PLATFORMER GAME
Introduction
Tihs tutorial is designed to give a basic example of a simple platformer-type game structure. The following concepts will be explained here:
- buttons
- tilemaps
- tilemap colliders
- group colliders
- platformer physics
- physics and logic procedures
- scene camera
Assets
Apart from our usual need of fonts, graphic and sounds, we will need map data (in CSV) and GUI graphics. So here is our data directory structure:
./data/ | |-- csv/ |-- fnt/ |-- gfx/ |-- gui/ |-- sfx/
For the text rendering we use Fixedsys Excelsior.
Game graphics consist of the tile sheet, player and enemy sprites.
To create menu buttons, we will need just one asset:
Sounds are located in the sfx directory and were created with the help of bfxr.net online tool.
Starting to Code
The first lines of code are actually pretty similar to the Tutorial 101 so we will not dive too deep here this time.
data.nim
import nimgame2 / [ assets, audio, font, mosaic, scene, texturegraphic, truetypefont, types, ] const GameWidth* = 640 GameHeight* = 360 GameTitle* = "Nimgame 2 Platformer" var titleScene*, mainScene*: Scene defaultFont*, bigFont*: TrueTypeFont gfxData*: Assets[TextureGraphic] sfxData*: Assets[Sound] buttonMosaic*: Mosaic buttonSkin*: TextureGraphic score*: int proc loadData*() = defaultFont = newTrueTypeFont() if not defaultFont.load("data/fnt/FSEX300.ttf", 16): echo "ERROR: Can't load font" bigFont = newTrueTypeFont() if not bigFont.load("data/fnt/FSEX300.ttf", 32): echo "ERROR: Can't load font" gfxData = newAssets[TextureGraphic]( "data/gfx", proc(file: string): TextureGraphic = newTextureGraphic(file)) sfxData = newAssets[Sound]( "data/sfx", proc(file: string): Sound = newSound(file)) buttonMosaic = newMosaic("data/gui/button.png", (8, 8)) buttonSkin = newTextureGraphic() discard buttonSkin.assignTexture buttonMosaic.render( patternStretchBorder(8, 2)) proc freeData*() = defaultFont.free() bigFont.free() for graphic in gfxData.values: graphic.free() for sound in sfxData.values: sound.free() buttonSkin.free() buttonMosaic.free()
title.nim
import nimgame2 / [ assets, entity, font, gui/button, gui/widget, mosaic, nimgame, scene, settings, textgraphic, texturegraphic, types, ], data type TitleScene = ref object of Scene proc init*(scene: TitleScene) = init Scene(scene) # Title text let titleText = newTextGraphic bigFont titleText.setText GameTitle let title = newEntity() title.graphic = titleText title.centrify() title.pos = (GameWidth / 2, GameHeight / 3) scene.add title proc free*(scene: TitleScene) = discard proc newTitleScene*(): TitleScene = new result, free init result method event*(scene: TitleScene, event: Event) = scene.eventScene event if event.kind == KeyDown: case event.key.keysym.sym: of K_Space, K_Return: game.scene = mainScene # quick start else: discard
main.nim
import nimgame2 / [ assets, entity, font, graphic, gui/button, gui/widget, nimgame, scene, textgraphic, types, ], data type MainScene = ref object of Scene proc init*(scene: MainScene) = init Scene scene proc free*(scene: MainScene) = discard proc newMainScene*(): MainScene = new result, free init result method event*(scene: MainScene, event: Event) = scene.eventScene event if event.kind == KeyDown: case event.key.keysym.sym: of K_F10: colliderOutline = not colliderOutline of K_F11: showInfo = not showInfo else: discard
platformer.nim
import
nimgame2 / [
nimgame,
settings,
types,
],
data,
title,
main
game = newGame()
if game.init(GameWidth, GameHeight, title = GameTitle, integerScale = true):
# Init
game.setResizable(true) # Window could be resized
game.minSize = (GameWidth, GameHeight) # Minimal window size
game.windowSize = (GameWidth * 2, GameHeight * 2) # Doulbe scaling (1280x720)
game.centrify() # Place window at the center of the screen
background = 0x151B8D'u32
loadData() # Call it before any scene initialization
# Create scenes
titleScene = newTitleScene()
mainScene = newMainScene()
# Run
game.scene = titleScene # Initial scene
run game # Let's go!
