The Negotiator A film review by Marty Mapes Copyright 1998 Marty Mapes
*** (out of 4) DIE HARD is a good movie. True, it is formulaic, but it is very well made by someone who really understands the genre. The same can be said of THE NEGOTIATOR.
For the first fifteen minutes, THE NEGOTIATOR looks like it's going to be just another cop movie. Danny Roman (Samuel L. Jackson), the hero cop, is introduced to us in an unoriginal set piece. A police negotiator, he talks down a potential murder-suicide long enough for snipers to kill the man. The badly-written press fawns over him, the hero of the day. His new wife wants him to be more careful at work.
His plot device, I mean partner, secretly tells him that he's heard some crooked cops, in Roman's own precinct, have been stealing from the disability fund, and that internal affairs is in on it too. Before they can meet again to get specific, his partner is killed, and the murder AND corruption are pinned on Roman.
Roman marches into the office of internal affairs, just for a minute, to demand answers. One thing leads to another, and Roman finds himself as a hostage taker. He clears the floor of everyone but his four hostages: two cops, a secretary in internal affairs, and a mediocre crook.
It is here that the movie's pace picks up. Jackson starts to shine as the smart, determined cop forced into an awkward situation. Roman knows exactly what the officers will try to do, so he has the edge. He plays it up, taking away the "eyes and ears" of the cops, and taunting and abusing the rookie negotiator assigned to the case.
The first thing Roman does is to demand that Chris Sabian (Kevin Spacey) be his negotiator. The two haven't met, but Roman knows Sabian works slow, and he can't trust anyone in his own precinct.
Spacey is a very good actor with a commanding presence, and when Sabian shows up, his deliberateness and intensity make the local cops shrink. When the locals botch a rescue attempt, his indignation is so fierce that even the audience can't help but wince.
Sabian is finally given full command of the situation. Roman, relieved, is able to leverage some help from Sabian in finding the real embezzler. Sabian is not Roman's lapdog, but he is reasonable, and Roman knows how to exploit that. Slowly, with the calculated timing of a good mystery, evidence clearing Roman starts to fall into place. Don't forget that this is an action movie and not a mystery, so there are lots of bullet-ridden interludes of the dirty cops trying to cover their tracks. But that is not all there is to this movie.
Once it got going, this movie really drew me in. Part of the reason is the great performances by Jackson and Spacey. It's not much of an ensemble movie, but the stars give standout performances.
Another part is the well-paced, fleshed-out script by James DeMonaco and Kevin Fox, two relative newcomers. The script is full of detail in the construction of the conflict, the revelation of the real crook, and the resolution of the story. In addition, the secondary characters are well-chosen, well-written and (relatively) three-dimensional.
Yet another part is the direction by F. Gary Gray, also a relative newcomer. Gray deserves a lot of the credit for the pacing and intensity of the film.
The only filmmaker who's not a newcomer is the cinematographer, Russell Carpenter, who won an Oscar for TITANIC.He gave the film a cohesive, dark look.
As I said, this film is good like DIE HARD (or SEVEN, for that matter): it is well crafted by a director and screenwriters who really know how to work in the genre. It surprised me to learn that they didn't have more professional experience than they do, but hopefully they have earned themselves some more work after THE NEGOTIATOR.
Check out more current movie reviews at http://www.indra.com/~mmapes/
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.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


|
Guild Wars 2 - Elite Insights
2.22+
JSON doc
|
Public Member Functions | |
| JsonPlayer (Player player, ParsedLog log, Dictionary< string, JsonLog.SkillDesc > skillDesc, Dictionary< string, JsonLog.BuffDesc > buffDesc, Dictionary< string, JsonLog.DamageModDesc > damageModDesc, Dictionary< string, HashSet< long >> personalBuffs) | |
Properties | |
| string | Account [get] |
| Account name of the player More... | |
| int | Group [get] |
| Group of the player More... | |
| string | Profession [get] |
| Profession of the player More... | |
| string [] | Weapons [get] |
| Weapons of the player 0-1 are the first land set, 1-2 are the second land set 3-4 are the first aquatic set, 5-6 are the second aquatic set When unknown, 'Unknown' value will appear If 2 handed weapon even indices will have "2Hand" as value More... | |
| JsonDPS [][] | DpsTargets [get] |
| Array of Total DPS stats Length == # of targets and the length of each sub array is equal to # of phases More... | |
| List< int > [][] | TargetDamage1S [get] |
| Array of int representing 1S damage points Length == # of targets and the length of each sub array is equal to # of phases More... | |
| List< JsonDamageDist > [][] | TargetDamageDist [get] |
| Per Target Damage distribution array Length == # of targets and the length of each sub array is equal to # of phases More... | |
| JsonGameplayStats [][] | StatsTargets [get] |
| Stats against targets Length == # of targets and the length of each sub array is equal to # of phases More... | |
| JsonPlayerSupport [] | Support [get] |
| Support stats Length == # of phases More... | |
| List< JsonDamageModifierData > | DamageModifiers [get] |
| Damage modifiers against all More... | |
| List< JsonDamageModifierData > [] | DamageModifiersTarget [get] |
| Damage modifiers against targets Length == # of targets More... | |
| List< JsonBuffsUptime > | BuffUptimes [get] |
| List of buff status More... | |
| List< JsonPlayerBuffsGeneration > | SelfBuffs [get] |
| List of buff status on self generation Key is "'b' + id" More... | |
| List< JsonPlayerBuffsGeneration > | GroupBuffs [get] |
| List of buff status on group generation More... | |
| List< JsonPlayerBuffsGeneration > | OffGroupBuffs [get] |
| List of buff status on off group generation More... | |
| List< JsonPlayerBuffsGeneration > | SquadBuffs [get] |
| List of buff status on squad generation More... | |
| List< JsonBuffsUptime > | BuffUptimesActive [get] |
| List of buff status on active time More... | |
| List< JsonPlayerBuffsGeneration > | SelfBuffsActive [get] |
| List of buff status on self generation on active time More... | |
| List< JsonPlayerBuffsGeneration > | GroupBuffsActive [get] |
List of buff status on group generation on active time
| |
| List< JsonPlayerBuffsGeneration > | OffGroupBuffsActive [get] |
List of buff status on off group generation on active time
| |
| List< JsonPlayerBuffsGeneration > | SquadBuffsActive [get] |
| List of buff status on squad generation on active time More... | |
| List< JsonDeathRecap > | DeathRecap [get] |
| List of death recaps Length == number of death More... | |
| List< JsonConsumable > | Consumables [get] |
| List of used consumables More... | |
| List< long > | ActiveTimes [get] |
| List of time during which the player was active (not dead and not dc) Length == number of phases More... | |
| Properties inherited from GW2EIParser.Builders.JsonModels.JsonActor | |
| string | Name [get] |
| Name of the actor More... | |
| uint | Condition [get] |
| Condition damage score More... | |
| uint | Concentration [get] |
| Concentration score More... | |
| uint | Healing [get] |
| Healing Power score More... | |
| uint | Toughness [get] |
| Toughness score More... | |
| uint | HitboxHeight [get] |
| Height of the hitbox More... | |
| uint | HitboxWidth [get] |
| Width of the hitbox More... | |
| ushort | InstanceID [get] |
| ID of the actor in the instance More... | |
| List< JsonMinions > | Minions [get] |
| List of minions More... | |
| JsonDPS [] | DpsAll [get] |
| Array of Total DPS stats Length == # of phases More... | |
| JsonGameplayStatsAll [] | StatsAll [get] |
| Stats against all Length == # of phases More... | |
| JsonDefensesAll [] | Defenses [get] |
| Defensive stats Length == # of phases More... | |
| List< JsonDamageDist > [] | TotalDamageDist [get] |
| Total Damage distribution array Length == # of phases More... | |
| List< JsonDamageDist > [] | TotalDamageTaken [get] |
| Damage taken array Length == # of phases More... | |
| List< JsonRotation > | Rotation [get] |
| Rotation data More... | |
| List< int > [] | Damage1S [get] |
| Array of int representing 1S damage points Length == # of phases More... | |
| List< int[]> | ConditionsStates [get] |
| Array of int[2] that represents the number of conditions status Value[i][0] will be the time, value[i][1] will be the number of conditions present from value[i][0] to value[i+1][0] If i corresponds to the last element that means the status did not change for the remainder of the fight More... | |
| List< int[]> | BoonsStates [get] |
| Array of int[2] that represents the number of boons status Value[i][0] will be the time, value[i][1] will be the number of boons present from value[i][0] to value[i+1][0] If i corresponds to the last element that means the status did not change for the remainder of the fight More... | |
| List< double[]> | HealthPercents [get] |
| Array of double[2] that represents the health status of the actor Value[i][0] will be the time, value[i][1] will be health % If i corresponds to the last element that means the health did not change for the remainder of the fight More... | |
Additional Inherited Members | |
| Protected Member Functions inherited from GW2EIParser.Builders.JsonModels.JsonActor | |
| JsonActor (AbstractSingleActor actor, ParsedLog log, Dictionary< string, JsonLog.SkillDesc > skillDesc, Dictionary< string, JsonLog.BuffDesc > buffDesc) | |
| Static Protected Member Functions inherited from GW2EIParser.Builders.JsonModels.JsonActor | |
| static List< JsonDamageDist > [] | BuildDamageDistData (AbstractSingleActor actor, NPC target, List< PhaseData > phases, ParsedLog log, Dictionary< string, JsonLog.SkillDesc > skillDesc, Dictionary< string, JsonLog.BuffDesc > buffDesc) |
| static List< JsonDamageDist > [] | BuildDamageTakenDistData (AbstractSingleActor actor, NPC target, List< PhaseData > phases, ParsedLog log, Dictionary< string, JsonLog.SkillDesc > skillDesc, Dictionary< string, JsonLog.BuffDesc > buffDesc) |
Definition at line 11 of file JsonPlayer.cs.
|
get |
Account name of the player
Definition at line 16 of file JsonPlayer.cs.
|
get |
List of time during which the player was active (not dead and not dc)
Length == number of phases
Definition at line 141 of file JsonPlayer.cs.
|
get |
|
get |
List of buff status on active time
Definition at line 107 of file JsonPlayer.cs.
|
get |
|
get |
Damage modifiers against all
Definition at line 70 of file JsonPlayer.cs.
|
get |
Damage modifiers against targets
Length == # of targets
Definition at line 76 of file JsonPlayer.cs.
|
get |
List of death recaps
Length == number of death
Definition at line 131 of file JsonPlayer.cs.
|
get |
Array of Total DPS stats
Length == # of targets and the length of each sub array is equal to # of phases
Definition at line 38 of file JsonPlayer.cs.
|
get |
Group of the player
Definition at line 20 of file JsonPlayer.cs.
|
get |
List of buff status on group generation
Definition at line 92 of file JsonPlayer.cs.
|
get |
List of buff status on off group generation
Definition at line 97 of file JsonPlayer.cs.
|
get |
Profession of the player
Definition at line 24 of file JsonPlayer.cs.
|
get |
List of buff status on self generation
Key is "'b' + id"
Definition at line 87 of file JsonPlayer.cs.
|
get |
List of buff status on self generation on active time
Definition at line 112 of file JsonPlayer.cs.
|
get |
List of buff status on squad generation
Definition at line 102 of file JsonPlayer.cs.
|
get |
List of buff status on squad generation on active time
Definition at line 125 of file JsonPlayer.cs.
|
get |
Stats against targets
Length == # of targets and the length of each sub array is equal to # of phases
Definition at line 59 of file JsonPlayer.cs.
|
get |
Support stats
Length == # of phases
Definition at line 65 of file JsonPlayer.cs.
|
get |
Array of int representing 1S damage points
Length == # of targets and the length of each sub array is equal to # of phases
If the duration of the phase in seconds is non integer, the last point of this array will correspond to the last point
ex: duration === 15250ms, the array will have 17 elements [0, 1000,...,15000,15250]
Definition at line 47 of file JsonPlayer.cs.
|
get |
Per Target Damage distribution array
Length == # of targets and the length of each sub array is equal to # of phases
Definition at line 53 of file JsonPlayer.cs.
|
get |
Weapons of the player
0-1 are the first land set, 1-2 are the second land set
3-4 are the first aquatic set, 5-6 are the second aquatic set
When unknown, 'Unknown' value will appear
If 2 handed weapon even indices will have "2Hand" as value
Definition at line 32 of file JsonPlayer.cs.


