Make My Foam Products manufactures and sells a full line of foundations (box springs) to go with your foam mattress purchase. Unlike other mattress stores we don't force you to purchase.
A: Typically modern spring based mattresses rely on box springs to get the added support they need within a bed frame. But Make My Foam mattresses aren’t typical. While we carry a full line of foundations to match our mattresses, if your bed frame is a solid base (wood or slats) you don’t need to lose any sleep over getting a new box spring.
A: Each Make My Foam mattress is made of a combination of soy based high density polyurethane foam and memory foam, as well as Natural Talalay Latex Rubber Foam.
A: Density refers to weight, and so high density simply means more durable. It will last longer and keep its shape at the same time. It’s firmer than other foams. The higher the weight the longer the foam will keep its shape.
A: Bugs and dust mites like warm, open places inside mattresses. Foam mattresses don’t have the environment for bugs and dust mites to thrive in like spring mattresses do. All of our mattresses naturally have some degree of resistance to insects and allergens based on the composition of the foam. Our Natural Talalay Rubber Latex models are hypoallergenic and come with a choice of 2” or 4” of rubber at the top. We still recommend using a mattress protector as you would with any mattress.
A: Foam mattresses offer great support to relieve pain caused by pressure on certain points of the body. Bodies have many curves that a foam mattress can accommodate. For example when you lay on your side your spine should remain in its natural alignment, foam beds allow this as they mold to your shape.
A: Foam has naturally insulating properties that can make foam mattresses (including memory foam) feel warmer than spring mattresses. Our newer foam products offer better air circulation and better response to changes in temperature. Sometimes switching to a foam mattress can take a few nights to get used to.
A: 'Motion transfer' is the movement you feel when your partner shifts in their sleep. Foam mattresses provide an independent sleeping surface that absorbs motion when your partner tosses and turns.
A: Your comfort and happiness is our guarantee! We offer a manufacturer's warranty on all our products. See the individual mattress descriptions for details on each model’s warranty.
A: All of our mattresses come with a removable, machine-washable cover, but it is still recommended to use a mattress protector. Foam mattresses do not need to be flipped or rotated and do not require a box spring as long as they are on top of a base with even support underneath.
A: Each Tangerine mattress is made to order, especially for you. This means that we’re unable to offer a trial period or sleep guarantee. For health reasons we cannot accept a returned mattress unless for a warranty or defect issue.
A: A newly manufactured memory foam mattress may have a slight odour when first unpacked. This is standard with all memory foam mattresses. We recommend airing out your new mattress in a well-ventilated room for 3-5 days. High density polyurethane and Natural Talalay Latex should not have any odours.
Please feel free to contact us @<PHONE_NUMBER>.
Thanks!


After securing a small amount of liquid ketamine (~50mg, 1/2cc of 100mg/ml solution) and finally securing a rig, my personal quest to mainline ketamine is now becoming reality. Iím over at my friends' house and they know what Iím preparing to do, so they wish for my safety. Iíve never IV'd before, and I had some problems getting the needle properly into a vein, so my friend does it for me. After a few seconds, my body begins to tingle. 'Oh god, here it comes,' I say, and I sit back.
Suddenly I have forgotten all the knowledge I have obtained in this mortal life, as if Iíve just woken up from a dream. I look down at my arm; not through my physical eyes, but through other eyes. I not only see reality, I feel it. Since it was my first IV experience ever, I spend the entire experience gazing at my arm, making sure its ok. It seems I can still feel the needle in my vein, even though it was removed before I fell into the hole.
I can see in more than just 3 dimensions, its hard to describe...everything had much more depth and was way more refined. Simply by looking at my arm, I could see all the valleys and mountains that are my flesh with extreme clarity. I feel completely at peace, as if this is the only reality that exists. I regret that I was worried about my arm and did not get a chance to look around at other things before coming back into my body. After a short time, my soul's eyes merge in with my physical eyes, and once again, I am confined to my body.
While coming down, I begin to remember my mortal knowledge and remember that its recommended you begin to describe the experience as soon as you can, so I begin thinking on what has just happened. While out, I couldnít think of anything, I was in awe of how incredible everything appeared, but coming down, I can put things into perspective. Now I can look back and realize what just happened. I attempt to find words to describe the experience to my trip sitters. All I can think of is 'wow.' I lay down on the floor and continue to think. The human mind cannot comprehend that sort of experience.
About an hour after returning to my body, I feel safe enough to drive myself home, so I can attempt to write out what I have experienced, to help me remember. One thing stands clear in my mind: I must return, on a slightly higher dose, and I need to make better use of the short amount of time this gift gives you.
This was definitely a spiritual experience. My first ego-loss. I know the answers I seek can all be found right outside my body, so I await the chance to return.
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.


This tutorial will describe how you can share your simulations in a zero-install setting. Note that this tutorial applies to the browser (HTML) simulations only, since command line (node) simulations do require installation of libraries and are therefore not zero-install.
For sharing, we will make a directory that contains all required components. Anyone who has that folder and opens your simulation in that folder will be able to see your model in its full glory, as long as they don't mess with the directory structure or move/remove any files.
Assuming you have created an empty directory mySimulation
, now add the
following files to it:
MySimulation.html
, the html file containing your simulation;artistoo.js
, the script with the Artistoo code (don't just make a
link, but actually copy the code into this folder);If you're using the fpsmeter
, you also need to add the
fpsmeter.min.js
file from here
(the same goes for any other scripts you are loading from your HTML file).
In your HTML file MySimulation.html
, adjust any paths to scripts you
are loading so that they refer to the local copy in your self-contained folder.
To check that it all works, open the HTML file in your browser -- the simulation should
run. If it doesn't, right click, select 'inspect' > 'console' to see any error messages
that come up (if your simulation worked before you moved it, any error messages are
probably due to a missing file or a path that needs updating).
Just to be sure, move the directory to some other place on your computer and check if the simulation still runs. If it does, you're good to go.
Once you have a working simulation in a self-contained directory, you can zip that directory and send it to someone else. They can unpack the folder on their own computer and double click the HTML file to run in their own browser. Alternatively, you can copy the folder to your own server and make your simulation available via a URL.


