear.
Any chance that representing your numbers as fractions like Q does would be good enough?
The other idea I can think of is to use the C api to call a lean function that takes the float type and its operations as parameters.
In the second case, that means that you don't need your own branch of Lean which might make it easier to evolve along the successive versions of Lean
(deleted)
i would try and write it in C++ for now; when lean 4 rolls around there should be a ffi we can interface with
ironically it might be less work, since there's no notion of matrix computations in lean
There is an experimental implementation of floating point arithmetic in data.fp.basic
in mathlib. I'm not certain about all the modeling choices yet, especially considering how inconsistent hardware support is for floats, even when IEEE-conforming. I know Leo is also tackling this problem; the last version of the lean IR I saw supported floats at the low level, so I expect that Lean 4 will have a float datatype, and I'm not sure what he intends to do about the inconsistencies (probably just ignore them, but that means going meta which I'd like to avoid).
The other idea I can think of is to use the C api to call a lean function that takes the float type and its operations as parameters.
@Simon Hudon, where can I read about / see an example of the C api?
I don't know of any good documentation. Beside the source code, you could look at Joe Hendrix' Haskell binding for Lean: https://github.com/GaloisInc/lean-haskell-bindings/tree/master/src/Language/Lean/Internal
Maybe before I get started: I'm looking to write most of my tactic in Lean, and just farm out the numerics to C. Is this API suitable for doing that kind of thing? Or just for calling Lean from C?
I think just calling Lean from C should be sufficient. You can do a bit like the old IO interface and make a type class:
class float.interface := (float : Type) (add : float -> float -> float) (mul : floal -> float -> float) -- ...
Then, on the lean side, all you need is variable [float.interface]
at the beginning of the files that need access to float. On the C side, you create an instance and you call main
with that instance as a parameter.
Okay, but I want to initiate all this running from inside the tactic monad. How do I even tell Lean about the existence of that C code?
I see, yeah, that's tricky. Maybe forking Lean would be easier for that
Would the Lean Mathematica interface be useful here?
[I don't really know what I'm talking about]
That sounds like a good idea to me. It might simplify things even more because matrix multiplication / inversion is already implemented in Mathematical
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


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VirtualSCADA
1.0
VirtualSCADA Senior Design Project
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Public Member Functions | |
| toArray () | |
| getStatusCode () | |
| setStatusCode ($code) | |
| getHeaders () | |
| setHeaders (array $headers) | |
| getClass () | |
| setClass ($class) | |
| getFile () | |
| setFile ($file) | |
| getLine () | |
| setLine ($line) | |
| getMessage () | |
| setMessage ($message) | |
| getCode () | |
| setCode ($code) | |
| getPrevious () | |
| setPrevious (FlattenException $previous) | |
| getAllPrevious () | |
| getTrace () | |
| setTraceFromException (\Exception $exception) | |
| setTrace ($trace, $file, $line) | |
| Public Member Functions inherited from FlattenException | |
| __call ($method, $args) | |
Static Public Member Functions | |
| static | create (\Exception $exception, $statusCode=null, array $headers=array()) |
| Static Public Member Functions inherited from FlattenException | |
| static | __callStatic ($method, $args) |
FlattenException wraps a PHP Exception to be able to serialize it.
Basically, this class removes all objects from the trace.
Definition at line 64 of file FlattenException.php.
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| getClass | ( | ) |
Definition at line 138 of file FlattenException.php.
| getCode | ( | ) |
Definition at line 178 of file FlattenException.php.
| getFile | ( | ) |
Definition at line 148 of file FlattenException.php.
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| getLine | ( | ) |
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| getMessage | ( | ) |
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| getPrevious | ( | ) |
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| getStatusCode | ( | ) |
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| getTrace | ( | ) |
Definition at line 209 of file FlattenException.php.
| setClass | ( | $class | ) |
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| setCode | ( | $code | ) |
Definition at line 183 of file FlattenException.php.
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| setTraceFromException | ( | \Exception | $exception | ) |
Definition at line 214 of file FlattenException.php.
| toArray | ( | ) |
Definition at line 104 of file FlattenException.php.