kitQuickStatus
This plugin adds menu that enables to quickly select a value and register it.
In this example, we replace the default ajax request by an ajax request with a custom csrf token.
Order
Status
Order #1
changed by the plugin
Order #2
changed by the plugin
Order #3
changed by the plugin


{% extends 'template-lab-4b.html' %} {% set mainClasses = 'nhsuk-u-padding-top-0' %} {% block pageTitle %} Symptoms - NHS {% endblock %} {% block beforeContent %} {% endblock %} {% block content %}
Get rid of bloating by cutting out fizzy drinks and foods that cause wind. Sit down to eat and exercise regularly.
Most of us have experienced the feeling of being bloated, when your tummy is stretched, puffy and uncomfortable. It often happens after a big weekend or over a festive season.
But if you are experiencing persistent bloating, it may be caused by a digestive problem or issues with your diet.
If your tummy often feels bloated, it could be due to:
Cut down on foods known to cause wind and bloating, such as:
But make sure you still eat 5 portions of fruit and vegetables a day.
If you get constipation, take steps to prevent it by adding more fibre to your diet, drinking lots of fluids and exercising regularly. Even a 20 to 30 minute brisk walk 4 times a week can improve your bowel function.
Find out more about how to eat more fibre.
Try not to swallow too much air.
Food intolerance can lead to bloating when:
The most common foods to cause problems are wheat or gluten and dairy products.
The best approach if you have a food intolerance is to eat less of the problem food or cut it out completely.
Keep a food diary for a couple of weeks, noting everything that you eat and drink and when bloating troubles you most. But do not get rid of food groups long-term without advice from your GP.
Find out whether you should cut out bread to stop bloating.
Find out more about food intolerance.
Coeliac disease is a common digestive condition where your intestine cannot absorb gluten found in wheat, barley and rye.
If you have Coeliac disease, eating foods containing gluten can also trigger diarrhoea, abdominal pain and fatigue.
See your GP if you suspect you may have Coeliac disease.
There is no cure for Coeliac disease but, once the condition has been diagnosed, switching to a gluten-free diet should help.
Find out more about Coeliac disease.
People with irritable bowel syndrome (IBS) often complain of bloating, especially in the evening.
The bloating of IBS does not seem to be linked with excess wind. It's thought to be down to erratic propulsion of contents through the bowel.
Find out more about IBS.
If your bloating symptoms persist, consult your GP to rule out a more serious condition. Bloating and a persistent feeling of fullness are key symptoms of ovarian cancer.
Find out more about what to eat to help your digestion.
Page last reviewed: 02 August 2019
Next review due: 02 August 2022


Pinned dependencies¶
Globally pinned packages¶
Maintaining a large collection of packages with different requirements poses the danger of producing islands of packages with mutually exclusive dependencies. Especially widely used libraries with restricted version compatibilities increase the danger of fractioning the package space. By fixing crucial libraries to specific dependency version shared by all packages in conda-forge, we avoid fractioning of our packages in incompatible islands. The following paragraphs give a short introduction how this global version pinning is realized in conda-forge.
The current versions of globally pinned packages are defined in the conda_build_config.yaml file located in the conda-forge-pinning
feedstock.
These pinned versions represent the ABIs that conda-forge is currently supporting, with almost all available packages built against that version.
When a rerendering happens, conda-smithy will render the recipe using conda-build and output configuration files for each job and save them in a yaml file in .ci_support
folder. For example, there’s an output configuration file for each OS, each python version, etc.
These output configuration files are stripped to options that are used in the build and therefore a change in the config files in .ci_support
folder implies that there needs to be a new build.
Pinning of packages are handled by the same configuration file and conda-build. This means that packages need not be pinned manually.
E.g.
requirements:
host:
- gmp 6.1.*
run:
- gmp 6.1.*
Should be replaced by
requirements:
host:
- gmp
run:
- gmp
When there’s a new ABI version of gmp (say 7.0), then conda-forge-pinning will be updated. A re-rendering of a package using gmp will change. Therefore to check that a recipe needs to be rebuilt for updated pinnings, you only need to check if the package needs a rerender.
Note
NumPy
is an exception to this (See Building Against NumPy).
If a package is not pinned in conda-forge-pinning, then the pinning needs to be done manually. If the package is a C/C++
library with a C/C++
API that is consumed and linked to by other libraries, then that package is a candidate to be added to conda-forge-pinning
. Please open an issue in conda-forge-pinning-feedstock for discussion.
Note
If the constraints in conda-forge-pinning
are not strict enough, you can override them by changing back to pinning the package with a version manually. You can make a pinning stricter by adding {{ pin_compatible('gmp', max_pin='x.x.x') }}
to run requirements.
Note
If you need to remove a pinning in rare cases like linking the package statically or if the package is used with dlopen
instead of linking, then you can do,
build:
ignore_run_exports:
- gmp
There is additional documentation on this pinning scheme in the conda docs.
Specifying run_exports¶
The run_exports
feature can be used to specify the versions that are ABI compatible with the built version. This leads to higher flexibility of choosable packages, without breakages due to incompatibilities.
Packages that depend on a package with run_exports
can choose to overwrite this behavior using the build/ignore_run_exports
key.
Note
It is not always completely clear how a given package is going to be used.
For example, numpy may be used either as a python package, and it also has a C library that can be linked against.
The former usage would not require run_exports
, but the latter would.
In this scenario, it may be advantageous to split the package into distinct metapackages that may share a common parent containing the actual files, but with each metapackage defining different pinning behavior. Anaconda does this for numpy (see the recipe).
The general idea is that the numpy-devel
package should be used when a package is building against the C interface (i.e. it needs the compatibility bound), and the numpy package should be used when a package is using only the python interface.
In general, it is not necessary to split up packages. At conda-forge, we only advise it when it greatly reduces package size, or when it helps remove dependencies that would otherwise be unnecessarily included.
The global pins and run_exports
are two sides of the same coin.
If there is an ABI break, as determined by the run_exports
, then the global pins may need to be updated. It is possible that conda-forge skips that ABI.
Once the pins are updated, via a migration yaml, then all the packages that are linked are rebuilt.
Updating package pins¶
Changing global pins requires rerendering all packages that depend on the package with the changed pin. Doing this manually can be tedious, especially when many packages are involved. Migrators are used to automatically generate pull requests for the affected packages in conda-forge.
Usually, the bot will generate these migrations automatically. However, when a pin is first made or added, one may need to be added by hand. To do this, follow these steps:
create a new migration yaml by copying example.exyaml in the
conda-forge/conda-forge-pinning
repository.change the migration yaml to reflect the package and version to be migrated
write a migrator for propagating the pin changes.
propose the changes as a PR to conda-forge/conda-forge-pinning-feedstock.
once accepted the migration will begin. The migration status can be monitored at https://conda-forge.org/status.
After the migration is complete, a new PR can be issued to conda-forge/conda-forge-pinning-feedstock to:
Remove the migrator yaml for the completed migration
If the version of the package is pinned in the global conda_build_config.yaml, this PR should also:
update the version in conda_build_config.yaml
bump the version in meta.yaml to the current date
Details of how the migration yaml is setup are provided in an example and documentation here.


| Previous | Next | See Also |
Decoy Filter can be accessed from the protein tab, the peptide tab and the quantification tab. Once clicked, a menu will be shown with options (see Figure below).
The decoy filter menu contains four options:
The decoy filter dialog contains two required settings:
Setting a new decoy filter will trigger a update in experiment summary component, both decoy protein ratio and decoy peptide ratio will be displayed as the result.