Mechanical Design Intern - NASA Ames + B.E.S.T Labs
Co-Founder and CEO - Mak
Impact Design Intern - Autodesk
Teaching Assistant - Thermodynamics ME40
Teaching Assistant - Introduction to Solid Mechanics MEC85
Researcher - Human Centered Design for Social Impact
Researcher - Bustamante Group (Bio-Tech Lab)
Product Design - Water Transportation in Za'atri Camp, Jordan
Product Design - Enabling Smart Energy in Managua, Nicaragua
Product Design - The Watershed Project
Controls - Self-Erecting Inverted Pendulum
Controls - Magnetic Levitation
Controls - A Two Car Docking and Delivery System
Co-Founder and President - Socially Engaged Engineers
Impact Design Advisor - Net Impact Central
Member - Kairos Society


Web Developer with Experience working with the latest and greatest framework trends. Passion to work on projects by taking ideas from design to deliver exceptional products. Strong desire and willingness to try new methodologies. Great commitment and care for the customers' business
Passion for thoughtful UI, collaboration, and teaching. Currently focus on continue learning and provide to any employer knowledge on Accessibility, React, and Design Systems.
I want and love make things that make a difference
Intensive Full-Stack program creating proficiency in back-end and front-end design elements. I continue learning every day completing online classes and creating personal projects to stay updated on the latest technologies
I have continue eight months of hands-on-experience efficiently coding websites and applications using HTML5, CSS3, Material UI, BootStrap, JavaScript, JQuery, Node.js, React.js, Express.js, MongoDB, MySQL, Git.
Determine eligibility for ALL Medicaid Programs, SNAP Programs and Financial Help * Analyze verifications received to ensure programs and benefits are correctly and fairly assigned * Ensures benefit levels and timely delivery of services in compliance with federal regulations. * Screen applicants, detecting potential fraud issues and making appropriate decisions on issues affecting the claimant's eligibility.
The player will Answering Spanish/English question choosing from 5 different options
Trivia GameCustomer will create his own profile answering few questions. Focus on having a great experience finding perfect match
NTH Dating SiteCust will create his own login to keep tracking where to go next. Just with a click of a button GoogleMaps will show you the way to complete your task!
Hop To MAPCreate your own Burger, Eat it and Save it!.
Start with a Classic Burger!
Eat Da BurgerAnswering a few questions about yourself will connect you with amazing people!
 It is time to go around the world
It's Train Time


Shahjalal University Officers Association
Coming Soon...
Visit Election Page
Visit Official Facebook Page


Hello! My name is Jon Veach and welcome to my page. I've spent the last 9 and a half years in the U.S. Navy as an IT, mainly as system and database admin, and am now in the process to learn how to become a junior programmer by enrolling at Code Fellows in Seattle! As much as I love computers, I also love vehicles and working on them! I own a 2006 Ford Mustang which is my baby and a 1994 Suzuki Jimny. I love going to car meets, playing off-road or just simply crusing down the open street. Working on a car and programming are simular to me, as there are many different and unique ways to do something and your finished product is almost like a piece of art. But you're never truly finished with something, are you?
Places I've visited in the military:
- Misawa, Japan - Stationed here 3 times, each time being 6 months long
- Aomori, Japan - Visited while at Misawa, very beautiful city
- Guam - Visited 5 times, very beautiful island, it's like Hawaii but for Japan
- Gwangju, South Korea - 6th largest city in South Korea
- Osan, South Korea - Visited twice, fantastic city for tourism and is only 45nm south of the DMZ
- Wake Island - This was a vital island for the US during WW2
- Shemya Island, Aleutian Islands in Alaska - Tiny island in the middle of the Pacific
- Anchorage, Alaska - Alaska is very beautiful, but prepare for some odd days
- Honolulu, Hawaii - Spent only 12 hours here, but it was amazing
- Tokyo, Japan - Lived here for 4 years, absolutely amazing place to live
- Hakone, Japan - Visited while living in Tokyo, very beautiful place
My Education & Experience:
- System Administrator:
- Windows Server 2003
- Windows Server 2008
- Windows Server 2016
- Red Hat Linux
- ESXI Hosts
- Database Administrator:
- MySQL
- SQLlite
- Microsoft Access Database
- Network Administrator:
- General troubleshooting
- General configurations
- Router/Switch configurations
- CAT5 cable making skills
- Programming:
- Basics of HTML
- Project: VAQ-132 Home Page (Outdated)
- Basics of CSS
- Basics of JavaScript
- Basics of node.js & discord.js
- Project: Discord bot for DomiNATION
- Project: Discord bot for Noobs-Playin
- More to come....
If you want to find out more about me, click on the button below to take a short quiz!