Level
Here we will create a wireframe for our level module.
level.nim
import parseutils, nimgame2 / [ assets, entity, texturegraphic, tilemap, utils, ], data const TileDim* = (32, 32) type Level* = ref object of TileMap proc init*(level: Level, tiles: TextureGraphic) = init Tilemap level level.tags.add("level") level.graphic = tiles level.initSprite(TileDim) proc newLevel*(tiles: TextureGraphic): Level = new result result.init(tiles) proc load*(level: Level, csv: string) = level.map = loadCSV[int]( csv, proc(input: string): int = discard parseInt(input, result)) level.hidden.add @[8, 9, 10, 11] # tiles on the third row are invisible markers level.passable.add @[0, 2, 3, 4, 8, 9, 10, 11] # tiles without colliders level.onlyReachableColliders = true # do not init unreachable colliders level.initCollider()
As you see, we are passing CSV data into the two-dimensional map sequence. The third row of tiles should not be visible as it is used for spawn selectors and such. All tiles, that the player should not be able to walk on, are added to the passable sequence. To speed up phyiscs we enabled the onlyReachableColliders option prior to calling the initCollider procedure.
Now we could add the level into the main scene.
main.nim
import ... data, level ... type MainScene = ref object of Scene level: Level proc init*(scene: MainScene) = ... # Level scene.level = newLevel gfxData["tiles"] scene.level.load "data/csv/map1.csv" scene.level.layer = LevelLayer scene.add scene.level
You should see the top-left corner of the map on the main screen at the moment.
Player
The next step is to create a player entity with a couple of animations and the ability to spawn itself at player spawn selector (tile index 8).
player.nim
import nimgame2 / [ entity, texturegraphic, tilemap, types, ], data, level const Framerate = 1/12 VisibilityDim: Dim = (w: 12, h: 10) Spawn = 8 # player spawn selector tile index PlayerRadius = 16 PlayerSize = PlayerRadius * 2 type Player* = ref object of Entity level*: Level dying: bool proc updateVisibility*(player: Player) = # update the visible portion of the map let center = player.level.tileIndex(player.pos) player.level.show = ( x: (center.x - VisibilityDim.w)..(center.x + VisibilityDim.x), y: (center.y - VisibilityDim.h)..(center.y + VisibilityDim.h)) proc resetPosition*(player: Player) = # reset player position to a given tile player.pos = player.level.tilePos player.level.firstTileIndex(Spawn) proc init*(player: Player, graphic: TextureGraphic, level: Level) = player.initEntity() player.tags.add "player" player.level = level player.graphic = graphic player.initSprite((PlayerSize, PlayerSize)) discard player.addAnimation("right", [0, 1, 2, 3], Framerate) discard player.addAnimation("left", [0, 1, 2, 3], Framerate, Flip.horizontal) discard player.addAnimation("death", [4, 5, 6, 7], Framerate) proc newPlayer*(graphic: TextureGraphic, level: Level): Player = new result result.init(graphic, level) method update*(player: Player, elapsed: float) = player.updateEntity elapsed player.updateVisibility()
Adding it to the scene is trivial.
main.nim
import ... level, player const LevelLayer = 0 PlayerLayer = 10 type MainScene = ref object of Scene level: Level player: Player proc init*(scene: MainScene) = init Scene scene # Camera scene.camera = newEntity() scene.camera.tags.add "camera" scene.cameraBondOffset = game.size / 2 # set camera to the center ... # Player scene.player = newPlayer(gfxData["player"], scene.level) scene.player.collisionEnvironment = @[Entity(scene.level)] scene.player.layer = PlayerLayer scene.player.resetPosition() scene.add scene.player scene.cameraBond = scene.player # bind camera to the player entity scene.player.updateVisibility() ...
Player Movement
To make the player entity move, we will use the platformerPhysics procedure from the engine's entity module. As you could see from the previous section, we added the level as the only item in the player's collisionEnvironment sequence. This sequence is used by the platformerPhysics procedure to check if the player entity could move in any given direction.
player.nim
const ... ColliderRadius = PlayerRadius - 1 GravAcc = 1000 Drag = 400 JumpVel = 450 WalkVel = 750 MaxVel = 350 ... proc init*(player: Player, graphic: TextureGraphic, level: Level) = ... # collider let c = newGroupCollider(player) player.collider = c # 1st collider c.list.add newCircleCollider( player, (PlayerRadius, PlayerRadius), ColliderRadius) # 2nd collider c.list.add newBoxCollider( player, (PlayerRadius, PlayerRadius + PlayerRadius div 2), (PlayerSize - 2, ColliderRadius)) # physics player.acc.y = GravAcc player.drg.x = Drag player.physics = platformerPhysics ... proc jump*(player: Player) = if player.vel.y == 0.0: player.vel.y -= JumpVel proc right*(player: Player, elapsed: float) = if player.dying: return player.vel.x += WalkVel * elapsed if player.vel.x > MaxVel: player.vel.x = MaxVel if not player.sprite.playing and player.vel.y == 0.0: player.play("right", 1) proc left*(player: Player, elapsed: float) = if player.dying: return player.vel.x -= WalkVel * elapsed if player.vel.x < -MaxVel: player.vel.x = -MaxVel if not player.sprite.playing and player.vel.y == 0.0: player.play("left", 1) ...