I Alone Level-up: Chapter 28
Jinwoo’s heart began to race . It was because the size of the box was familiar to him . He quickly unwrapped the box and opened it,
‘It is!’
His eyes opened wide . There was a golden key inside of the box . An Instant Dungeon key that he had been wanting for a long time . The information box popped up on the key .
ring~
| The Demon Castle Key. |
| Rarity: S-rank. Type: Key. Key to enter an Instant Dungeon . Usable in Daesung Tower . |
“S-rank?”
His voice was raised . Of course, there was no guarantee that the rarity of the key indicated the difficulty of the Dungeon, but it would not be an unusual conclusion to have . After all, the Instant Dungeon he had entered with the E-rank key was as easy as an E-rank Gate’s Dungeon .
What if this key’s Dungeon was S-rank? It would be difficult to clear it even with a team composed of only S-rank Hunters . The probability of success would be 50% .
Above the B-rank, the difficulty of a Gate increases at a geometric rate . In the past 10 years since the Gates first started appearing, only a handful of S-rank Gates had opened across the world .
‘And Jejudo[1] was one them…’
After South Korea’s Hunters failed to clear the Dungeon on the island, the S-rank Gate underwent a Dungeon Break, and the island became uninhabitable and was now abandoned by the country .
Jinwoo looked at the key in his hand .
‘This is something that I wanted?’
There was one potential silver lining . Compared to the first key, which “moved” him into the Dungeon, this key stated that he could “enter” the Dungeon[2] . Jinwoo concluded that the difference in the wording meant that he could move in and out of the Dungeon . Even if the key disappeared like last time, he still had the return stone in his inventory . He would not be imprisoned by an invisible wall again .
‘Well, I shouldn’t throw away a rare opportunity like this . ’
He would confirm the Instant Dungeon with his own eyes .
. .
-2 . The Demon Castle-
Jinwoo stood in front of the Daesung Tower . With exactly hundred floors, the building reached high towards the sky . Fitting of a skyscraper, even looking up at it from the ground gave a sense of vertigo .
It was currently night, and there was practically no one in the area . The absence of humans created a gloomy atmosphere .
‘But just in case…’
Jinwoo looked around and lowered the hood over his head tightly . If someone saw a man disappear into thin air without a Gate in sight, it would surely cause a disturbance . In the case that he gets caught on the surveillance cameras here and there, a little anonymity would be useful .
As matter of fact, there was someone who was watching Jinwoo .
‘What’s he up to?’
The security guard that was posted in the lobby of the building looked at the shady, hooded man who was loitering in front of the building . The guard rose from his seat and walked over to take a closer look, then was caught off guard in shock .
“W-what?!”
The hooded man that was walking towards the building suddenly disappeared without a trace . No matter how long the guard stared at the spot, not even an insect could be found .
“Er… Must’ve been seeing things…”
The man turned to go back inside but then saw something in the corner of his eyes . He screamed and fell to the ground .
“Ah! What the hell?!”
The hand that was floating in the air disappeared again .
Jinwoo retracted the hand that he was holding out .
‘It’s connected to the outside .  The key also did not disappear but remained in his pockets . Jinwoo confirmed that he would be able to exit and come back whenever .
‘Alright, the path to retreat is secured…’
As he did not know if the rarity of the key corresponded to the difficulty, Jinwoo was being a lot more careful than usual . He took off his hood and turned around .
“…”
It was a scenery that invited despair .
Moments ago, when he took few steps towards the Daesung Tower, the world before his eyes changed in an instant .
Could this even be called a Dungeon?
In front of him was an entirely new world .
In place of the Daesung Tower stood a massive tower .
‘Can’t tell if it’s a castle or a tower . ’
The tower that stretched towards the sky was surrounded by a crimson flame . Instead of being on fire, it was more like the tower was holding the fire back .
“A tower on fire…”
This felt like a more fitting description of the place than a Demon Castle .
Jinwoo took steps toward the tower .
flare!
As he got closer, the sound of the fire roaring became louder .
‘Could I even get inside?’
Even if he could, there was another problem . The last Instant Dungeon used the subway station as the template for its levels . If this one used Daesung Tower as its, Jinwoo would have to clear a hundred different levels of monsters . He could not imagine just how long that would take .
‘Hmm?’
He stopped, feeling a powerful presence near the tower’s gate . Taking a closer look, he saw a black beast, the size of a bull, rolled up on the ground sleeping . Jinwoo took out the Casaka’s Poisoned Fang .
ring~
| Casaka’s Poisoned Fang. |
| Rarity: C. Type: Dagger. Attack Power +25. Inflicts ‘Paralysis’ and ‘Bleeding’ on attack . ‘Paralysis’: The target has a chance to become immobilized . ‘Bleeding’: The target will lose 1% health per second . . A dagger made of Casaka’s poisoned fang, still dripping with its poison . . You may keep this item in your inventory . . You may sell this item in the shop . |
Although its attack power wasn’t that high, its special effects had already proved themselves in battle .
‘It’d be nice if I could just kill after paralyzing it . ’
Jinwoo slowly approached the beast, quieting his footsteps as best as he could . But he could not hide from the monster’s sense of smell . The beast soon started to rise, sniffing the air .
‘Shit . ’
Jinwoo clicked his tongue . The beast’s form, standing up fully, raised three separate heads towards Jinwoo .
‘Gatekeeper of Hell, Cerberus’
A vicious looking hound with three heads . Its heads were adorned by its name in red letters . This meant the monster’s level was high .
‘If it’s red, does it mean it’s the same as the centipedes from the penalty zone?’
He recalled running for his life from the centipedes . After all, he was just level 1 back then .
‘I’m different now . ’
In a short period, Jinwoo had experienced an explosive growth . The monster before him was definitely strong, but it did not give off a feeling of overwhelming pressure . This was ascertained with Jinwoo’s sense stat .
He had not raised the attribute thoughtlessly . Valuable points were invested into it so that it could help him determine whether to fight or run from an enemy .
Grrrrrl!
The Cerberus registered an enemy and bared its teeth . The beast’s tail caught Jinwoo’s eyes momentarily . The long, whip-like tail decorated its tip with powerful flames .
‘Fangs and tail . The thing’s attack pattern will have at minimum two moves . ’
Jinwoo gulped . The Cerberus slowly closed the gap between the two, then stopped right before the Hunter and stared .
‘Is it looking for an openi-’
The Cerberus suddenly leaped towards him .
Woof!
Jinwoo was caught off guard .
‘It’s fast!’
Jinwoo quickly slid underneath the Cerberus’ body and dodged its bite . Landing on the ground, Cerberus immediately turned around and bared its teeth across all three heads .
Bark! Bark Bark!
The fangs between its jaws shone in the light .
ring~
| The effect of the title, ‘Wolf Slayer’, has been activated . . |
| Wolf Slayer. |
| All stats increased by 40% against beast type monsters . . A title given to a hunter experienced in slaying wolves . |
Jinwoo felt his body becoming lighter .
‘I can feel it!’
The Cerberus charged at Jinwoo . Jinwoo rapidly took backward steps, trying to distance himself from the Cerberus’ advances, and repeatedly blocked its bites with his dagger .
slash, slash, slaaash, slash!
clang! clang clang! clang!
The sound of the metal clashing against the fangs rang loudly . Although he was swinging the dagger with an incredible speed, it was all he could do to block the Cerberus’ attacks .
‘I’m being pushed back even with the title buff!’
The Cerberus’ agility had surpassed his expectations . Jinwoo tried to turn the tide of the battle with a skill .
| Bloodlust has been activated . . |
| The target’s resistance was too high . Effect cancelled . . |
Jinwoo was shocked .
‘It didn’t work?’
The Cerberus’ whipped its tail at Jinwoo .
snap!
Jinwoo reflexively lowered his head to dodge, but this stopped his legs temporarily . The Cerberus did not miss the opportunity; one of its heads bit down on Jinwoo’s left shoulder .
“Uwaaaaak!”
Jinwoo stabbed its forehead with all his strength .
stab!
| Paralysis has been inflicted . . |
| The target’s resistance was too high . Effect cancelled . . |
| Bleeding has been inflicted . . |
| The target’s resistance was too high . Effect cancelled . . |
whimper!
The Cerberus yelped and backed away . Thankfully, Jinwoo managed to drive it off before the other heads could also bite down, but the damage was done to his left shoulder . His left arm hung limp at his sides, the joints mangled . The beast’s jaws had a terrifying bite .
Jinwoo furrowed his brows . Compared to the small damage he had inflicted on the Cerberus, his own injury was far greater .
‘If only paralysis or bleeding had stuck…’
Jinwoo glared at Cerberus with disappointment .
Suddenly, the beast’s eyes started turning red .
‘Huh?’
grrrrrl
A frightening pressure washed over Jinwoo .
‘What?’
| The Gatekeeper of Hell, Cerberus has used ‘Rage’ . . |
| It will enter a state of rage for 3 minutes . . |
| Cerberus’ all attributes are doubled . . |
| Cerberus’ cannot feel any pain . . |
Jinwoo cried out in frustration,
“What?!”
A magic beast, no, a monster using a skill?!
The Cerberus kicked the ground and charged .
‘Shit!’
Jinwoo could not react in time; his swinging dagger bounced uselessly off the beast’s head . All three heads bit down on Jinwoo .
crack!
“Argh!”
Jinwoo clenched his teeth . The beast had simultaneously clamped down on Jinwoo’s neck, sides and thigh . It continued its momentum and slammed Jinwoo into the castle’s gates .
slam!
Jinwoo’s health plummeted to the ground .
“Cough!”
| Health: 411 / 3,602. |
ring~
| Your health has fallen below 30% . ‘Unyielding Spirit’ has been activated . . |
| All damage received is reduced by 50% . . |
Thanks to the Unyielding Spirit and his physical damage reduction, Jinwoo managed to avoid an instant death .
“Kuh…”
His eyes shot open .
.
Translator’s Notes:
[1]: “Jejudo” (제주도): An island province of South Korea . Considered the “Hawaii” of South Korea, it is a popular destination for tourists (both domestic and foreign) and honeymoons .
[2]: Sorry, in my attempt to be concise in the translation of the first key, I didn’t really emphasize the difference between “moved into” and “enter” .


{% extends "base.html" %} {% import "bootstrap/wtf.html" as wtf %} {% block title %}IT - Application Development Intake Form{% endblock %} {% block page_content %}