Announcing the Lingo Club at
the Eastmont Computing Center in East Oakland.
John Thompson has created the Lingo Club, an ongoing class for teen
aged youth in Game Design and Computer Programming. The Lingo Club aims to
empower youth by teaching them how to make their own computer games using the
Lingo Programming Language. Lingo is used in Macromedia Director
software to create games at popular sites like www.shockwave.com.
Classes meet at the Eastmont
Computing Center in East Oakland, Monday and Thursday, from 4pm to 6pm,
begining September 18. Contact: Tony Fleming Phone:<PHONE_NUMBER>,
<EMAIL_ADDRESS>www.eastmont.net, www.lingoclub.com.
In a computer game there are
many levels.
The first levels are easy.
Then they get harder.
To beat the game you must
learn.
Life is like a game.
Be prepared for the next level.
Pictured left: Tony Fleming,
Director and Founder of the Eastmont
Computing Center, and John (JT) Thompson, Inventor of the Lingo Programming Language, Chief
Scientist at Macromedia, and Educator.
The new Macintosh Lab at the Eastmont Computing Center will be the home of the nations first Lingo Club.
The Eastmont Computing Center provides free computer access and classes for all ages.
Located in East Oakland the center has been in operation for 3 years.
©2000 John Henry Thompson.
Main
Menu
Back Story.
This site is an on going sketch of
my class in Game Design and Programming for teens at the Eastmont Computing
Center.
The goal is to enable students to
take success in game play and extend that to excellence in school, work, and
life.
In the class we'll use the Macromedia Director
software and the Lingo computer programming language to build animation,
interactive art, and games. I am the inventor of the Lingo programming language
and I've spent over a decade developing it for Macromedia.
Articles on the ideas behind
this site:
Hard Fun Part 1 - Computer Games
and Learning
Hard Fun Part 2 - The Game
Makers - Working for Fun
©2000 John Henry Thompson.
Paint window and cast
Undo, duplicate
paint bucket
lasso
?? Fish animation. easy to do bubbles and fish motion
Every computer game use some kind of animation - characters running around, objects falling from the sky and so on. We'll start of learning how to make "canned" animation using the Score window. Later will use Lingo scripts to make animations react to the player. These are the first steps in a computer game.
Director is a rich tool with tons
of features and many windows. It's easy to get lost in all the windows. Use the
following window layout to make things
more manageable:
The layout assumes you have at
least a 1024x768 size display.
The Stage Window is where your
movie (animation, game or what ever) is displayed Set the stage size to 512x342
using the Menu
Modify->Movie->Properties or
Cmd-Shift-D, which displays Movie settings pane in the Property Inspector
Window.
The Control Panel is used to start
and stop the movie. It displays the current frame and frame rate (how fast your
movie plays). The current frame is
allow marked in the Score window
the Playback head, a red vertical line.
The Cast Window holds all the
element make up your movie - art work, sounds, scripts and other stuff. The
"Cast View Style" button switches between
a list view and an icon view. Use
the icon view for now.
The Property Inspector Window
displays information about the last thing you clicked with the mouse. Click in
the Cast Windows, and then on the
Stage to see the different
settings in the Property Inspector.
The Score Window shows sprites,
the animated elements in your movie. Time is represented as a grid of frames.
Time goes forward as you go from left
to right.
This layout helps you see how
elements interact.
When you create a piece of art
work in Director's Paint Window, for example, an icon for it will appear in the
Cast Window. The elements in the Cast
Window are called Cast Members.
Which makes sense since they perform on the Stage Window. When you drag a Cast
Member from onto the
Stage Window it will appear on the
Stage and in the Score Window. The Cast Member is represented in the Score a
long bar called a Sprite.
Here's how a single Cast Member
appear as three slightly different Sprites in the Score.
The three horizontal bars in the
Score are called Sprites. All three sprites are based on the Cast Member in slot
1 in the Cast Window.
The Property Inspector's Sprite
pane is used to adjust the Ink to "Matte" and Background Color (the
color chip next to the Paint Bucket icon) of the
three Sprites.
The length of the Sprite tell you
how long the it will appear on the stage. In this example each sprite appears
on frame 1 and stays on Stage until frame 28.
The Sprite shows the placement of
the Cast Member in time. You can click and drag Sprites in the Score to control
when it will appear. You can also
Copy and Paste Sprites in the
Score.
Clicking and dragging on a Sprite
on the Stage will change where it appears on the Stage. Clicking and Dragging a
Sprite in the Score will change
when it appears.
Challenge 1:
Create a single Cast member using
the Paint Window. Place the Cast member on the stage three times. Use the
Property Inspector to give each sprite a
different appearance.
!!@ Other setup:
Standard View
Script Window as Behavior editor
Show cast name and number
©2000 John Henry Thompson.
You make Cast
members (technically Sprites) move around on the Stage using the Score Window
and Keyframes.
Take a close look
at the first Sprite in the Score and you should see a circle at one end and a
rectangle at the other end of the Sprite. The little circle is
called a
Keyframe, it controls how the Sprites appears in terms of location, color,
rotation and other properties. In a process called Tweening Director
will fill in for
the values that are different from one Keyframe to the next. For example, when
one Keyframe places a Sprite on the left and the next places it
more to the
right, a left to right motion is generated.
You can move
Sprite in two important ways:
1. When the
entire Sprite is selected by clicking in the middle of the Sprite, dragging the
Sprite on the Stage will move Sprite as a whole.
2. When a single
Keyframe inside the Sprite is selected, only that frame's location for the
Sprite is changed.
The vertical red
line in the Score is called the Play Back Head, it shows current frame of your
movie. You create a Keyframe on a Sprite by clicking
in the middle of
the Sprite and selecting Menu Insert->Keyframe. The Keyframe will appear on
the frame in the Sprite marked by the Play Back
Head.
Holding down the
Option-Key and clicking on the Sprite will also create a Keyframe.
In this picture,
the first Sprite has two Keyframes to make it move left to right, the second
Sprite has five Keyframes to movie it in a circle.
Challenge 2:
Create a movie
with three different sprites. Use Keyframes to give each Sprite a different
motion.
©2000 John Henry
Thompson.
Script to Stop and Play.
Without Lingo Scripts the Playback
Head moves from left to right in the Score and your movie plays from begining
to end. In this mission we'll use scripts
to stop an animation and give the
player a choice to continue it. To do this we'll need to use two type of
scripts: Frame Scripts and Sprite Scripts.
!!@ Talk a litte more about why
this is useful
Frame Scripts.
Here is a Frame scripts to hold
the Playback Head on the current frame:
on exitFrame
go the frame
end
The first statement "on
exitFrame" indicates that the following line should be executed when the Playback
Head exits the frame. Later well see other "on"
statements that are trigger by
other events. The statement "go the frame" keeps the Playback Head on
the current frame.
Creating a Frame Script.
Create an simple animation of
an object moving from left to right on the Stage.
Click in a Frame Script Cell -
just above the frame numbers in the Score Window:
Begin typing the statement
"go the frame", without the quotes. A Behavior Script Window should
popup:
Note that the Behavior Script
also appears in the Cast window as a new Cast member. Close the window and play
the movie. The Playback head
should stop on the frame with
the script.
Once a script is created you can
use it again by dragging in from the Cast. In this case you can have the
Playback head hold on the another frame by
dragging the script to another
Frame Script Cell. Give it a try.
Sprite Scripts
Once the movie stops, we want to
provide a button to continue the animation. Any Sprite can be made into a
button by attaching a Script to it. Attaching the
following Script will make the
Playback Head continue after it is stopped with a "go the frame"
Frame Script:
on mouseUp
go the frame+1
end
The "on mouseUp" statement
means execute the following statement when the mouse is release on the Sprite.
The statement "go the frame+1", uses the
same go command as before, but now
the target frame is the calculation of the current frame number (the frame)
plus 1.
Here's how to create this Sprite
Script:
Click on the Sprite in your
movie.
Select the Behavior pane in
the Property Inspector. It is the tab that looks like a cog next to the
"Sprite" pane.
From the "+" button
drop down menu select "New Behavior"
A New Behavior Dialog Box
should appear. Enter the name for this script. The name is simply a comment to
you. It does not change the meaning
of the Script.
You 'll get an empty Script
Window. Enter the "on mouseUp..." script:
Close the Script Window. The
Script should now be created and attached to the Sprite. You'll see the
Behavior Script listed in the Behavior Pane
of the Property Inspector:
Watch Out!
!!@ Give pointers on what can go
wrong and what to do about it
Watch out for miss spellings, for
example: "on mouse Up" is not right (notice the space).
Watch out for attaching Frame
Script to Sprite.
Use Remove Behavior to clean up.
Worst case delete all in the Score
and rebuild.
Know the Lingo.
!!@ review terminology
Here is the Frame Script again.
on exitFrame
go the frame
end
Here is the Sprite Script again.
on mouseUp
go the frame+1
end
Handlers. Statements. Commands and
parameters. Expressions.
Script for Buttons.
!!@ Demonstrate mutiple section
movie with buttons. Menu structure.
!!@ go Markers. with 3 sections,
left, down, right.
Markers
Frame Script that works with
Markers:
on exitFrame
go loop
end
Sprite Script that works with
Markers:
on mouseUp
go "Help"
end
on mouseUp
go next
end
on mouseUp
go previous
end
!!@ Notes..
Create scripts using the Script
Window.
Set Script Type to Behavior.
Duplicate Script Cast members for
quick starting point for new scripts
Three type of Scripts (Behaviors,
Parent, Movie).
We only use Behavior Script for now.
Use Property Inspector to set script type to Behavior.
Sprite Behavior Scripts. Gets
triggered on mouse events (mouseUp, mouseDown, mouseEnter, mouseLeave)
Property Inspector->Behavior
Pane. Basic script used to create button.
Naming Behaviors
Removing Behaviors
Trails, blend ink, rotation for interesting collage
Timeout challenges
?? Different cast member types: shape, text, field
- may cause too much confusion this early
?? Library Palette. Will this be too confusing this early??
Use Lingo to change the appearance
by setting sprite properties.
Changing Sprite Properties
sprite(1).locH = 10 -- changes
the horizontal position
sprite(1).locV = 20 -- change
the vertical position
sprite(1).memberNum = 3 --
change the cast member
sprite(1).memberNum = 0 -- no
cast member, hides sprite
sprite(1).rotation = 90 --
change the rotation angle
sprite(1).color = rgb(0,0,0)
sprite(1).bgcolor =
rgb(255,255,255)
sprite(1).flipH = 1
sprite(1).flipV = 1
sprite(1).loc = point(10,20)
Events
When will change happen?
on mouseUp
on mouseDown
on mouseEnter
on mouseLeave
on mouseWithin
on exitFrame
on beginSprite
Simple changes.
sprite(1).rotation = 90
Increment changes.
sprite(1).rotation =
sprite(1).rotation + 1
-- can adjust speed by
changing value
Screen Coordinates
!!@ Picture: screen coordinate
grid. Increasing in locH or X for left to right. Increasing in locV or Y from
tp to bottom.
!!@ PaletteIndex
!!@ moveable and constraint for
sliders.
Discovering sprite property values
using the message window.
put sprite(1).color
put sprite(1).locH
Using the Watcher window to show
sprite properties and other values.
--
--
©2000 John H. Thompson.
The If-then Command
if sprite(1).locH > 500
then
sprite(1).locH = 0
end if
if sprite(1).locV < 0 then
sprite(1).locV = 300
end if
Testing for Keys:
keyPressed("A") --
Test for any character key
keyPressed(123) -- Test for
Left Arrow
keyPressed(124) -- Test for
Right Arrow
keyPressed(125) -- Test for
Down Arrow
keyPressed(126) -- Test for Up
Arrow
Testing Sprites
sprite(1).intersects(2) --
sprite 1 intersects sprite 2
sprite(1).within(2) -- sprite
1 is inside sprite 2
rollOver(1) -- Test mouse is
over a sprite
!!@ Training: use watcher window
on sprite(1).intersects(2) and enable moveable sprite. Show difference with
matte vs. non-matte ink mode.
!!@ non-essential
Testing the Mouse Location
the mouseH -- The horizontal
position of the mouse
the mouseV -- The vertical
position of the mouse
the mouseLoc -- The mouse
position as a Point
Testing Other Keys:
the shiftDown
the optionDown
the controlDown
the commandDown
--
--
©2000 John Henry Thompson.
Use conbination of commands to
produce animation using number cycles.
Following script will cycled
through cast members 1, 2, 3. The pattern would be 1, 2, 3, 1, 2, 3, and so on.
Use If-then to keep a value from
going beyond a certain limit.
Cast Member
sprite(1).memberNum =
spriteNum(1).memberNum + 1
if sprite(1).memberNum > 3
then
sprite(1).memberNum = 1
end if
Location:
sprite(1).locH = sprite(1).locH + 1
if sprite(1).locH > 200
then
sprite(1).locH = 10
end if
Know The Lingo
Expressions can contain arithmetic
(+ - * /) operations. Test can contain comparision operations.
Can use any number of commands in
a script.
Nesting of if-then commands.
--
--
Nested if-then
If-then-Else
and/or/not tests
comparisons.
saving tests, remembering key
events
?Intro flow chart?
--
--
--
Property Variables.
The built-in proprty spriteNum is
a property variable is automatically set to the number of the sprite that the
script is attached to. This lets you use the same
script with different sprites.
Attaching script can be attached
to any sprite and will cause it to move left on the stage.
-- Move left
property spriteNum
on exitFrame
sprite(spriteNum).locH
= sprite(spriteNum).locH + 1
if
sprite(spriteNum).locH > 100 then
sprite(spriteNum).locH = 10
end if
end
speed example. the property speed
is a made up name. The value in speed stays around until the sprite ends in the
score. Here the sprite will move at a
random speed between 5 and 10
pixels for every exitFrame
-- Move left behavior script
with random speed.
property spriteNum
property speed
on exitFrame
sprite(spriteNum).locH = sprite(spriteNum).locH + speed
if
sprite(spriteNum).locH > 100 then
sprite(spriteNum).locH = 10
end if
end
on beginSprite
speed
= random(5,10)
end
!!@ examples
direction
on beginSprite -- to init property
varables
use random function to give it
difference values.
Use property spriteNum and other
property variables to make single script create different behavior in many
sprites. eg. Falling objects.
Know The Lingo
!!@ Notes
property spriteNum is setup by
Lingo for every Script attached to a Sprite.
spriteNum is a pre-defined
property variable. You can define your own property variables.
Local, global, parameter and
property variables.
Differ by how long they stay
around.
Property variables stay around for
the line time of the object. In the case of script attached to a sprite, the
property variables stays around until the sprite
ends.
Show box to visualize the location
of variable.