Next, we bind movement action to keyboard controls.
main.nim
... method update*(scene: MainScene, elapsed: float) = scene.updateScene elapsed if ScancodeSpace.pressed: scene.player.jump() if ScancodeRight.down: scene.player.right(elapsed) if ScancodeLeft.down: scene.player.left(elapsed)
Dying and Spikes
You might have noticed that the spikes tile in our tile sheet is added to the passable sequence. The reason for this is that the platformerPhysics procedure prevents any collisions with the tile map before the standard collision callback could happen. That is why we should initialize any tiles, that you want player to interact with, as separate entities with their own colliders. So, for each "spikes" tile index in the map data we create a collidable entity (without any graphics) in its place.
main.nim
... const ... Spikes = 4 # Spikes tile index ... proc init*(scene: MainScene) = ... # Spikes const SpikesOrigin = TileDim / 2 + (0, TileDim[1] div 4) SpikesDim = TileDim / (1, 2) for tileCoord in scene.level.tileIndex(Spikes): let e = newEntity() e.tags.add "spikes" e.pos = scene.level.tilePos(tileCoord) e.collider = newBoxCollider(e, SpikesOrigin, SpikesDim) e.collider.tags.add "player" # collide only with player entity e.parent = scene.camera scene.add e ...
Now we could use the standard collision callbacks in the player entity.
player.nim
... proc die*(player: Player) = if not player.dying: player.dying = true player.play("death", 3) player.vel.y = -JumpVel method update*(player: Player, elapsed: float) = ... if player.dying: if not player.sprite.playing: # reset player.play("right", 0) player.resetPosition() player.updateVisibility() player.dying = false else: return method onCollide*(player: Player, target: Entity) = if "spikes" in target.tags: player.die()
Boxes and Coins
As you could imagine, any other interactive tiles are created similarly. Compare the following code to the previous section.
player.nim
... type Player* = ref object of Entity ... requestCoins*: seq[CoordInt] ... proc init*(player: Player, graphic, TextureGraphic, level: Level) = ... player.requestCoins = @[] ... method onCollide*(player: Player, target: Entity) = ... if "box" in target.tags: let index = player.level.tileIndex(target.pos) player.level.tile(index) += 1 # red box -> grey box player.requestCoins.add index + (0, -1) # request coin spawn one tile higher target.dead = true if "coin" in target.tags: inc score target.dead = true
main.nim
... const ... Box = 6 # Box tile index CoinA = 2 # Coin tile index (frame A) CoinB = 3 # Coin tile index (frame B) ... proc spawnCoin*(scene: MainScene, index: CoordInt) = let e = newEntity() e.tags.add "coin" e.graphic = gfxData["tiles"] e.initSprite(TileDim) discard e.addAnimation("rotate", [2, 3], 1/8) e.play("rotate", -1) # continuous animation e.pos = scene.level.tilePos index e.collider = newCircleCollider(e, TileDim / 2 - 1, TileDim[0] / 2 - 1) e.collider.tags.add "player" e.parent = scene.camera scene.add e proc init*(scene: MainScene) = ... # Boxes const BoxPos1 = (2, TileDim[1] + 2) BoxPos2 = (TileDim[0] - 2, TileDim[1] + 2) for tileCoord in scene.level.tileIndex(Box): let e = newEntity() e.tags.add "box" e.pos = scene.level.tilePos(tileCoord) e.collider = newLineCollider(e, BoxPos1, BoxPos2) e.collider.tags.add "player" # collide only with player entity e.parent = scene.camera scene.add e # Coins for value in [CoinA, CoinB]: for tileCoord in scene.level.tileIndex(value): scene.level.tile(tileCoord) = 0 scene.spawnCoin(tileCoord) ... ... method update*(scene: MainScene, elapsed: float) = ... # Spawn coins while scene.player.requestCoins.len > 0: scene.spawnCoin scene.player.requestCoins.pop()
Enemy
Our enemies should be able to move left and right (though not falling off the ledges) and kill the player entity on collision. The walking logic is implemented in the custom enemyLogic procedure.