Weyl Groups, Coxeter Groups and the Bruhat Order#
Classical and affine Weyl groups#
You can create Weyl groups and affine Weyl groups for any root system. A variety of methods are available for these. Some of these are methods are available for general Coxeter groups.
By default, elements of the Weyl group are represented as matrices:
sage: WeylGroup("A3").simple_reflection(1)
[0 1 0 0]
[1 0 0 0]
[0 0 1 0]
[0 0 0 1]
You may prefer a notation in which elements are written out as
products of simple reflections. In order to implement this you need to
specify a prefix, typically "s"
:
sage: W = WeylGroup("A3",prefix="s")
sage: [s1,s2,s3] = W.simple_reflections()
sage: (s1*s2*s1).length()
3
sage: W.long_element()
s1*s2*s3*s1*s2*s1
sage: s1*s2*s3*s1*s2*s1 == s3*s2*s1*s3*s2*s3
True
The Weyl group acts on the ambient space of the root lattice, which is
accessed by the method domain
. To illustrate this, recall that if \(w_0\) is
the long element then \(\alpha \mapsto -w_0(\alpha)\) is a permutation of the
simple roots. We may compute this as follows:
sage: W = WeylGroup("E6",prefix="s")
sage: w0 = W.long_element(); w0
s1*s3*s4*s5*s6*s2*s4*s5*s3*s4*s1*s3*s2*s4*s5*s6*s2*s4*s5*s3*s4*s1*s3*s2*s4*s5*s3*s4*s1*s3*s2*s4*s1*s3*s2*s1
sage: sr = W.domain().simple_roots().list(); sr
[(1/2, -1/2, -1/2, -1/2, -1/2, -1/2, -1/2, 1/2), (1, 1, 0, 0, 0, 0, 0, 0),
(-1, 1, 0, 0, 0, 0, 0, 0), (0, -1, 1, 0, 0, 0, 0, 0), (0, 0, -1, 1, 0, 0, 0, 0),
(0, 0, 0, -1, 1, 0, 0, 0)]
sage: [-w0.action(a) for a in sr]
[(0, 0, 0, -1, 1, 0, 0, 0), (1, 1, 0, 0, 0, 0, 0, 0), (0, 0, -1, 1, 0, 0, 0, 0),
(0, -1, 1, 0, 0, 0, 0, 0), (-1, 1, 0, 0, 0, 0, 0, 0),
(1/2, -1/2, -1/2, -1/2, -1/2, -1/2, -1/2, 1/2)]
We may ask when this permutation is trivial. If it is nontrivial it induces an automorphism of the Dynkin diagram, so it must be nontrivial when the Dynkin diagram has no automorphism. But if there is a nontrivial automorphism, the permutation might or might not be trivial:
sage: def roots_not_permuted(ct):
....: W = WeylGroup(ct)
....: w0 = W.long_element()
....: sr = W.domain().simple_roots()
....: return all(a == -w0.action(a) for a in sr)
sage: for ct in [CartanType(['D', r]) for r in [2..8]]:
....: print("{} {}".format(ct, roots_not_permuted(ct)))
['D', 2] True
['D', 3] False
['D', 4] True
['D', 5] False
['D', 6] True
['D', 7] False
['D', 8] True
If \(\alpha\) is a root let \(r_\alpha\) denote the reflection in the hyperplane that is orthogonal to \(\alpha\). We reserve the notation \(s_\alpha\) for the simple reflections, that is, the case where \(\alpha\) is a simple root. The reflections are just the conjugates of the simple reflections.
The reflections are the values in a finite family, which is a wrapper
around a python dictionary. The keys are the positive roots, so
given a positive root, you can look up the corresponding reflection.
If you want a list of all reflections, you can use the usual methods to
construct a list (e.g., using the list
function) or use the method
values
for the family of reflections:
sage: W = WeylGroup("B3",prefix="s")
sage: ref = W.reflections(); ref
Finite family {(1, -1, 0): s1, (0, 1, -1): s2, ...}
sage: [a1,a2,a3] = W.domain().simple_roots()
sage: a1+a2+a3
(1, 0, 0)
sage: ref[a1+a2+a3]
s1*s2*s3*s2*s1
sage: sorted(ref)
[s1*s2*s3*s2*s1,
s2*s3*s1*s2*s3*s1*s2,
s3*s1*s2*s3*s1,
s1*s2*s1,
s1,
s2*s3*s2,
s3*s2*s3,
s2,
s3]
If instead you want a family whose keys are the reflections and whose values are the roots, you may use the inverse family:
sage: from pprint import pprint
sage: W = WeylGroup("B3",prefix="s")
sage: [s1,s2,s3] = W.simple_reflections()
sage: altref = W.reflections().inverse_family()
sage: altref
Finite family {s1*s2*s3*s2*s1: (1, 0, 0),
s2*s3*s1*s2*s3*s1*s2: (1, 1, 0),
s3*s1*s2*s3*s1: (1, 0, 1),
s1*s2*s1: (1, 0, -1),
s1: (1, -1, 0),
s2*s3*s2: (0, 1, 0),
s3*s2*s3: (0, 1, 1),
s2: (0, 1, -1),
s3: (0, 0, 1)}
sage: altref[s3*s2*s3]
(0, 1, 1)
Note
The behaviour of this function was changed in github issue #20027.
The Weyl group is implemented as a GAP matrix group. You therefore can display its character table. The character table is returned as a string, which you can print:
sage: print(WeylGroup("D4").character_table())
CT1
2 6 4 5 1 3 5 5 4 3 3 1 4 6
3 1 . . 1 . . . . . . 1 .  -1 . . . 2 . . 1 . -4
X.11 4 2 . -1 . . . -2 . . 1 . -4
X.12 6 . -2 . . -2 -2 . . . . 2 6
X.13 8 . . 1 . . . . . . -1 . -8
Affine Weyl groups#
Affine Weyl groups may be created the same way. You simply begin with an affine Cartan type:
sage: W = WeylGroup(['A',2,1],prefix="s")
sage: W.cardinality()
+Infinity
sage: [s0,s1,s2] = W.simple_reflections()
sage: s0*s1*s2*s1*s0
s0*s1*s2*s1*s0
The affine Weyl group differs from a classical Weyl group since it is infinite. The associated classical Weyl group is a subgroup that may be extracted as follows:
sage: W = WeylGroup(['A',2,1],prefix="s")
sage: W1 = W.classical(); W1
Parabolic Subgroup of the Weyl Group of type ['A', 2, 1] (as a matrix group
acting on the root space)
sage: W1.simple_reflections()
Finite family {1: s1, 2: s2}
Although W1
in this example is isomorphic to WeylGroup("A2")
it
has a different matrix realization:
sage: for s in WeylGroup(['A',2,1]).classical().simple_reflections():
....: print(s)
....: print("")
[ 1 0 0]
[ 1 -1 1]
[ 0 0 1]
[ 1 0 0]
[ 0 1 0]
[ 1 1 -1]
sage: for s in WeylGroup(['A',2]).simple_reflections():
....: print(s)
....: print("")
[0 1 0]
[1 0 0]
[0 0 1]
[1 0 0]
[0 0 1]
[0 1 0]
Bruhat order#
The Bruhat partial order on the Weyl group may be defined as follows.
If \(u,v \in W\), find a reduced expression of \(v\) into a product of simple reflections: \(v = s_1 \cdots s_n\). (It is not assumed that the \(s_i\) are distinct.) If omitting some of the \(s_i\) gives a product that represents \(u\), then \(u \le v\).
The Bruhat order is implemented in Sage as a method of Coxeter groups, and so it is available for Weyl groups, classical or affine.
If \(u\), \(v \in W\) then u.bruhat_le(v)
returns True
if
\(u \le v\) in the Bruhat order.
If \(u \le v\) then the Bruhat interval \([u,v]\) is defined to be the set of all \(t\) such that \(u \le t \le v\). One might try to implement this as follows:
sage: W = WeylGroup("A2",prefix="s")
sage: [s1,s2] = W.simple_reflections()
sage: def bi(u,v) : return [t for t in W if u.bruhat_le(t) and t.bruhat_le(v)]
...
sage: bi(s1,s1*s2*s1)
[s1*s2, s2*s1, s1, s1*s2*s1]
This would not be a good definition since it would fail if \(W\) is affine and be inefficient of \(W\) is large. Sage has a Bruhat interval method:
sage: W = WeylGroup("A2",prefix="s")
sage: [s1,s2] = W.simple_reflections()
sage: W.bruhat_interval(s1,s1*s2*s1)
[s1*s2*s1, s2*s1, s1*s2, s1]
This works even for affine Weyl groups.
The Bruhat graph#
References:
The Bruhat graph is a structure on the Bruhat interval. Suppose that \(u \le v\). The vertices of the graph are \(x\) with \(u \le x \le v\). There is a vertex connecting \(x,y \in [x,y]\) if \(x = y \cdot r\) where \(r\) is a reflection. If this is true then either \(x < y\) or \(y < x\).
If \(W\) is a classical Weyl group the Bruhat graph is implemented in Sage:
sage: W = WeylGroup("A3",prefix="s")
sage: [s1,s2,s3] = W.simple_reflections()
sage: bg = W.bruhat_graph(s2,s2*s1*s3*s2); bg
Digraph on 10 vertices
sage: bg.show3d()
The Bruhat graph has interesting regularity properties that were investigated by Carrell and Peterson. It is a regular graph if both the Kazhdan Lusztig polynomials \(P_{u,v}\) and \(P_{w_0v,w_0u}\) are 1, where \(w_0\) is the long Weyl group element. It is closely related to the Deodhar conjecture, which was proved by Deodhar, Carrell and Peterson, Dyer and Polo.
Deodhar proved that if \(u < v\) then the Bruhat interval \([u,v]\) contains as many elements of odd length as it does of even length. We observe that often this can be strengthened: If there exists a reflection \(r\) such that left (or right) multiplication by \(r\) takes the Bruhat interval \([u,v]\) to itself, then this gives an explicit bijection between the elements of odd and even length in \([u,v]\).
Let us search for such reflections. Put the following commands in a file and load the file:
W = WeylGroup("A3",prefix="s")
[s1,s2,s3] = W.simple_reflections()
ref = W.reflections().keys()
def find_reflection(u,v):
bi = W.bruhat_interval(u,v)
ret = []
for r in ref:
if all( r*x in bi for x in bi):
ret.append(r)
return ret
for v in W:
for u in W.bruhat_interval(1,v):
if u != v:
print((u,v,find_reflection(u,v)))
This shows that the Bruhat interval is stabilized by a reflection for all pairs \((u,v)\) with \(u < v\) except the following two: \(s_3s_1,s_1s_2s_3s_2s_1\) and \(s_2,s_2s_3s_1s_2\). Now these are precisely the pairs such that \(u\prec v\) in the notation of Kazhdan and Lusztig, and \(l(v)-l(u) > 1\). One should not rashly suppose that this is a general characterization of the pairs \((u,v)\) such that no reflection stabilizes the Bruhat interval, for this is not true. However it does suggest that the question is worthy of further investigation.