(You can see sprite properties
with message window and watcher window).
©2000 John Henry Thompson.
--
Counting with global variable
global
myCount
myCount
= 0
global
myCount
myCount
= myCount + 1
member(1).text
= "No Score Yet"
member(1).text
= string( myCount )
Life time of global variable
showglobals
?? Text Cast Members
?? Globals first, can try out in
message window
Other possible order: Field,
Global, Property, Local
--
--
©2000 John Henry Thompson.
Reusable Behavior Script:
The built-in proprty spriteNum is a property variable is automatically set to the number of the sprite that the script is attached to. This lets you use the same
script with different sprites.
Attaching script can be attached to any sprite and will cause it to move left on the stage.
-- Move left
property spriteNum
on exitFrame
sprite(spriteNum).locH = sprite(spriteNum).locH + 1
if sprite(spriteNum).locH > 100 then
sprite(spriteNum).locH = 10
end if
end
Making Your Own Property Variables.
speed example. the property speed is a made up name. The value in speed stays around until the sprite ends in the score. Here the sprite will move at a
random speed between 5 and 10 pixels for every exitFrame
-- Move left behavior script with random speed.
property spriteNum
property speed
on exitFrame
sprite(spriteNum).locH = sprite(spriteNum).locH + speed
if sprite(spriteNum).locH > 100 then
sprite(spriteNum).locH = 10
end if
end
on beginSprite
speed = random(5,10)
end
!!@ examples
direction
on beginSprite -- to init property varables
use random function to give it difference values.
Use property spriteNum and other property variables to make single script create different behavior in many sprites. eg. Falling objects.
Know The Lingo
!!@ Notes
property spriteNum is setup by Lingo for every Script attached to a Sprite.
spriteNum is a pre-defined property variable. You can define your own property variables.
Local, global, parameter and property variables.
Differ by how long they stay around.
Property variables stay around for the line time of the object. In the case of script attached to a sprite, the property variables stays around until the sprite
ends.
Show box to visualize the location of variable.