We do not want physics and logic to be updated while the enemy is off the screen, so we do not call the updateEntity procedure this time, checking the enemy's position and calling procedures manually instead.
enemy.nim
import nimgame2 / [ entity, graphic, texturegraphic, tilemap, types, ], data, level const GravAcc = 1000 WalkVel = 50 type Enemy* = ref object of Entity level*: Level prevVel: float proc right*(enemy: Enemy) = enemy.vel.x = WalkVel proc left*(enemy: Enemy) = enemy.vel.x -= WalkVel proc enemyLogic(enemy: Entity, elapsed: float) = let enemy = Enemy enemy # check for pits if enemy.vel.x != 0.0: let pos = enemy.pos + enemy.graphic.dim * 0.5 * (if enemy.vel.x < 0: -1.0 else: 1.0) aheadIdx = enemy.level.tileIndex(pos) + (0, 1) if enemy.level.tile(aheadIdx) in enemy.level.passable: enemy.vel.x = 0.0 # change direction if enemy.vel.x == 0.0: if enemy.prevVel <= 0.0: enemy.vel.x = WalkVel enemy.prevVel = WalkVel else: enemy.vel.x = -WalkVel enemy.prevVel = -WalkVel proc init*(enemy: Enemy, graphic: TextureGraphic, level: Level) = enemy.initEntity() enemy.tags.add "enemy" enemy.level = level enemy.graphic = graphic enemy.centrify(ver = VAlign.top) enemy.logic = enemyLogic # collider let c = newPolyCollider(enemy, points = [(-15.0, 15.0), (0, 0), (16, 15)]) c.tags.add "level" enemy.collider = c # physics enemy.acc.y = GravAcc enemy.fastPhysics = true enemy.physics = platformerPhysics proc newEnemy*(graphic: TextureGraphic, level: Level): Enemy = new result result.init(graphic, level) method update*(enemy: Enemy, elapsed: float) = # updateEntity override let index = enemy.level.tileIndex(enemy.pos) # physics and logic only if visible if index.x in enemy.level.show.x and index.y in enemy.level.show.y: enemy.logic(enemy, elapsed) enemy.physics(enemy, elapsed)
Enemy spawning is pretty similar to spikes and coins creation.
main.nim
import ... enemy, ... const ... EnemySpawn = 9 # Enemy spawn tile index proc init*(scene: MainScene) = ... # Enemy for tileCoord in scene.level.tileIndex(EnemySpawn): let e = newEnemy(gfxData["enemy"], scene.level) e.collisionEnvironment = @[Entity(scene.level)] e.pos = scene.level.tilePos(tileCoord) + TileDim[1] / 2 e.parent = scene.camera scene.add e ...
player.nim
... method onCollide*(player: Player, target: Entity) = if "spikes" in target.tags or "enemy" in target.tags: player.die() ...
Victory
The victory is achieved when the player entity has collided with "finish" tile, or, more specifically, with an invisible collidable entity that was spawned in this tile.
Note, that we are fetching the index with the firstTileIndex procedure. It means that if there is more than one appearance of this tile index on a map, only one will be processed. If you want to have multiple finish points, change it to the tileIndex iterator.
main.nim
... const ... UILayer = 20 ... Finish = 11 type MainScene = ref object of Scene ... victory: Entity ... proc init*(scene: MainScene) = ... # Finish let finishIdx = scene.level.firstTileIndex(Finish) f = newEntity() f.tags.add "finish" f.collider = newCircleCollider(f, TileDim / 2, TileDim[0] / 2 - 1) f.pos = scene.level.tilePos(finishIdx) f.parent = scene.camera scene.add f # Victory let victoryText = newTextGraphic bigFont victoryText.setText "VICTORY!" scene.victory = newEntity() scene.victory.graphic = victoryText scene.victory.centrify(ver = VAlign.top) scene.victory.visible = false scene.victory.layer = UILayer scene.victory.pos = (GameWidth / 2, 0.0) scene.add scene.victory ... ... method update*(scene: MainScene, elapsed: float) = ... # Check for victory if scene.player.won: scene.victory.visible = true
For simplicity, the victory is represented with a simple text entity. You could try to implement a separate victory scene on your own for practice.
player.nim
... type Player* = ref object of Entity ... won*: bool ... ... method onCollide*(player: Player, target: Entity) = ... if "finish" in target.tags: player.won = true
Score
Finally, we add the score indicator, which is a simple text graphic updated with the data from the score variable. Note that we do not select scene.camera as its parent, so this entity is located constantly at the same position on the game screen.
main.nim
... type MainScene = ref object of Scene ... score: TextGraphic ... ... proc init*(scene: MainScene) = ... # Score let score = newEntity() scene.score = newTextGraphic defaultFont scene.score.setText "SCORE: 0" score.graphic = scene.score score.layer = UILayer score.pos = (12, 8) scene.add score ... ... method update*(scene: MainScene, elapsed: float) = ... # Update score scene.score.setText "SCORE: " & $score ...
Sounds
You could set the global sound volume in the initialization routine. It could also be changed in runtime, if you plan to add game settings controls later.
platformer.nim
import nimgame2 / [ audio, ... ... if game.init(GameWidth, GameHeight, title = GameTitle, integerScale = true): # Init ... setSoundVolume Volume.high div 2 # set sound volume to a 50% ...