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ICONV(1) Debian GNU/Linux ICONV(1) NAME iconv - Convert encoding of given files from one encoding to another SYNOPSIS iconv -f encoding [-t encoding] [inputfile]... DESCRIPTION The iconv program converts the encoding of characters in inputfile, or from the standard input if no filename is specified, from one coded character set to another. The result is written to standard output unless otherwise specified by the --output option. --from-code, -f encoding Convert characters from encoding. --to-code, -t encoding Convert characters to encoding. If not specified the encoding corresponding to the current locale is used. --list, -l List known coded character sets. -c Omit invalid characters from output. --output, -o file Specify output file (instead of stdout). --silent, -s Suppress warnings, but not errors. --verbose Print progress information. --help, -? Give help list. --usage Give a short usage message. --version, -V Print program version. ENCODINGS The values permitted for --from-code and --to-code can be listed by the iconv --list command, and all combinations of the listed values are supported. Furthermore the following two suffixes are supported: //TRANSLIT When the string "//TRANSLIT" is appended to --to-code, transliteration is activated. This means that when a character cannot be represented in the target character set, it can be approximated through one or several similarly looking characters. //IGNORE When the string "//IGNORE" is appended to --to-code, characters that cannot be represented in the target character set will be silently discarded. AUTHOR iconv was written by Ulrich Drepper as part of the GNU C Library. This man page was written by Joel Klecker<EMAIL_ADDRESS>for the Debian GNU/Linux system. 3rd Berkeley Distribution lenny ICONV(1)


DfE enquiries
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Press release
Key stage 2 results show substantial increases in the number of 11-year-olds securing skills needed for secondary school compared to 2010.
Ninety thousand more primary school children are achieving the expected standards in reading, writing and maths than in 2010, results out today (27 August 2015) reveal.
Schools Minister Nick Gibb said the improving test scores showed the government is delivering on its one nation vision for education, with more young people, from all backgrounds starting secondary school ready to succeed.
Today’s results come after the government raised the bar by introducing higher floor standards, banning calculators for maths tests and introducing a spelling, punctuation and grammar test.
The results also show that sponsored primary academies - which are replacing some of the country’s most seriously underperforming schools - are improving more quickly than those run by local authorities.
The statistics for the key stage 2 assessments taken in May by almost 580,000 pupils show:
Over 14,000 more girls than boys achieved level 5 or above in reading, writing and mathematics - but the gender gap at the higher level 5 has narrowed to 5 percentage points compared with 8 percentage points last year.
At level 4 and above, the gap has remained stable at 6 percentage points in reading, writing and maths.
Today’s figures show that sponsored academies have improved performance, meaning thousands of children in previously under-performing primaries are receiving a better education. The percentage of pupils achieving the expected level in reading, writing and maths has now reached 71% - a 4 percentage point rise on last year.
Those academies open for just 1 academic year have seen their results improve by 5 percentage points - from 66% to 71% while academies open for 2 or more years have seen their results improve by 10 percentage points since opening.
A growing number of converter academies are becoming sponsors, to help turn around more underperforming schools.
Performance in converter academies, which start from a high bar, has also continued to improve - with results up from 82% last year to 84% in 2015.
Schools Minister Nick Gibb said:
A good grounding in reading, writing and maths sets a young child up for life - so I am delighted that 90,000 more children are starting secondary school with a firm grasp of the basics compared to just 5 years ago.
These results vindicate our decision to expand the valuable academies programme into primary schools with thousands of children on course to receive a better education.
Our reform programme is driven by social justice and we will continue to raise the bar so young people are prepared to succeed in modern Britain.
This is the last time that levels will be used to assess performance at the end of primary school.
To reflect the new more rigorous national curriculum that came into effect in September 2014, from summer 2016 pupils will be assessed against a higher standard and given a scaled score where 100 will represent the expected standard.
Alongside national results, today’s statistics include breakdowns for each area of the country.
Schools Minister Nick Gibb today said he would be cracking down on the worst performing local authorities and demanding explanations for their poor scores, and a plan to raise standards.
Schools in Medway were the worst performing in the country with only 73% of pupils achieving level 4 in reading, writing and maths, down 1 percentage point on last year.
Those in Bedford, Doncaster, Luton, and Poole were also amongst the worst England.
Schools Minister Nick Gibb said:
As a one nation government we are committed to driving up standards as a matter of social justice.
That is why I will be writing to the Director of Children’s Services and Directors of Education of councils that are bottom of the league tables and asking that they meet me as a matter of urgency to explain how they intend to improve the teaching of reading and arithmetic in the primary schools under their control.
| Local authority area | Percentage of pupils achieving level 4 in reading, writing and maths |
|---|---|
| Kensington and Chelsea | 90 |
| Richmond upon Thames | 88 |
| Sutton | 87 |
| Redcar and Cleveland | 86 |
| Greenwich | 86 |
| Trafford | 86 |
| Lambeth | 85 |
| Havering | 85 |
| Bromley | 85 |
| Wokingham | 85 |
| Camden | 85 |
| Bexley | 84 |
| Wigan | 84 |
| Warrington | 84 |
| Local authority area | Percentage of pupils achieving level 4 in reading, writing and maths |
|---|---|
| Medway | 73 |
| Poole | 73 |
| Luton | 73 |
| Doncaster | 73 |
| Bedford | 73 |
| Bradford | 74 |
| Peterborough | 74 |
| Walsall | 75 |
| Norfolk | 75 |
| Leicester | 75 |
| Nottingham | 75 |
| Derby | 75 |
| Wakefield | 76 |
| North East Lincolnshire | 76 |
| Birmingham | 76 |
| Coventry | 76 |
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Published: 27 August 2015


type runtime.traceAllocBlock
7 uses
runtime (current package)
trace.go#L929: type traceAllocBlock struct {
trace.go#L937: func (p traceAllocBlockPtr) ptr() *traceAllocBlock { return (*traceAllocBlock)(unsafe.Pointer(p)) }
trace.go#L938: func (p *traceAllocBlockPtr) set(x *traceAllocBlock) { *p = traceAllocBlockPtr(unsafe.Pointer(x)) }
trace.go#L947: block := (*traceAllocBlock)(sysAlloc(unsafe.Sizeof(traceAllocBlock{}), &memstats.other_sys))
trace.go#L965: sysFree(unsafe.Pointer(block), unsafe.Sizeof(traceAllocBlock{}), &memstats.other_sys)


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{% extends "_top-nav.html" %} {% block topNav %} {% import "/components/replacements/_marketo-replacements.html" as localLeadReplacements %} {% if marketoConfigurations.replaceMarketoForms %} {{ localLeadReplacements.htmlReplacement("mktoForm_1285", 'Lead', entry.slug) }} {% else %} {% endif %} Thanks! We'll be in touch shortly. Return to site Partnership Sign up today. Team work is everything. Join our partner program so we can work together and win together! Still have questions? Contact us {% endblock %}
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Team work is everything. Join our partner program so we can work together and win together!
Still have questions? Contact us


VIRTUAL AND AUGMENTED REALITY (CGP 3754M)
I haven noticed that some of your are:
Focusing just on the programming implementation not why your are implementing it.
This is about developing and evaluating an experience
(around immersion and a sense of presence)
Critical analysis: What would you expect to happen in a virtual world?
How could you improve the experience based on relevant research?
Consider the factors that make VR immersive and what may break immersion. (discussed today).
“Presence is a psychological state or subjective perception in which even though part of all of an individual’s current experience is generated by and or filtered through human-made technology, part of all of the individual’s perception fails to accurately acknowledge the role of the technology in the experience”
Immersion: describes the extent to which technology is capable of delivering a vivid illusion of reality to the senses of a human participant.
Presence: a state of consciousness, the (psychological) sense of being in the virtual environment.
So Immersion, defined in technical terms, is capable of producing a sensation of Presence
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE):Speculations on the role of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603-616.
You need identify potential ways to improve immersion in the user experience (thus strengthen the sense or presence)
To day we will discuss ways that we can design for Presence.
(Some of these you may consider to implement in your own project).
User centred Design
Additional Presence Theories
Guidelines for immersion in VR
Physical Foundation
Basic Realism
Beyond Novelty
Maybe not in that order (all have overlaps with Patricks 'Map of knowledge')
User-centered design (UCD) is an iterative design process in which designers focus on the users and their needs in each phase of the design process.
In UCD, design teams involve users throughout the design process via a variety of research and design techniques, to create highly usable and accessible products for them.
Who is the target audience? (requirements elicitation)
Who are the demographics?
What kind of experience do you want to develop?
"I think that looks nice", is too subjective
We are designing & developing for people to have an enjoyable/educational/motivational and immersive experience
Patricks "Map of Knowledge"
Mel Slaters theory is Place Illusion & Plausibility Illusion
In “The VR Book: Human-Centered Design for Virtual Reality” by Jason Jeral suggest 4 components to Presence.
1:The Illusion of Being in a Stable Spatial Place
2:The Illusions of Self-embodiment
3:The Illusion of Physical Interaction
4:The Illusion of Social Communication
All suggest these effect Presence (singular)
Aki Järvinen
Aki Järvinen suggests that there are a range of presences that we should design for and try to map them the ‘Elemental Theory of Presence’ - a useful model created by Kent Bye for describing the qualitative elements of a virtual reality experience.
Different presences = different experiences
Intels Guidelines for Immersible Virtual Reality Experiences
Physical Foundation
Makes immersion possible in a virtual world by using technology that keeps the VR user safe from injury while wearing a headset;
comfortably free from soreness due to hardware ergonomics and free from motion sickness; and undistracted by unrelated sights and sounds leaking in from the outside world.
Basic Realism
Makes the virtual world seem real by providing smooth 3-D video, realistic sound, intuitive controls for manipulating the environment, and natural responses to the user’s actions in the virtual world.
Beyond Novelty
Keeps the immersion alive and engaging, rather than being merely impressive, by enabling interaction with nearly everything in the virtual world. It also offers good content or gameplay that’s independent of technology, making VR interactions core to the experience, and easing the user quickly and smoothly into the virtual world.
Focusing on design of physical Comfort and not external physical attributes i.e safety or ergonomics (fidelity & place illusion) - Patricks map of knowledge)
Don’t Make the Player Sick!
Preventing sickness symptoms should be a high priority (Proprioceptive and vestibular system from Patricks slides).
Respond faithfully to the user’s movements at all times, preferably at or near typical human locomotion speeds.
Oculus “best practices”, Google Cardboard guidelines, and “Virtual Reality” by Steven LaValle of the University of Illinois.
Break in presence - use tiny in-between transitions
Going up and down stairs, balconies, jumping rocks etc - curve the teleport laser
Reduces nausea
UI elements anchored to the player’s head / camera are problematic in VR
Difficult to keep at a comfortable distance
Lots of head movement = lots of floating objects
No clear parallel to a physical-world experience for most
Promotes nausea
Link to a physical-world experience for additional content
Make your scale accurate (noticed a few tiny cars and massive signs in workshops)
Can be scarey
Occluding the Real World - Provide an audio soundtrack consistent with the virtual world to set context and hide outside distractions.
Spatial sound - Being able to tie a sound to its location is an important cue for users navigating the virtual world.
Ambient context-Sets the scene and bring the player into the virtual world both perceptually and emotionally (wind - cold)
#notice no arms
The hardest factor in presence is user representation (embodiment). To properly represent users, we need to know many things. Like, where are their legs, elbows, knees, etc... The technology now is limited to tracking hands. We can assume where the elbows and legs could be with inverse kinematics.
(Patricks talk on proprioception).
Lone Echo has great hand and arm movement
No body is better than a wrong body. If users can see it, they expect to act the way their physical self would.
Problem: Hands can be tracked easily, but forearms are harder
Solution: Draw virtual hands, but leave forearms excluded
Our brain is surprisingly good at filling in the empty spaces
(fidelity & place illusion -Patricks map of knowledge)
While highly realistic graphics are desirable, consistency and smoothness of the graphics are even more important benchmarks than realism.
Imperfections such as heavy pixelation, tearing, or inconsistent levels of detail are all visual artefacts that will draw users out of the VR world.
What about creativity, style and aesthetic
Increased graphical clarity of human characters or the players’ avatars has diminishing returns because of the “uncanny valley.”
however these are getting much more convincing
(interaction fidelity, plausibility, usability)
In a VR environment, users assume that everything is there for a purpose and, therefore, expect to interact with everything around them. In 2-D PC video games it’s common to have some objects be “live” and interactive while others are static and can’t be touched or moved. Developers may assume the same is true of VR games, but it is not.
Ubiquitous Interactivity
(interaction fidelity, plausibility, usability)
Studies with end users have shown that the heightened reality of a VR environment leads them to expect to touch, pick up, or examine the objects around them for the simple reason that everything seems real. Users rapidly come to expect that their agency (their ability to choose what to interact with and how to do so) will be respected
Moving a player involuntarily:
Breaks presence (Loses autonomy)
Causes motion sickness (Breaks Presence)
Users should have freedom to look anywhere (lose of autonomy breaks immersion), so capturing and guiding attention is important
Audio and visual cues can help nudge users in the right way
Forced Attention = BAD EXPERIENCE (Loses autonomy)
Reduce Polys
Bake Textures
Leverage Unity
Slow frame rates break Presence (Patricks Slides)
Virtual reality’s improving capabilities can create a remarkably convincing sense of immersion.
User is immediately a part of the environment you’ve built
Small details matter
360 degree content is expected
Users will want to try their own ideas
Great VR experiences react the way a user expects, even if it isn’t part of the designed flow
Even small places can be open for exploration
Scale makes a huge impact on presence
"Developers should pay careful attention to the possible distractions: foundational issues of safety and comfort, basic sensory realism, and an implementation that goes beyond the mere novelty of VR to really sustain a user’s engagement"
By Susan Michalak, Guidelines for Immersive Virtual Reality Experiences,2017