Career Summary
FullStack Engineer, with knowledge and hands-on experience in Web based technologies. Passionate about learning new programming languages and technologies.
Work Experience
Full Stack Engineer
Fullstack Engineer and frontend lead. Working on the Hansoft product line.
Technologies used:
- React
- Typescript
- C++
Full Stack Engineer
Currently working as a full-stack developer creating a platform with metrics and analytics about water and ground collection data in the public sector.
Technologies used:
- Angular
- Spring
- Java
- Typescript
- PostgreSQL
- SQL
- IBM Cloud
Full Stack Engineer
Worked as part of a team developing and maintaining a web platform with electrical devices IoT configurations and smart charging solutions for a green energy provider.
Technologies used:
- React
- Nest
- NodeJS
- Typescript
- Socket.io
- Webpack
- Jenkins
- Elasticsearch
- Mongo
- Docker
- Mesosphere
Full Stack Engineer
Worked as part of a team developing and maintaining a web platform for housing renovations and new buildings for one of the leading construction companies of the Netherlands.
- Angular
- Loopback 3
- NodeJS
- Typescript
- Webpack
- IBM Cloud
- Mongo
Software Developing Intern
Worked as part of a team created a Java spring Web application for the sales department of the company.
Also Migrated a C# ticketing desktop app to Java.
Technologies used:
- Java
- Spring
- Maven
- Apache Wicket
- Java Swing
Web Developer (Thesis)
Created a web application with Java and Apache Wicket, which intends to provide quick information about Maven projects and their dependencies. The web app also includes a quick way to update the versions of the project dependencies.
Technologies used:
- Maven
- Apache Wicket
- Java
- Bootstrap 3
Software Engineer (Contract)
Created a software application for the company's customers with Java and Java Swing. The standalone application was responsible for calculating the exact amount of basic colors to help the customer produce a variaty of dierent mixes and colors.
Technologies used:
- Java
- Maven
- Java Swing
Education
-
BSc in Applied InformaticsUniversity of Macedonia(Thessaloniki, Greece)2012 - 2017
The faculty included courses from the disciplines of Computer Science, Economics and Business Administration.
Skills & Tools
Frontend
-
Typescript
-
React
-
HTML/CSS/SCSS
-
Angular
-
Bootstrap
-
Material UI
-
Wicket
Backend
-
Javascript/Typescript
-
NodeJS
-
NestJS
-
Loopback 3
-
REST
-
Java
-
Spring
-
Elasticsearch
-
ASP.NET
-
C#
-
Mongo
-
PostgreSQL
-
SQL
DevOps / CI-CD
-
Docker
-
Jenkins
-
IBM Cloud / Cloudfoundry
-
Kubernetes
Others
- Enterprise Blockchain
- Git
- Unit Testing
- Jira
- Scrum
Certifications
-
Professional Scrum Master level I (PSM I)
-
Enterprise Design Thinking by IBM
-
Michigan Certificate of Proficiency in English
Language
- Greek (Native)
- English (Professional)


BLUE IN THE FACE A film review by Christopher Null Copyright 1995 Christopher Null
It took all of five days after wrapping the shoot of SMOKE to create BLUE IN THE FACE, an (allegedly) all-improvised follow-up to Wayne Wang and Paul Auster's feature centered on a tiny smoke shop in Brooklyn. It's a weird experiment in filmmaking, studded with cameos by Lou Reed, Madonna, Michael J. Fox, Roseanne, Lily Tomlin, and more. Unfortunately, you've probably seen all the funniest bits in the movie's trailer.
Separated into segments with titles like "Brooklyn Attitude," BLUE IN THE FACE explores the Brooklyn mystique and the Brooklyn experience with video interviews and impromptu sketches. Everything "Brooklyn" is praised, from Ebbets Field and Jackie Robinson to Belgian Waffles and the sanctity of the local cigar store.
A lot of this is hilarious: Reed as the smoke shop employee/eyeglass frame inventor who's been thinking about leaving the city for 35 years; Jim Jarmusch as Bob, who is finally giving up his Lucky Strikes; Fox in an insanely comical turn as a spontaneous social analyst/psychologist; Mel Gorham as Violetta, Auggie's only partially stable girlfriend.
Holding the craziness together (sort of) is Auggie (Harvey Keitel) and the Brooklyn Cigar Co. where he works. When news that the store has been sold arrives, Auggie does his best to change the owner's (Victor Argo) mind, culminating in the appearance of the ghost of Jackie Robinson, who convinces him the store should stay open.
This is not your typical Hollywood fare. It's not typical *anything.* Clocking in at about 76 minutes, BLUE IN THE FACE clearly has the look and feel of a spontaneous collection of vignettes, some of which work, and some of which don't. It's worthwhile for the funny bits, and the film isn't long enough to make you lose interest when it drags. I suppose it did what it was supposed to do (that is, give everyone who wasn't in SMOKE something to do for a few afternoons). You'll have to be the judge if that was a good idea or a bad one.
RATING: ***
\-------------------------------\ |* Unquestionably awful | |** Sub-par on many levels | |*** Average, hits and misses | |**** Good, memorable film | |***** Perfection | \-------------------------------\
-Christopher Null /<EMAIL_ADDRESS>-Movie Emporium (archives) / http://www.notes.tpoint.net/emporium/ -Contributing Editor, FEEDBACK / http://www.eden.com/~feedback -E-mail requests to join the movie review mailing list
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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