As we loaded our sounds into the sfxData assets collection, playing them at the right moment is trivial.
player.nim
import nimgame2 / [ assets, audio, ... ... proc jump*(player: Player) = ... if player.vel.y == 0.0: ... discard sfxData["jump"].play() ... proc die*(player: Player) = ... discard sfxData["death"].play() ... method onCollide*(player: Player, target: Entity) = ... if "box" in target.tags: ... discard sfxData["box"].play() if "coin" in target.tags: ... discard sfxData["pickup"].play() if "finish" in target.tags: if not player.won: discard sfxData["victory"].play() player.won = true
Reset
Finally, we will add the option to return to the title screen, resetting the level.
main.nim
... proc init*(scene: MainScene) = ... if scene.level.map.len == 0: scene.level.load "data/csv/map1.csv" # changed from: scene.level.load "data/csv/map1.csv" ... proc newMainScene*(): MainScene = new result, free # removed: init result method show*(scene: MainScene) = hideCursor() init scene ...
As you can see, we moved the init call from the constructor to the show method, so the scene will be rebuilt each time it is switched to. Nim's GC will take care of previously allocated resources.
What's Next?
To practice your skills and improve the game, you could try adding the game settings screen, victory animation, leaderboard, different types of hazards and enemies, multiple levels, etc.


SCArrayOfObjectsCell
@interface SCArrayOfObjectsCell : SCCustomCell {
SCDataStore *dataStore;
SCDataFetchOptions *dataFetchOptions;
BOOL allowAddingItems;
BOOL allowDeletingItems;
BOOL allowMovingItems;
BOOL allowEditDetailView;
BOOL allowRowSelection;
BOOL autoSelectNewItemCell;
BOOL displayItemsCountInBadgeView;
SCTableViewCell *placeholderCell;
SCTableViewCell *addNewItemCell;
BOOL addNewItemCellExistsInNormalMode;
BOOL addNewItemCellExistsInEditingMode;
SCSectionActions *_detailSectionActions;
}
This class functions as a cell that, given an array of objects, will generate an SCArrayOfObjectsSection detail view that’s displayed when the cell is tapped.
The cell can also be optionally bound to an object and generate an additional SCObjectSection detail view when the cell is tapped while the table is in edit mode.
See
SCObjectCell, SCObjectSection, SCArrayOfObjectsSection.-
Undocumented
Declaration
Objective-C
SCDataStore *dataStore
-
Undocumented
Declaration
Objective-C
SCDataFetchOptions *dataFetchOptions
-
Undocumented
Declaration
Objective-C
BOOL allowAddingItems
-
Undocumented
Declaration
Objective-C
BOOL allowDeletingItems
-
Undocumented
Declaration
Objective-C
BOOL allowMovingItems
-
Undocumented
Declaration
Objective-C
BOOL allowEditDetailView
-
Undocumented
Declaration
Objective-C
BOOL allowRowSelection
-
Undocumented
Declaration
Objective-C
BOOL autoSelectNewItemCell
-
Undocumented
Declaration
Objective-C
BOOL displayItemsCountInBadgeView
-
Undocumented
Declaration
Objective-C
SCTableViewCell *placeholderCell
-
Undocumented
Declaration
Objective-C
SCTableViewCell *addNewItemCell
-
Undocumented
Declaration
Objective-C
BOOL addNewItemCellExistsInNormalMode
-
Undocumented
Declaration
Objective-C
BOOL addNewItemCellExistsInEditingMode
-
Undocumented
Declaration
Objective-C
SCSectionActions *_detailSectionActions
-
Allocates and returns an initialized SCArrayOfObjectsCell given a data store. *
- - parameter: store The data store containing the cell’s objects.
Declaration
Objective-C
+ (instancetype)cellWithDataStore:(SCDataStore *)store;
-
Allocates and returns an initialized SCArrayOfObjectsCell given an array of objects and their class definition. *
- - parameter: cellItems An array of objects that the cell will use to generate its detail cells.
- - parameter: definition The definition of the objects in the objects array. If the array contains more than one type of object, then their respective definitions must be added to the itemsClassDefinitions dictionary after initialization.
Declaration
Objective-C
+ (instancetype)cellWithItems:(NSMutableArray *)cellItems itemsDefinition:(SCDataDefinition *)definition;
-
Returns an initialized SCArrayOfObjectsCell given a data store. *
- - parameter: store The data store containing the cell’s objects.
Declaration
Objective-C
- (instancetype)initWithDataStore:(SCDataStore *)store;
-
Returns an initialized SCArrayOfObjectsCell given an array of objects and their class definition. *
- - parameter: cellItems An array of objects that the cell will use to generate its detail cells.