My name is Bruno and I have 10+ years of experience creating value with data for big tech companies. I also have experience consulting for telco companies leading analytics and machine learning projects.
I am a master's degree student in the field of Graph Neural Networks.
At this page you will find my academic work and professional portfolio. You can reach me out in Linkedin and send me a message so we can share knowledge.


A distributed linear algebra framework that runs on Spark, Flink, GPU's and more!
Use Mahout's library of machine learning algorithms or roll your own! Use Mahout-Samsara to write matrix
algebra using R like syntax. Check out our tutorials and quick start guide to get rolling.
Build your own algorithms using Mahouts R like interface. See an example in this demo
Custom bindings for Spark, Flink, and H20 enable a write once run anywhere machine learning platform See more in this DEMO.
Use this capability to write algorithms at scale, that will run on any backend
fill me in
fill me in
Yfill me in
See more details in 0.13.0 Release Note


A Full Stack Developer, with more than eight years of professional experience, passionate about technology and motivated to constantly learn new things.
View Projects Contact MeA forum application where users can have discussions about a specific topic, post and respond to messages. A forum creates a sense of community, and it can be used for general discussions around a shared interest or even for questions and answers.
Built with: Laravel, Vue.js, Bootstrap Sass
A job board where users can browse and search for jobs, and employers can submit their job listings.
Built with: CakePHP, Bootstrap, jQuery
A shopping cart application with user authentication, product categories, and showcasing the most popular products depending on the number of orders received.
Built with: CodeIgniter, Bootstrap, jQuery
A simple CMS with categories, articles and users management functionality.
Built with: CodeIgniter, Bootstrap, jQuery
Please fill out the form and I'll be in touch as soon as possible.


Tabs are used everywhere. They are helping to divide the user interface into logical parts.
This approach helps the user to navigate through the interface. On the other hand, this also helps the developer to develop and maintain the project.
This article will show a basic way to add the tabs component to the project.
The component should allow the user to navigate through internal links (.e.g.
components/intro
). Also, it should handle a custom click events.
The tabs component takes an array of links descriptions.
The behavior of the tabs is limited to link-like and button-like styles. By default, all tabs are interpreted as buttons.
Additionally, there is an option to render tabs with equal width if possible.
Here is the source:
This component is lightweight and can behave as a link or as a button.
Thus, it is easier to divide the interface into logical units with ease.


{% include "cms/plugins/articles_pagination.html" %} {% for article in articles %} {% include "cms/plugins/article_teaser.html" %} {% endfor %} {% include "cms/plugins/articles_pagination.html" %}


Law school outlines, by classmates, for classmates.
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Upload your old outlines and exams to help the next generation. File names will be anonymized.


If you have problems playing videos inline, please refresh your page.
This slide deck is a single web-page with lots of linked videos which can confuse the browser cache.
(down for videos)
4.1.1: storage-pipeline-context
4.2.1: storage-relational-dbs-intro
4.2.2: storage-relational-dbs-relations
4.2.3: storage-relational-dbs-normalization
4.3.1: storage-nosql-intro
4.3.2: nosql-data-models
4.3.3: nosql-document-stores
4.3.4: nosql-kv-stores


PushParser can parse a document that is fed to it manually. It must be given a SAX::Document object which will be called with SAX events as the document is being parsed.
Calling PushParser#<< writes XML to the parser, calling any SAX callbacks it can.
PushParser#finish tells the parser that the document is finished and calls the end_document SAX method.
Example:
parser = PushParser.new(Class.new(XML::SAX::Document) { def start_document puts "start document called" end }.new) parser << "<div>hello<" parser << "/div>" parser.finish
Create a new PushParser with doc as the SAX Document, providing an optional file_name and encoding
# File lib/nokogiri/xml/sax/push_parser.rb, line 34 def initialize(doc = XML::SAX::Document.new, file_name = nil, encoding = 'UTF-8') @document = doc @encoding = encoding @sax_parser = XML::SAX::Parser.new(doc) ## Create our push parser context initialize_native(@sax_parser, file_name) end
Finish the parsing. This method is only necessary for Nokogiri::XML::SAX::Document#end_document to be called.
# File lib/nokogiri/xml/sax/push_parser.rb, line 54 def finish write '', true end
static VALUE get_options(VALUE self) { xmlParserCtxtPtr ctx; Data_Get_Struct(self, xmlParserCtxt, ctx); return INT2NUM(ctx->options); }
static VALUE set_options(VALUE self, VALUE options) { xmlParserCtxtPtr ctx; Data_Get_Struct(self, xmlParserCtxt, ctx); if (xmlCtxtUseOptions(ctx, (int)NUM2INT(options)) != 0) rb_raise(rb_eRuntimeError, "Cannot set XML parser context options"); return Qnil; }
Write a chunk of XML to the PushParser. Any callback methods that can be called will be called immediately.
# File lib/nokogiri/xml/sax/push_parser.rb, line 46 def write chunk, last_chunk = false native_write(chunk, last_chunk) end
Generated with the Darkfish Rdoc Generator 2.


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/option.2Eretract.html ---
Is this already somewhere in mathlib?
def option.retract {X : Type*} (S : set X) : option X → option S := sorry
more generally an injective function f:A->B
induces option B -> option A
Certainly... maybe I should use embeddings
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


cGenericTexture implements a base class for handling OpenGL textures. More...
#include <CGenericTexture.h>
Public Member Functions | |
| cGenericTexture () | |
| Constructor of cGenericTexture. | |
| virtual | ~cGenericTexture () |
| Destructor of cGenericTexture. | |
| virtual bool | loadFromFile (const char *a_fileName) |
| Load an image file (CHAI currently supports 24-bit .bmp and 32-bit .tga files). | |
| virtual void | render () |
| Enable texturing and set this texture as the current texture. | |
| virtual void | markForUpdate () |
| Call this to force texture re-initialization. |
cGenericTexture implements a base class for handling OpenGL textures.


Fermanagh machete attack: Gardaí make three arrests over social media 'threats to kill'
This morning, gardaí conducted a number of planned searches in the Athlone area.
by Hayley HalpinTHREE MEN HAVE been arrested in recent days in relation to threats to kill and cause serious harm to people made on social media.
It’s believed the arrests may be connected to last weekend’s machete attack carried out at a house in Co Fermanagh.
This morning, gardaí conducted a number of planned searches in the Athlone area, searching for weapons which were displayed in these videos and media devices used in the commission of these crimes.
A number of electronic devices and weapons were seized during the searches, gardaí said in a statement.
The searches involved Garda resources from Athlone and the Regional Support Unit.
During the course of these searches, three men were arrested (one aged in his late 40s and the other two aged in their 20s).
They are currently being detained at Mullingar and Athlone Garda Stations under Section 4 of the Criminal Justice Act 1984.
Gardaí in Athlone are liaising with the PSNI in relation to those arrested and the social media videos.
It is believed the arrests may be connected to last weekend’s machete attack in which a gang forced entry into the property at Trasna way, Lisnaskea, Co Fermanagh on Saturday evening and attacked a woman and 13-year-old girl inside.
The teenage girl sustained serious stab wounds and was taken to hospital where her condition was described as critical.
A 41-year-old woman was also treated for stab wounds to her leg.
A baby was present at the scene but was unharmed in the incident.
On Monday, a relative said the teenager was protecting her 11-month-old nephew when the attack happened.