(You can see sprite properties with message window and watcher window).
-- Counting with global variable
global myCount
myCount = 0
global myCount
myCount = myCount + 1
member(1).text = "No Score Yet"
member(1).text = string( myCount )
Life time of global variable
showglobals
?? Text Cast Members
?? Globals first, can try out in message window
Other possible order: Field, Global, Property, Local
+ - * /
<, >, <>, <=, >=
and, or, not
the frame
random
color
If-then tests
Left to right, top-to-bottom
©2000 John Henry Thompson.


Scroll for more informations
I am a web designer and front-end web developer from Croatia. I have over 3 years of experience in web development and I love what I'm donig. I'm here to build you a fully responsive and animeted website that users will be in love with it.
I will build you responsive website. It means that it fit depends on screen size that user is using.
Lorem ipsum dolor sit amet, consectetur adipisicing. Reprehenderit maiores nam, aperiam minima elit assumenda voluptate velit.
I will animate your website so the users will enjoy using your website.
Its a website with all Antonio's images from various event
Its a website with all Antonio's images from various event
Its a website with all Antonio's images from various event


Trader Ariel:
What would you like to do?
Trade Warrior equipment.
Trade Wizard equipment.
Exchange equipment.


R functions for managing Python virtual environments.
virtualenv_list() virtualenv_create( envname = NULL, python = NULL, packages = "numpy", system_site_packages = getOption("reticulate.virtualenv.system_site_packages", default = FALSE) ) virtualenv_install( envname = NULL, packages, ignore_installed = FALSE, pip_options = character(), ... ) virtualenv_remove(envname = NULL, packages = NULL, confirm = interactive()) virtualenv_root() virtualenv_python(envname = NULL)
| envname | The name of, or path to, a Python virtual environment. If
this name contains any slashes, the name will be interpreted as a path;
if the name does not contain slashes, it will be treated as a virtual
environment within |
|---|---|
| python | The path to a Python interpreter, to be used with the created
virtual environment. When |
| packages | A set of Python packages to install (via |
| system_site_packages | Boolean; create new virtual environments with
the |
| ignore_installed | Boolean; ignore previously-installed versions of the
requested packages? (This should normally be |
| pip_options | An optional character vector of additional command line
arguments to be passed to |
| ... | Optional arguments; currently ignored for future expansion. |
| confirm | Boolean; confirm before removing packages or virtual environments? |
Virtual environments are by default located at ~/.virtualenvs
(accessed
with the virtualenv_root
function). You can change the default location by
defining defining the WORKON_HOME
environment variable.
Virtual environment functions are not supported on Windows (the use of conda environments is recommended on Windows).