- - parameter: definition The class definition of the class or entity of the objects in the objects array. If the array contains more than one type of object, then their respective class definitions must be added to the itemsClassDefinitions dictionary after initialization.
Declaration
Objective-C
- (instancetype)initWithItems:(NSMutableArray *)cellItems itemsDefinition:(SCDataDefinition *)definition;
-
The data store that’s used to store and fetch the cell’s objects.
Declaration
Objective-C
@property (nonatomic, strong) SCDataStore *dataStore;
-
The options used to fetch the cell’s items from dataStore.
Declaration
Objective-C
@property (nonatomic, strong) SCDataFetchOptions *dataFetchOptions;
-
The items fetched from the dataStore.
Declaration
Objective-C
@property (nonatomic, readonly) NSArray *items;
-
Allows/disables adding new objects to the items array. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL allowAddingItems;
-
Allows/disables deleting new objects from the items array. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL allowDeletingItems;
-
Allows/disables moving objects from one row to another. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL allowMovingItems;
-
Allows/disables editing detail views for objects. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL allowEditDetailView;
-
Allows/disables row selection. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL allowRowSelection;
-
Allows/disables automatic cell selection of newly created items. Default: FALSE.
Declaration
Objective-C
@property (nonatomic) BOOL autoSelectNewItemCell;
-
Allows/disables displaying the number of objects in the cell’s badgeView. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL displayItemsCountInBadgeView;
-
The set of actions for the cell’s automatically generated detail section.
Declaration
Objective-C
@property (nonatomic, readonly) SCSectionActions *detailSectionActions;
-
When set to a valid cell object, ‘placeholderCell’ will be displayed when no items exist in the generated section. As soon as any items are added, this cell automatically disappears. Default: nil.
Declaration
Objective-C
@property (nonatomic, strong) SCTableViewCell *placeholderCell;
-
When set to a valid cell object, ‘addNewItemCell’ will be displayed as the last cell of the generated section, and will add a new item to the section whenever it gets tapped by the user. This cell can be used as an alternative to the section’s addButtonItem. Default: nil.
Declaration
Objective-C
@property (nonatomic, strong) SCTableViewCell *addNewItemCell;
-
When TRUE, addNewItemCell will be displayed in Normal Mode. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL addNewItemCellExistsInNormalMode;
-
When TRUE, addNewItemCell will be displayed in Editing Mode. Default: TRUE.
Declaration
Objective-C
@property (nonatomic) BOOL addNewItemCellExistsInEditingMode;
-
Allocates and returns an initialized SCArrayOfObjectsCell given a header title and an entity definition.
Note
This method creates a cell with all the objects that exist in classDefinition’s entity’s managedObjectContext. To create a cell with only a subset of these objects, consider using the other cell initializers.
Declaration
Objective-C
+ (instancetype)cellWithEntityDefinition:(SCEntityDefinition *)definition;
Parameters
definition
The entity definition of the objects in the objects set.
-
Allocates and returns an initialized SCArrayOfObjectsCell given a mutable set of objects.
Warning
This method should only be used to create a cell with the contents of a Core Data relationship.
Declaration
Objective-C
+ (instancetype)cellWithBoundItemsSet:(NSMutableSet *)cellItemsSet boundSetEntityDefinition:(SCEntityDefinition *)definition boundSetOwnsObjects:(BOOL)ownsObjects;
Parameters
cellItemsSet
A mutable set of objects that the cell will use to generate its cells.
definition
The class definition of the entity of the objects in the objects set.
-
Returns an initialized SCArrayOfObjectsCell given a header title and an entity definition.
Note
This method creates a cell with all the objects that exist in classDefinition’s entity’s managedObjectContext. To create a cell with only a subset of these objects, consider using the other cell initializers.
Declaration
Objective-C
- (instancetype)initWithEntityDefinition:(SCEntityDefinition *)definition;
Parameters
definition
The entity definition of the objects in the objects set.
-
Returns an initialized SCArrayOfObjectsCell given a mutable set of objects.
Warning
This method should only be used to create a cell with the contents of a Core Data relationship.
Declaration
Objective-C
- (instancetype)initWithBoundItemsSet:(NSMutableSet *)cellItemsSet boundSetEntityDefinition:(SCEntityDefinition *)definition boundSetOwnsObjects:(BOOL)ownsObjects;
Parameters
cellItemsSet
A mutable set of objects that the cell will use to generate its cells.
definition
The class definition of the entity of the objects in the objects set.


Dire Team: {{ game.dire }}
{% for k in game.dire_tower_status %} {% for t in game.dire_tower_status[k] %} {% for s in game.dire_tower_status[k][t] %}Radiant Team: {{ game.radiant }}
{% for k in game.radiant_tower_status %} {% for t in game.radiant_tower_status[k] %} {% for s in game.radiant_tower_status[k][t] %}


+++
title = "Agones"
linkTitle = "Agones"
+++
{{< blocks/cover title="Host, run and scale dedicated game servers on Kubernetes" image_anchor="top" height="full" color="orange" >}}
{{< /blocks/cover >}}
{{% blocks/lead color="primary" %}}
What is Agones?