Tutorial 17 - Project Templates
When going through Maqetta's tutorials, it is suggested that you have two side-by-side
browser windows open, one showing the tutorial, and the other where you run the application
and perform the steps listed in the tutorial.
This tutorial introduces Maqetta's project templates states feature.
The project templates feature allows you to set up a standard set of initial files
(HTML, CSS, JavaScript, images, etc) that you want to be available whenever you
or a colleague composes new HTML pages.
The typical way that project templates are used:
- User A runs Maqetta and uses its various features (e.g., upload files, create new files)
to set up his current Maqetta project to have a set of files that he or other users
will want to use in other projects.
- User A then issues a "Save as project template" command to persist his current project
on the Maqetta server. If the server allows sharing of project templates, then User A
can choose to share his project template with other users.
- User A (or, if the project template was shared, some other user) then can create
new Maqetta projects and specify that the new project should be initialized
with the previously saved project template.
The tutorial below walks through the steps needed to create a project template
and how to subsequently use a project template.
Set up a project for subsequent reuse
- ⇒
Using the Create menu at the top of the application,
issue a Create Project... command. In the Create Project dialog,
enter "tutorialproject1" as the name of the new project and leave all
of the checkboxes unchecked.
Then, click the Create button to create a new default project
named "tutorialproject1".
After creating or switching projects, Maqetta will refresh the browser page.
- ⇒
Open the Files palette. (If it's not open, click on the "Files" button)
on the left side of the application to open the palette.)
The project name at the top of the Files palette should be "tutorialproject1".
- ⇒
Click on the "New Folder" icon
at the bottom left of the Files palette toolbar.
In the New Folder dialog that appears, enter the name "standard_pages", then click Create.
You should now see folder "standard_pages" in the Files palette.
- ⇒
If "standard_pages" is not selected already, click on "standard_pages" in the
Files palette to select it. Then using the Create menu
at the top of the application, issue a Create->Desktop Application...
command. When the "Create Desktop Application" dialog comes up, enter
"standard_page_1.html" as the file name and click "Create".
- ⇒
In the Palette, go into the Containers section and then the
Dojo sub-section. Drag/drop a BorderContainer widget onto the page canvas.
In the dialog that appears, set the following options:
- headline
- top and left checked
- bottom and right unchecked
The dialog should look like this:
Click OK and then your canvas should look like this:
- ⇒
Click on the inside of the topmost section of the BorderContainer to select
the top ContentPane. Open up the Padding palette
(by clicking on its tab name) and verify that the correct widget is selected
by verifying that the text at the top of the Layout palette
says "for: dijit/layout/ContentPane [region=top]".
Enter the value "0px" for the "padding" property and hit the Enter or Return key
to commit that value.
- ⇒
Click on the inside of the leftmost section of the BorderContainer to select
the left ContentPane. Open up the Layout palette
(by clicking on its tab name) and verify that the correct widget is selected
by verifying that the text at the top of the Layout palette
says "for: dijit/layout/ContentPane [region=left]".
In the type-in box for "width", enter "150px" and hit the Enter or Return key
to commit that value.
- ⇒
Go to the Files palette and click on the "+" icon next to "samples"
to open up the "samples" folder.
- ⇒
Put the mouse over "SampleBanner.jpg", mouse down, and then drag all the
way to the top of the canvas, and drop into the top section of the BorderContainer.
- ⇒
With SampleBanner.jpg still selected, go to the Layout palette.
Using the dropdown menu for the "width" and "height" properties, set both
width and height to 100%. Your canvas should look like this:
- ⇒
In the Palette, go into the Other section.
Drag/drop a Tree widget onto the page canvas and drop
into the left section of the BorderContainer. In the dialog
that appears, click OK to accept the default set of tree nodes.
Your canvas should look like this
- ⇒
In the Palette, go into the Controls section and then the
Toolbars, ButtonBars sub-section. Drag/drop a Toolbar widget into the
BorderContainer's larger "center" region.
After dropping the Toolbar widget onto the canvas,
in the dialog that appears, set the following options:
New, Edit, View, Help
Then click OK to create a Toolbar with four buttons.
- ⇒
Click-select the "Help" button on the canvas.
Go to the Layout palette and use the dropdown menu next to
the "float" property to choose the value "right" for the "float" property.
Your canvas should look like this:
- ⇒
Click on the "Save" icon
found on the page editor's toolbar to save your current file.
In the top/left of the application, just above the page editor toolbar,
find the editor tab for "standard_page_1.html".
Click on the close icon
to close the editor for "standard_page_1.html".
Save your current project as a project template
- ⇒
On the toolbar for the Files palette, press and hold on the "Project menu" icon"
to show the Project menu, and choose the command "Save as project template...".
The "Save as project template" dialog will appear.
Enter the name of "tutorialtemplate" as the name of the template
and leave any other options with their default values.
Click Save
to save your current project as a reusable project template.
After clicking Save, you should see an alert confirming that
the project template was saved.
In the picture above, there is a "Share with everyone" checkbox. Turning the
checkbox on allows all other users on that same Maqetta server to use
the project template that you created.
Note that, on some installations of Maqetta (e.g., Maqetta.org), the
sharing option is not available for security reasons.
Using the project template
- ⇒
First off, we will create a default new project.
Issue a Create->Project command. Enter the name "tutorialproject2"
and leave all checkboxes unchecked.
Click on the Create button
to create a new project with default content. After the Maqetta
browser page refreshes, the Files palette should show the following
set of default files:
- ⇒
Now, we will create a new project using the project template we created earlier.
Issue a Create->Project command. Enter the name "tutorialproject3".
Check the "Use project template" checkbox, and then choose "tutorialtemplate" from
the list of project templates.
Leave the other checkboxes unchecked.
Click on the Create button
to create a new project with default content. After the Maqetta
browser page refreshes, the Files palette should initialize
the new project to have all of the same files that were present
when the project template was saved:
In particular, notice the difference between
the picture of tutorialproject2 and tutorialproject3: tutorialproject3
includes the "standard_pages" folder.
Previous / Next


PostgreSQL 9.4 - What I Was Hoping For
Theres no doubt that the 9.4 release of PostgreSQL will have some great improvements. However, for all of the improvements it delivering it had the promise of being perhaps the most impactful release of Postgres yet. Several of the features that would have given it my stamp of best release in at least 5 years are now already not making it and a few others are still on the border. Here’s a look at few of the things that were hoped for and not to be at least until another 18 months.
Upsert
Upsert, merge, whatever you want to call it, this is been a sore hole for sometime now. Essentially this is insert based on this ID or if that key already exists update other values. This was something being worked on pretty early on in this release, and throughout the process continuing to make progress. Yet as progress was made so were exteneded discussions about syntax, approach, etc. In the end two differing views on how it should be implemented have the patch still sitting there with other thoughts on an implementation but not code ready to commit.
At the same time I’ll acknowledge upsert as a hard problem to address. The locking and concurrency issues are non-trivial, but regardless of those having this in there mostly kills the final argument for anyone to chose MySQL.
Better JSON
JSON is Postgres is super flexible, powerful, and generally slow. Postgres does validation and some parsing of JSON, but without something like PLV8, or functional indexes you may not get great performance. This is because under the covers the JSON is represented as text and as a result many of the more powerful indexes that could lend benefit, such as GIN or GIST, simply don’t apply here.
As a related effort to this hstore, the key/value store, is working on being updated. This new support will add types and nesting making it much more usable overall. However the syntax and matching of how JSON functions isn’t guranteed to be part of it. The proposal and actually work is still there and not rejected yet, but looks heavily at risk. Backing a new binary representation of JSON with hstore 2 would deliver so many benefits further building upon the foundation of hstore, JSON, PLV8 that exists today for Postgres.
apt-get for your extensions
I’m almost not even sure where to start with this one. The notion within a Postgres community is that packaging for distros is super simple and extensions should just be packaged for them. Then there’s PGXN the Postgres extension network where you can download and compile and muck with annoying settings to get extensions to build. This proposal would have delivered a built in installer much like NPM or rubygems or PyPi and the ability for someone to simply say install extension from this centralized repository. No, it was setting out to solve the issue of having a single repository but would make it much easier for people to run one.
For all the awesome-ness that exists in extensions such as HyperLogLog, foreign data wrappers, madlib theres hundreds of other extensions that could be written and be valuable. They don’t even all require C, they could fully exist in JavaScript with PLV8. Yet I’m on the fence encouraging people to write such because if no one uses it then much of the point in the reusability of an extension is lost. Here’s hoping that there’s a change of opinion in the future that packaging is a solved problem and that creating an ecosystem for others to contribute to the Postgres world without knowing C is a positive thing.
Logical replication
When I first heard this might have some shot at making it in 9.4 I was shocked. This is something that while some may not take notice of I’ve felt pain of for many years. Logical replication means in short enabling upgrades across PostgreSQL versions without a dump and restore, but even more so laying the ground work for more complicated architectures like perhaps multi-master. Yes, even with logical replication in theres still plenty of work to do, but having the groundwork laid goes a long way. There are options for it today with third party tools, but the management of these is painful at best.
In conclusion
The positive of this one is that the building blocks are in and its continuing to make progress. Its just that we’ll have to wait about 18 months before the release of PostgreSQL 9.5 before its in our hands.


Mobile devices have gone a long way from 1973’s first handheld mobile phone made by Motorola to modern smartphones with capability of text messaging, browse internet, and having variety of apps and services. First cell phones does not have too much capability in term of their architecture design and their programming, other than a basic calling and receiving and some special keys like Pwr, Snd, Clr, Rcl, Sto, Fcn, Vol, Lock and End. These are functions like power, send, clear, receive, and stop…etc. Modern day mobile phones are now very advanced and smart that the design is much more complicated and allows new design of user interface that is easy to use which in term opens up possibilities of finding bugs and vulnerability in the system by the bad guys. Because of the new system with addition of functions that allows scrips like java or apps that bad guys can use to create malicious scrips or fake malicious apps that can run on the smartphone and infect the system.
Mobile devices evolved from 1G in the 80’s with Analog to 2G in the 90’s with digital to 2.5G in the 2000’s with
data service then to 3G in the 2001 with internet services and then now with 4G of VoIP.
With each evolution more services and different bands are needed to support them.
There are a few different mobile operating systems in the early days but now day’s smartphone are mainly Android or
Apple iOS. The apple iOS provided closed source so there is no custom rom and it is only in apple devices. IOS is
fully integrated with apple services they provide themselves like the iCloud, App store, Siri, iTunes, facetime…etc.
are all limited to only apple devices. Whereas, Android is provided by Google and it is free and mostly open source
so there are many mobile developers that can create custom roms and custom android systems that fit their purpose.
It is also because of this that malware developers are able to find bugs and vulnerability in the system to create
malware to infect the system.
Just like the evolution of mobile devices, the malware developers are evolving their attacks on mobile devices as well from using Bluetooth to pretending to format the memory to stealing information’s on smartphones. As the operating systems of smartphones become more advanced and including more services, bad guys found more ways to send malware to infect the phone. They can be infected through opening URL that are sent by sms or downloading and installing fake apps or apps that are repackaged with malicious codes. Intentions of mobile malware can be setup botnet, stealing sensitive information, or monetary gains like stealing bank information since many banks have 2-step verification that will send you a code to confirm your transactions and this is where the attackers will want to get the information in the background without user knowing and access their personal bank and steal their money. Luckily as mobile devices gets more advanced, the developers are also increasing their security features in the mobile as well.
There are some tools that can help in analysis of mobile malwares, specifically android malwares since android is
open source and we can see its apk files. Some of the tools that are used are:
In conclusion for this week the lecture started from the basic evolution of cell phones that we are all very familiar with now days and then goes deeper into the architecture of the design of modern smartphones.  Next the lecture went into what and how the smarphones are infected by the malwares and what is it's purpose...etc. The lab also provided a nice hands on practice to help us understand how those malware works and how to find them in the phone. I think overwall this week's lecture helped me understand how to be more secure on my own mobile devices.