20131020
Demo for Selector.
PDF file
PPT file
XLS file
#anchor
http://www.google.com
Google PDF file


Unversity Rankings
问题描述 :
At present, the university rankings are very popublar.They help senior high school students to choose universities for study.For example,you can find the CHINESE UNIVERSITY RANGKINGS at http://www.netbig.com/.
As we know ,a university ususally has many different departments,such as department of Language(FLS).some of them are quit good when comparing to other universities,but others are not.So,most of universities’rangkings are are composed of several ranking lists, each list for one department.
But here comes a problem that sometimes it’s hard to determine which universities is better,when comparing two universities with each othe.Fortunately,Doctor Bob has advanced a new concept named “absolutely better”,with which the problem above can be solved.
Now,here is a an example to explain the concept “absolutely better”:
Assum that there are three universities (X,Y,Z)and every university has three department:CS,EE and FLS.And the rangkings of the departments are as the followed:
The rankings of the CS:X>Y>Z(X>Y means X has a better CS department than Y)
The rankings of the EE:X>Z>Y
The rankings of the FLS:Z>X>y
Obviously,each each department of University X is better than that of University Y. Then,it’s called that X is absolutely better than Y.Using the “absolutely better”concept, it becomes better to compare some paires of Universities.
Now Bob has the complete rangkings of different departments of many universities,and he wants to find k universities(U1,u2,….Uk)such that Ui is absolutely better that Uj(for any i<j).
As we know ,a university ususally has many different departments,such as department of Language(FLS).some of them are quit good when comparing to other universities,but others are not.So,most of universities’rangkings are are composed of several ranking lists, each list for one department.
But here comes a problem that sometimes it’s hard to determine which universities is better,when comparing two universities with each othe.Fortunately,Doctor Bob has advanced a new concept named “absolutely better”,with which the problem above can be solved.
Now,here is a an example to explain the concept “absolutely better”:
Assum that there are three universities (X,Y,Z)and every university has three department:CS,EE and FLS.And the rangkings of the departments are as the followed:
The rankings of the CS:X>Y>Z(X>Y means X has a better CS department than Y)
The rankings of the EE:X>Z>Y
The rankings of the FLS:Z>X>y
Obviously,each each department of University X is better than that of University Y. Then,it’s called that X is absolutely better than Y.Using the “absolutely better”concept, it becomes better to compare some paires of Universities.
Now Bob has the complete rangkings of different departments of many universities,and he wants to find k universities(U1,u2,….Uk)such that Ui is absolutely better that Uj(for any i<j).
输入:
The first line of the input is a positive integer C.C is the number of test cases
followed.
The first line of each test case is two positive integers N,M(0<N,M<=100),N is the number of the universities and M is the number of departments.And then M lines follow.The i(th)(1<=i<=M)line contains N numbers Ui(1<=i<=N,1<=Ui<=N),indicating the ranking of the i(th)department.If Universitites Ui preceds to University Uj in line k(th department, then the k(th)department do Ui is better than k(th) department of Uj.
followed.
The first line of each test case is two positive integers N,M(0<N,M<=100),N is the number of the universities and M is the number of departments.And then M lines follow.The i(th)(1<=i<=M)line contains N numbers Ui(1<=i<=N,1<=Ui<=N),indicating the ranking of the i(th)department.If Universitites Ui preceds to University Uj in line k(th department, then the k(th)department do Ui is better than k(th) department of Uj.
输出:
The first line of the input is a positive integer C.C is the number of test cases
followed.
The first line of each test case is two positive integers N,M(0<N,M<=100),N is the number of the universities and M is the number of departments.And then M lines follow.The i(th)(1<=i<=M)line contains N numbers Ui(1<=i<=N,1<=Ui<=N),indicating the ranking of the i(th)department.If Universitites Ui preceds to University Uj in line k(th department, then the k(th)department do Ui is better than k(th) department of Uj.
followed.
The first line of each test case is two positive integers N,M(0<N,M<=100),N is the number of the universities and M is the number of departments.And then M lines follow.The i(th)(1<=i<=M)line contains N numbers Ui(1<=i<=N,1<=Ui<=N),indicating the ranking of the i(th)department.If Universitites Ui preceds to University Uj in line k(th department, then the k(th)department do Ui is better than k(th) department of Uj.
样例输入:
1 3 3 1 2 3 1 3 2 3 1 2
样例输出:
2
#include<iostream> using namespace std; int rank[105][105]; int b[105]; int cmp(int *a,int *b,int n) { int i; for(i=1;i<=n;i++) if(a[i]>b[i]) break; if(i==n+1) return -1; for(i=1;i<=n;i++) if(a[i]<b[i]) break; if(i==n+1) return 1; return 0; } int main() { int c,i,j,max,temp,m,n; cin>>c; while(c--) { cin>>m>>n;//m university,n is department for(i=1;i<=n;i++) for(j=1;j<=m;j++) { scanf("%d",&temp); rank[temp][i]=j; } for(i=1;i<=m;i++) { max=i; for(j=1+i;j<=m;j++) if(cmp(rank[j],rank[max],n)==1) max=j; if(max!=i) { for(j=1;j<=n;j++) { temp=rank[max][j]; rank[max][j]=rank[i][j]; rank[i][j]=temp; } } } /* for(i=1;i<=m;i++) { for(j=1;j<=n;j++) cout<<rank[i][j]<<" "; cout<<endl; }*/ for(i=1;i<=m;i++) b[i]=1; for(i=1;i<=m;i++) { max=-1; for(j=1;j<i;j++) { if(cmp(rank[i],rank[j],n)==-1) { //if(i==3) // cout<<max<<endl; if(b[j]>max) max=b[j]; } } if(max+1>b[i]) b[i]=max+1;//cout<<b[3]<<endl; } max=-1; for(i=1;i<=m;i++) { if(b[i]>max) max=b[i]; } cout<<max<<endl; } return 0; }
(adsbygoogle = window.adsbygoogle || []).push({});
额，这女主怎么感觉有一点那个…
书上的解法更巧妙一些，在九度OJ实测的效率差不多
其实就是DFS搜索，数据量较小，穷举了所有情况
无需用转移方程也可以解决，哈哈
对于输出格式不用控制？？还是直接使用cout输出。？？
全是智力分析的题
Often We don’t set up on weblogs, but I would like to condition that this established up really forced me individually to do this! considerably outstanding publish
算法是程序的灵魂，算法分简单和复杂，如果不搞大数据类，程序员了解一下简单点的算法也是可以的，但是会算法的一定要会编程才行，程序员不一定要会算法，利于自己项目需要的可以简单了解。
其实就是DFS搜索，数据量较小，穷举了所有情况
第2题，TCP不支持多播，多播和广播仅应用于UDP。所以B选项是不对的。第2题，TCP不支持多播，多播和广播仅应用于UDP。所以B选项是不对的。
[…] 如果此题没有要求 相对位置不变，可以参考文章：http://www.acmerblog.com/interview-9-2427/ […]
很好！！
学习了！！
终于AC了！next数组还是不好理解啊，mark
加了星号 (*) 表示跳过此数据不读入. 因为scanf是不读取本行回车的