Agones is an open source project that is built to be a batteries-included, dedicated game server scaling and
orchestration platform. It is built as a native extension of [Kubernetes](https://kubernetes.io), with the flexibility you need to tailor
it to the requirements of your multiplayer game. Anywhere you can run Kubernetes, you can run Agones.
{{% /blocks/lead %}}
{{< blocks/section color="dark" >}}
{{% blocks/feature icon="fas fa-file-code" title="Fleets of GameServers" url="./docs/getting-started/" %}}
Define Fleets of GameServers, autoscaling and more, through YAML or the Kubernetes API.
{{% /blocks/feature %}}
{{% blocks/feature icon="fas fa-wrench" title="Integrated SDK" url="./docs/guides/client-sdks/" %}}
Integrated SDK for managing game server lifecyle, health and configuration.
Tools for local development included!
{{% /blocks/feature %}}
{{% blocks/feature icon="fas fa-chart-area" title="Metrics" url="./docs/guides/metrics/" %}}
Integration with [OpenCensus](https://opencensus.io/)
for backend agnostic game server metrics and monitoring
{{% /blocks/feature %}}
{{< /blocks/section >}}
{{< blocks/section >}}
{{% blocks/feature icon="fab fa-slack" title="Join us on Slack" url="https://join.slack.com/t/agones/shared_invite/enQtMzE5NTE0NzkyOTk1LWQ2ZmY1Mjc4ZDQ4NDJhOGYxYTY2NTY0NjUwNjliYzVhMWFjYjMxM2RlMjg3NGU0M2E0YTYzNDIxNDMyZGNjMjU" %}}
Join the community on Slack
{{% /blocks/feature %}}
{{% blocks/feature icon="fab fa-github" title="Contributions welcome!" url="https://github.com/GoogleCloudPlatform/agones" %}}
We do a [Pull Request](https://github.com/GoogleCloudPlatform/agones/pulls) contributions workflow on **GitHub**.
New users are always welcome!
{{% /blocks/feature %}}
{{% blocks/feature icon="fab fa-twitter" title="Follow us on Twitter!" url="https://twitter.com/agonesdev" %}}
For announcement of latest features etc.
{{% /blocks/feature %}}
{{< /blocks/section >}}


Welcome to the Epicodus Credit Union!
Register new account:
Name:
Initial Deposit:
Register
Deposit or Withdraw Funds:
Deposit Amount:
Withdraw Amount:
Submit
Current Balance:
$


A little background: I知 15, about 165 pounds, I知 just starting out on fluoxetine (20mg/day), and I致e been using various substances for the past year or so. At this point, my parents know about my drug use and the following day, I知 scheduled to go and have an interview at the local drug rehab program. I知 terrified, confused, and incredibly cheap.
Yesterday, I got offered Adderall. Not knowing what Adderall is, I said yes. The next day, I pick up my score for a mere four bucks and change (gotta love connections). That night, I cut half of the powder and snort it. It's surprisingly soft and light (the easiest and most pleasant powder I致e ever snorted).
By the way, I snorted the stuff at approximately 12:00am
T+0:05 I can feel it now, a huge headrush and a blast of energy, I知 shaking all over, and I知 jittery and anxious, but in a good way, like I知 just fully awake and aware.
T+0:30 wow, this is unreal. I知 IMing (which I usually hate doing) upwards of 20 people at once, and staying in tune to every conversation. This stuff is godly.
T+1:00 I figure this must be full effect, because I知 not only totally high, but I知 also quite paranoid (every sound is my father coming to my room about to catch me). I decide to write a report for health class on the dangers of abusing prescription drugs (oh, the irony).
T+1:30 I知 finished with the report and now I知 bored again. My lord, does this stuff ever quit? I hope not. I continue talking to people, desperately searching for AIM screen names on the net for random people to talk to. I realize that the dose of speed I took was way, way, way more than enough to just keep me focused.
T+2:30 I can feel a little bit of fade, so I relax and try to find something to read. Where do I end up, but reading about drugs on the internet! What better way to get your mind off of a drug experience than to read peoples' stories of using the drug you're on!
T+4:00 Oh my god, I知 in pain. It's like I can feel every precious molecule of speed in my brain being broken down and destroyed, leaving me begging my body to open up the bag and do the next line. Now it's 4 am, I知 scared and I give in, of course. I quickly roll a single and rail the rest of my speed. Soon it's again wreaking havoc on me, but not quite as drop-dead gorgeous as the first line. It's true what they say, that you always remember your first time.