|
1-Wire API for .NET Version 4.00
|
A OWFileInputStream
obtains input bytes from a file in a 1-Wire Filesystem.
More...
Inherits java::io::InputStream.
Public Member Functions | |
| OWFileInputStream (OneWireContainer owd, String name) throws OWFileNotFoundException | |
Creates a FileInputStream by opening a connection to an actual file, the file named by the path name name in the Filesystem. | |
| OWFileInputStream (OneWireContainer[] owd, String name) throws OWFileNotFoundException | |
Creates a FileInputStream by opening a connection to an actual file, the file named by the path name name in the Filesystem. | |
| OWFileInputStream (OWFile file) throws OWFileNotFoundException | |
Creates a OWFileInputStream by opening a connection to an actual file, the file named by the File object file in the Filesystem. | |
| OWFileInputStream (OWFileDescriptor fdObj) | |
Creates a OWFileInputStream by using the file descriptor fdObj , which represents an existing connection to an actual file in the Filesystem. | |
| int | read () throws IOException |
| Reads a byte of data from this input stream. | |
| int | read (byte b[]) throws IOException |
Reads up to b.length bytes of data from this input stream into an array of bytes. | |
| int | read (byte b[], int off, int len) throws IOException |
Reads up to len bytes of data from this input stream into an array of bytes. | |
| long | skip (long n) throws IOException |
Skips over and discards n bytes of data from the input stream. | |
| int | available () throws IOException |
| Returns the number of bytes that can be read from this file input stream without blocking. | |
| void | close () throws IOException |
| Closes this file input stream and releases any system resources associated with the stream. | |
| final OWFileDescriptor | getFD () throws IOException |
Returns the OWFileDescriptor object that represents the connection to the actual file in the Filesystem being used by this FileInputStream . | |
| void | finalize () throws IOException |
Ensures that the close method of this file input stream is called when there are no more references to it. | |
| void | mark (int readlimit) |
| Marks the current position in this input stream. | |
| void | reset () throws IOException |
Repositions this stream to the position at the time the mark method was last called on this input stream. | |
| boolean | markSupported () |
Tests if this input stream supports the mark and reset methods. |
A OWFileInputStream
obtains input bytes from a file in a 1-Wire Filesystem.
What files are available depends on the 1-Wire device.
Note that the 1-Wire File system can reside across multiple 1-Wire devices. In this case only one of the devices need be supplied to the constructor. Each device in a multi-device file system contains information to reacquire the entire list.
File and directory name limitations
Read from a 1-Wire file on device 'owd':
// get an input stream to the 1-Wire file
OWFileInputStream instream = new OWFileInputStream(owd, "DEMO.0");
// read some data
byte[] data = new byte[2000];
int len = instream.read(data);
// close the stream to release system resources
instream.close();
| OWFileInputStream | ( | OneWireContainer | owd, |
| String | name | ||
| ) | throws OWFileNotFoundException |
Creates a FileInputStream
by opening a connection to an actual file, the file named by the path name name
in the Filesystem.
A new OWFileDescriptor
object is created to represent this file connection.
First, if there is a security manager, its checkRead
method is called with the name
argument as its argument.
If the named file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading then a FileNotFoundException
is thrown.
| owd | OneWireContainer that this Filesystem resides on |
| name | the system-dependent file name. |
| FileNotFoundException | if the file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading. |
| OWFileInputStream | ( | OneWireContainer[] | owd, |
| String | name | ||
| ) | throws OWFileNotFoundException |
Creates a FileInputStream
by opening a connection to an actual file, the file named by the path name name
in the Filesystem.
A new OWFileDescriptor
object is created to represent this file connection.
First, if there is a security manager, its checkRead
method is called with the name
argument as its argument.
If the named file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading then a FileNotFoundException
is thrown.
| owd | array of OneWireContainers that this Filesystem resides on |
| name | the system-dependent file name. |
| FileNotFoundException | if the file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading. |
| OWFileInputStream | ( | OWFile | file | ) | throws OWFileNotFoundException |
Creates a OWFileInputStream
by opening a connection to an actual file, the file named by the File
object file
in the Filesystem.
A new OWFileDescriptor
object is created to represent this file connection.
If the named file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading then a FileNotFoundException
is thrown.
| file | the file to be opened for reading. |
| FileNotFoundException | if the file does not exist, is a directory rather than a regular file, or for some other reason cannot be opened for reading. |
| OWFileInputStream | ( | OWFileDescriptor | fdObj | ) |
Creates a OWFileInputStream
by using the file descriptor fdObj
, which represents an existing connection to an actual file in the Filesystem.
If fdObj
is null then a NullPointerException
is thrown.
| fdObj | the file descriptor to be opened for reading. |
| int available | ( | ) | throws IOException |
Returns the number of bytes that can be read from this file input stream without blocking.
| IOException | if an I/O error occurs. |
| void close | ( | ) | throws IOException |
Closes this file input stream and releases any system resources associated with the stream.
| IOException | if an I/O error occurs. |
| void finalize | ( | ) | throws IOException |
Ensures that the close
method of this file input stream is called when there are no more references to it.
| IOException | if an I/O error occurs. |
| final OWFileDescriptor getFD | ( | ) | throws IOException |
Returns the OWFileDescriptor
object that represents the connection to the actual file in the Filesystem being used by this FileInputStream
.
| IOException | if an I/O error occurs. |
| void mark | ( | int | readlimit | ) |
Marks the current position in this input stream.
A subsequent call to the reset
method repositions this stream at the last marked position so that subsequent reads re-read the same bytes.
The readlimit
arguments tells this input stream to allow that many bytes to be read before the mark position gets invalidated.
The general contract of mark
is that, if the method markSupported
returns true
, the stream somehow remembers all the bytes read after the call to mark
and stands ready to supply those same bytes again if and whenever the method reset
is called. However, the stream is not required to remember any data at all if more than readlimit
bytes are read from the stream before reset
is called.
The mark
method of InputStream
does nothing.
| readlimit | the maximum limit of bytes that can be read before the mark position becomes invalid. |
| boolean markSupported | ( | ) |
Tests if this input stream supports the mark
and reset
methods.
The markSupported
method of InputStream
returns false
.
true
if this true type supports the mark and reset method; false
otherwise. | int read | ( | byte | b[] | ) | throws IOException |
Reads up to b.length
bytes of data from this input stream into an array of bytes.
This method blocks until some input is available.
| b | the buffer into which the data is read. |
-1
if there is no more data because the end of the file has been reached. | IOException | if an I/O error occurs. |
| int read | ( | ) | throws IOException |
Reads a byte of data from this input stream.
This method blocks if no input is yet available.
-1
if the end of the file is reached. | IOException | if an I/O error occurs. |
| int read | ( | byte | b[], |
| int | off, | ||
| int | len | ||
| ) | throws IOException |
Reads up to len
bytes of data from this input stream into an array of bytes.
This method blocks until some input is available.
| b | the buffer into which the data is read. |
| off | the start offset of the data. |
| len | the maximum number of bytes read. |
-1
if there is no more data because the end of the file has been reached. | IOException | if an I/O error occurs. |
| void reset | ( | ) | throws IOException |
Repositions this stream to the position at the time the mark
method was last called on this input stream.
The general contract of reset
is:
If the method markSupported
returns true
, then:
If the method mark
has not been called since the stream was created, or the number of bytes read from the stream since mark
was last called is larger than the argument to mark
at that last call, then an IOException
might be thrown.
IOException
is not thrown, then the stream is reset to a state such that all the bytes read since the most recent call to mark
(or since the start of the file, if mark
has not been called) will be resupplied to subsequent callers of the read
method, followed by any bytes that otherwise would have been the next input data as of the time of the call to reset
. If the method markSupported
returns false
, then:
The call to reset
may throw an IOException
.
IOException
is not thrown, then the stream is reset to a fixed state that depends on the particular type of the input stream and how it was created. The bytes that will be supplied to subsequent callers of the read
method depend on the particular type of the input stream. The method reset
for class InputStream
does nothing and always throws an IOException
.
| IOException | if this stream has not been marked or if the mark has been invalidated. |
| long skip | ( | long | n | ) | throws IOException |
Skips over and discards n
bytes of data from the input stream.
The skip
method may, for a variety of reasons, end up skipping over some smaller number of bytes, possibly 0
. The actual number of bytes skipped is returned.
| n | the number of bytes to be skipped. |
| IOException | if an I/O error occurs. |


News & Activities
July, 2023: Attending ICML in Honolulu to present Settling the Reward Hypothesis.
May, 2023: Attending Upperbound in Edmonton, Canada.
April, 2023: Appointed Adjunct Professor of Computing Science at the University of Alberta.
April, 2023: Settling the Reward Hypothesis, accepted to ICML 2023 as an oral!
March, 2023: Two ICLR workshop papers, led by Rafael Rafailov: [pdf-1], [pdf-2].
February, 2023: In Barbados for the RL Workshop on Lifelong Learning.
December, 2022: New paper on settling the reward hypothesis: [pdf].
December, 2022: Two NeurIPS workshop papers: [paper-1], [paper-2].
October, 2022: Talk at UMass Amherst.
September, 2022: Started as a research scientist at Intel AI.
August, 2022: Serving as a workflow chair for AAAI 2023.
May, 2022: Talk at RLDM Agency Workshop.
May, 2022: ICRA workshop paper: [pdf].
March, 2022: Three RLDM papers: [pdf-1], [pdf-2], [pdf-3].
February, 2022: Outstanding Reviewer award by the IEEE Journal of Oceanic Engineering.
December, 2021: Lecturing at the NAAMII Nepal Winter AI School. [Lecture 1 slides] [Lecture 2 slides]
May, 2021: Started a post-doc with Michael Bowling at the University of Alberta!
April, 2021: Sucessfully defended my PhD thesis! [pdf].
November, 2020: Talk at UC Berkeley.
July, 2020: Three IROS papers: [paper-1], [paper-2], [paper-3].
June, 2020: ICML paper: [paper].
May, 2020: Guest lecture at Stevens Institute of Technology. [slides]
March, 2020: Attended the Annual Machine Learning Symposium at the New York Academy of Sciences. [poster]
January, 2020: Interning with with Joseph Modayil at DeepMind in Edmonton, Canada.
November, 2019: Talk at MIT.
October, 2019: Talk at DeepMind in Edmonton, Canada.
October, 2019: Two NeurIPS workshop papers.
September, 2019: Talk at the American Alpine Club. [link]
August, 2019: Talk at Google Robotics in New York City.
July, 2019: Featured in the American Alpine Club journal from its Philadelphia chapter. [link]
March, 2019: Interning with Marc G. Bellemare at Google Brain.


3 references to SetInvocationInfo
System.Management.Automation (3)
engine\MshCommandRuntime.cs (3)
488
record.
SetInvocationInfo
(MyInvocation);
582
record.
SetInvocationInfo
(MyInvocation);
676
record.
SetInvocationInfo
(MyInvocation);