| Methods' Details |
create
| ::com::sun::star::lang::Locale |
| create( |
[in] string |
aLanguage, |
| [in] string |
aCountry, |
| [in] string |
aVariant ); |
- Description
- creates a locale from language, country, and variant.
NOTE: ISO 639 is not a stable standard; some of the
language codes it defines (specifically iw, ji, and in) have
changed. This constructor accepts both the old codes (iw, ji,
and in) and the new codes (he, yi, and id), but all other API
on XLocale will return only the NEW codes.
Note: The Java class Locale returns the old codes.
|
|
getDefault
- Description
- the common method of getting the current default locale.
It is used for the presentation (for menus, dialogs, etc.).
It is, generally, set once when your applet or application is
initialized, then never reset. (If you do reset the default
locale, you probably want to reload your GUI, so that the
change is reflected in your interface.)
More advanced programs allow users to use different locales
for different fields, for example, in a spreadsheet.
Note that the initial setting will match the host system.
|
|
setDefault
| void |
| setDefault( |
[in] ::com::sun::star::lang::Locale |
newLocale ); |
- Description
- sets the default locale for the whole environment.
It is normally set once at the beginning of an application,
then never reset. setDefault does not reset the host
locale.
|
|
getAvailableLocales
| sequence< ::com::sun::star::lang::Locale > |
| getAvailableLocales(); |
- Returns
- a sequence of all locales which are available in the system.
|
|
getISOCountries
| sequence< string > |
| getISOCountries(); |
- Returns
- a sequence of all ISO country codes known to the component.
|
|
getISOLanguages
| sequence< string > |
| getISOLanguages(); |
- Returns
- a sequence of all ISO language codes known to the component.
|
|
getLanguagesForCountry
| sequence< string > |
| getLanguagesForCountry( |
[in] string |
country ); |
- Returns
- a sequence for language codes which are valid within the
given country.
|
|
getISO3Language
- Returns
- the ISO language code for the specified locale.
|
|
getISO3Country
- Returns
- the ISO country code for the specified locale.
|
|
getDisplayLanguage_Default
| string |
| getDisplayLanguage_Default( |
[in] ::com::sun::star::lang::Locale |
locale ); |
- Returns
- language code for display of field to user. If the localized
name is not found, returns the ISO code. The desired user language
is from the default locale.
|
|
getDisplayLanguage
| string |
| getDisplayLanguage( |
[in] ::com::sun::star::lang::Locale |
locale, |
| [in] ::com::sun::star::lang::Locale |
inLocale ); |
- Returns
- language code for display of field to user. If the localized
name is not found, returns the ISO codes.
- Parameter inLocale
- specifies the desired user language.
- Example
- "English (UK)", "Deutch", "Germany"
|
|
getDisplayCountry_Default
| string |
| getDisplayCountry_Default( |
[in] ::com::sun::star::lang::Locale |
locale ); |
- Returns
- country code for display of field to user. If the localized
name is not found, returns the ISO code. The desired user country
is from the default locale.
|
|
getDisplayCountry
| string |
| getDisplayCountry( |
[in] ::com::sun::star::lang::Locale |
locale, |
| [in] ::com::sun::star::lang::Locale |
inLocale ); |
- Returns
- country code for display of field to user. If the localized
name is not found, returns the ISO codes.
- Parameter inLocale
- specifies the desired user country.
|
|
getDisplayVariant_Default
| string |
| getDisplayVariant_Default( |
[in] ::com::sun::star::lang::Locale |
locale ); |
- Returns
- variant code for display of field to user. The desired user variant
is from the default locale.
|
|
getDisplayVariant
| string |
| getDisplayVariant( |
[in] ::com::sun::star::lang::Locale |
locale, |
| [in] ::com::sun::star::lang::Locale |
inLocale ); |
- Returns
- variant code for display of field to user. If the localized
name is not found, returns the ISO codes.
- Parameter inLocale
- specifies the desired user variant.
|
|
getDisplayName_Default
| string |
| getDisplayName_Default( |
[in] ::com::sun::star::lang::Locale |
locale ); |
- Returns
- a string to display the entire locale to user. If the localized
name is not found, uses the ISO codes. The default locale is used
for the presentation language.
|
|
getDisplayName
| string |
| getDisplayName( |
[in] ::com::sun::star::lang::Locale |
locale, |
| [in] ::com::sun::star::lang::Locale |
inLocale ); |
- Returns
- a string to display the entire locale to user. If the localized
name is not found, uses the ISO codes.
- Parameter inLocale
- specifies the desired user locale.
|
|
equals
- Returns
- true if the ::com::sun::star::lang::Locale l1 is equal to the
other one.
A locale is deemed equal to another locale with identical
language, country, and variant, and unequal to all other
objects.
|
|
Copyright © 2013, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


{% extends "layout.html" %} {% block content %}
html | rdf/turtle
No Entities found.
No Entity information found.


Run code without thinking about servers.
Installing DROP
Prerequisites
- CentOS 7.3 or later, for the 64-bit x86_64 architecture.
- Yum package management application installed.
- Root or sudo access to the system.
Installation from Vagrantfile (local)
curl -O https://raw.githubusercontent.com/droopp/vagrant/master/Vagrantfile .
vagrant up
Installation from RPM packages
curl https://dropfaas.com/RPMS/drop-bootstrap.sh | sudo sh
Configuring DROP node (after set up - systemctl restart drop-core)
Inter-node communication interface (Optional)
If you have more than one network interface and don't want to use default interface, you need configure name of inerface
sudo echo 'export DROP_IFACE=eth1' >> /home/drop-core/.bashrc
eth1 - example name of network interface
By default node will be used default network interface
Declare nodes (Optional)
If your network not support multicast you need declare your nodes
For example
sudo echo '<IP_ADDRESS>
<IP_ADDRESS>
<IP_ADDRESS>' > /var/lib/drop/drop-hosts
By default nodes will declare self by multicast
Linux system optimisation (Optional)
In production you need tune linux parameters for better performance
ulimit -n
vm.swappiness
vm.vfs_cache_pressure
vm.dirty_ratio
vm.dirty_background_ratio
vm.dirty_writeback_centisecs
vm.dirty_expire_centisecs
kernel.panic
fs.file-max
net.core.netdev_max_backlog
net.core.somaxconn
net.ipv4.tcp_syncookies
net.ipv4.tcp_max_syn_backlog
net.ipv4.tcp_max_tw_buckets
net.ipv4.tcp_tw_recycle
net.ipv4.tcp_timestamps
net.ipv4.tcp_tw_reuse
net.ipv4.tcp_fin_timeout
net.ipv4.tcp_keepalive_time
net.ipv4.tcp_keepalive_probes
net.ipv4.tcp_keepalive_intvl
net.core.wmem_max
net.core.rmem_max
net.core.rmem_default
net.core.wmem_default
net.ipv4.tcp_rmem
net.ipv4.tcp_wmem


Friends
Login
Please login!
To view these pages, please sign in with your username and password below:
Don't have an Account? Sign up here! | Forgot Your Password?
{exp:member:login_form return="%prefix%main/index"}
{/exp:member:login_form}
{embed="%prefix%inc/index" page_title="Login"}
{embed="%prefix%inc/header"}To view these pages, please sign in with your username and password below:
Don't have an Account? Sign up here! | Forgot Your Password?
{exp:member:login_form return="%prefix%main/index"}
{/exp:member:login_form}
The "Login" page allows site visitors to login to the website.
It makes use of the following function:


Stories with easyb
BDD principles support the notion of stories quite nicely-- you can think of a story as narrative between a stakeholder and development (almost like a use case). In short, think of a story as a description of a requirement, which has an associated benefit and criteria for validation.
Stories can be made up of scenario
s that group specifications. The specifications are essential-- they are essentially steps that are friendly to read. They are:
- Given (a context)
- When (something happens)
- Then (something else happens)
Stories in action
The default convention for stories in easyb is to place each story in a file ending with MyStory.story. So if you have story regarding shipping calculations, for example, you'd have a file named ShippingCalculations.story
.
The code below shows a story in easyb in action-- the code has two scenarios which reside in a story file named EmptyStack.story
.
import io.easyb.bdd.stack.Stack
scenario "null is pushed onto empty stack", {
given "an empty stack",{
stack = new Stack()
}
when "null is pushed", {
pushnull = {
stack.push(null)
}
}
then "an exception should be thrown", {
ensureThrows(RuntimeException){
pushnull()
}
}
and "then the stack should still be empty", {
stack.empty.shouldBe true
}
}
scenario "pop is called on empty stack", {
given "an empty stack",{
stack = new Stack()
}
when "pop is called", {
popnull = {
stack.pop()
}
}
then "an exception should be thrown", {
ensureThrows(RuntimeException){
popnull()
}
}
and "then the stack should still be empty", {
stack.empty.shouldBe true
}
}
Does it not convey the intention clearly? Of course it does!! It's so easy too.
Take notice of multiple scenario
s in that file, each with their own set of given
s,when
s and then
s all coming together to create a story
.
Pending stories and scenarios
easyb makes it easy to create stories with no coding so that you can come back to fill in the implementation later.
scenario "customers should receive discounts", {
given "a shopping cart with 3 items"
when "a user checks out"
then "they should receive a 10% discount"
}
Note how the above scenario has no code-- it's simply just the text of the scenario-- easyb will mark any unimplemented feature as a pending specification.
Printing stories
It wouldn't be fair to only let the developers see this beautiful story now would it? We didn't think so either, so we decided to give you an easy way to print out the story without all that icky implementation code (we're too familiar with that glossy eye look stakeholders get when you show them code).
Story printing is available from command line as a format flag as well as via the easyb ant task. For instance, below is an example of two stories-- one with two scenarios and the other containing three.
This example also shows what you see when a specification isn't filled out and is marked as pending.
33 specifications (including 2 pending) executed successfully
Story: empty stack
scenario null is pushed onto empty stack
given an empty stack
when null is pushed
then an exception should be thrown
then the stack should still be empty
scenario pop is called on empty stack
given an empty stack
when pop is called
then an exception should be thrown
then the stack should still be empty
Story: single value stack
scenario pop is called on stack with one value
given an empty stack with one pushed value
when pop is called
then that object should be returned
then the stack should be empty
scenario stack with one value is not empty
given an empty stack with one pushed value
then the stack should not be empty
scenario peek is called
given a stack containing an item
when peek is called
then it should provide the value of the most recent pushed value
then the stack should not be empty
then calling pop should also return the peeked value which is \
the same as the original pushed value
then the stack should be empty
then an example pending [PENDING]
etc...
Easy story printing, eh?
Other features of stories
Stories in easyb support a number of other features including the notion of narratives, fixtures and shared behaviors.
easyb supports the notion of narratives, which attempt to set the stage of a story. Narratives use a narrative
clause followed by a series of descriptors that can either be written with underscores or not.
For example, the following narrative describes a story regarding currency management:
narrative "regarding currency management", {
as a "person who uses money"
i want "to be able to add currencies together"
so that "that I can become rich over time"
}
If you'd like to re-use a bit of logic throughout a story, you could use
easyb's before
or before_each
keywords to delineate a fixture like so:
before "start selenium", {
given "selenium is up and running", {
selenium = new DefaultSelenium("localhost",
4444, "*firefox", "http://acme.racing.net/greport")
selenium.start()
}
}
In the code above, an instance of Selenium is started once for the entire story -- if you'd like to start Selenium for each scenario, then you'd use the before_each
keyword.
Ideally, any before
or before_each
clauses should reside in the beginning of a story; what's more, easyb supports post style fixtures via after
and after_each
-- these clauses should reside at the bottom of story.
Somewhat similar to fixtures is easyb's notion of shared behaviors -- these are a bit more logical in that rather than creating a before
-style clause, you construct a basic scenario and then refer to it later in other scenarios. In essence, this style of re-use is a bit more descriptive.
Shared behaviors use easyb's shared_behavior
and it_behaves_as
clauses like so:
shared_behavior "shared behaviors", {
given "a string", {
var = ""
}
when "the string is hello world", {
var = "hello world"
}
}
scenario "first scenario", {
it_behaves_as "shared behaviors"
then "the string should start with hello", {
var.shouldStartWith "hello"
}
}
scenario "second scenario", {
it_behaves_as "shared behaviors"
then "the string should end with world", {
var.shouldEndWith "world"
}
}
For more examples and information on stories, see easyb's Story examples section.


Blackroot Wood [aq76], forest, in Imperia, peasants: 102
Last updated Turn #129
Blackroot Wood [aq76], forest, in Imperia, peasants: 102
------------------------------------------------------------------------
9: Stack of giant lizards [fd3x], giant lizards, number: 3, went east.
14: Stack of nazgul [ch7a], nazgul, arrived from the east.
17: Sir Troutbrook Thuriblefingers, Jr. [d1p], refugee, with
17: one skirmisher, arrived from the west.
18: Pasty Sycophant [u4r], refugee, arrived from the north.
21: Sir Troutbrook Thuriblefingers, Jr. [d1p], refugee, with
21: one skirmisher, went east.
30: The population grows by one peasant.
Routes leaving Blackroot Wood:
North, forest, to Blackroot Wood [ap76], 8 days
East, forest, to Blackroot Wood [aq77], 8 days
South, plain, to Buffalo Plains [ar76], 7 days
West, forest, to Blackroot Wood [aq75], 8 days
Seen here:
Stack of giants [cn4v], giants, number: 11
Stack of giants [jm0k], giants, number: 9
Stack of nazgul [ch7a], nazgul
Pasty Sycophant [u4r], refugee
Hidden Inner location:
Yew grove [ad9m], yew grove, hidden, 1 day, owner:


I’m a Researcher in the MobS Lab at the Center for Information and Communication Technology of the Fondazione Bruno Kessler in Trento (IT).
I work with the RSDE and DCL labs to develop Machine Learning solutions and algorithms for the exploitation of different data sources and modeling techniques within the “City Sensing” project.
I’m also a junior participating researcher in the Cluster of Excellence Data-integrated Simulation Science, where I’m a member of the Project Network Machine Learning for Simulation.
Previously, I’ve been for four years in the group of Bernard Haasdonk at the University of Stuttgart, working on kernel based algorithms and their application to the surrogate modeling of complex simulations.
I obtained my MSc and PhD at the Department of Mathematics of the University of Padova under the supervision of Stefano De Marchi in the CAA group, where I wrote my theses on algorithmic and theoretical aspects of kernel based interpolation.


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