Four hours later, I crash in the middle of math class. I sit behind a very, very dear friend whom I love with all I致e got, and I tell her the story.
I love love love love love this drug. Nothing else compares in my mind. It's orgasmic, and beautiful, and perfect. I can't risk my sanity on ever doing it again.
-ep
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


 The donation amount will be automatically released once the goal is achieved. {{ milestone.date|date:"d.m.Y" }} {{ milestone.name }} {% endif %} {% if task %} Task By donating on the contest, you motivate participants to complete it faster. The donation amount will be automatically released once the task is closed. {{ task.name }} {% endif %} {% if request.user.get_profile.blockchain_wallet %} Your wallet: {{ request.user.get_profile.blockchain_wallet|default_if_none:'' }} Your balance: GIFT {% endif %} {# #} {# $5#} {# $10#} {# $50#} {# $100#} {# #} USD BTC {% if request.user.get_profile.blockchain_wallet %} GIFT {% endif %} 1 BTC = $... 1 GIFT = $... 1 {% endblock %}
By donating on a goal, you motivate a team to complete a specific task. The donation amount will be automatically released once the goal is achieved.
{{ milestone.date|date:"d.m.Y" }} {{ milestone.name }}
By donating on the contest, you motivate participants to complete it faster. The donation amount will be automatically released once the task is closed.
{{ task.name }}
Your wallet: {{ request.user.get_profile.blockchain_wallet|default_if_none:'' }}
Your balance: GIFT
1 BTC = $... 1 GIFT = $... 1


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/using.20lean.20via.20vscode.html ---
Hi,
On the web page https://leanprover.github.io/reference/using_lean.html it says
says 1.2. Using Lean with VSCode
Assuming you have installed Lean and Visual Studio Code, you can add the
Lean extension to VSCode by clicking the extension icon in the view bar
at left and searching for lean. Once you have installed the extension,
clicking on lean in the extensions panel provides additional information.
What is this extension icon?
On another web page which I was directed to , namely
https://github.com/leanprover-community/mathlib/blob/master/docs/install/linux.md
it says
Click on the extension icon (image of icon) in the side bar on the left edge of the screen and search for leanprover
but there isn't any icon on the vscode window which looks like the image in the instructions
Oh dear, they've updated all the icons in VS Code...
It now looks like 3 squares in an L shape, with a 4th square on the top right. Hovering over it should say "extensions".
If you're using mac, it's shift-cmd-X to open the extensions tab.
All this clicking is awfully hard to document. The easy way is: open a terminal and type code --install-extension jroesch.lean
Except that on a mac (and I don't know about windows), there won't be code
available on the command line... :-(
On Windows you can open the extensions tab with ctrl+shift+X
Last updated: Apr 24 2020 at 19:02 UTC


By clicking "submit," you acknowledge the following
If you have any questions about this survey or the Detroit Community Organization Mapping project, please contact:
Arron Goodman<EMAIL_ADDRESS>Find CDAD on the web: http://cdad-online.org/
Like CDAD on Facebook: http://www.facebook.com/CDADDetroit
Follow CDAD on Twitter: http://twitter.com/CDADDetroit


To improve the performance of the classifier, try these steps:
- Review the responses on your test set.
- Modify the labeled data by adding additional classes or additional texts for existing classes.
- Replace the current classifier with a new one that contains your updated labelled data.
- Use the new classifier in your app.
- Repeat these steps until you are satisfied with the performance.


Uses of Package
com.opengamma.strata.product.deposit
-
Packages that use com.opengamma.strata.product.deposit Package Description com.opengamma.strata.loader.csv Loader that reads market data from CSV files.com.opengamma.strata.market.curve.node Curve nodes.com.opengamma.strata.measure.deposit Calculation functions for deposit products.com.opengamma.strata.pricer.curve Provides the ability to calibrate curves.com.opengamma.strata.pricer.deposit Calculators for rate deposit instruments, such as term deposit.com.opengamma.strata.product.deposit Entity objects describing financial instruments representing a simple deposit with interest.com.opengamma.strata.product.deposit.type Conventions and templates to aid the construction of deposits. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.loader.csv Class Description TermDepositTrade A trade in a term deposit. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.market.curve.node Class Description IborFixingDepositTrade A trade in an Ibor fixing deposit.ResolvedIborFixingDepositTrade A trade in an Ibor fixing deposit, resolved for pricing.ResolvedTermDepositTrade A trade in a term deposit, resolved for pricing.TermDepositTrade A trade in a term deposit. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.measure.deposit Class Description ResolvedTermDepositTrade A trade in a term deposit, resolved for pricing.TermDepositTrade A trade in a term deposit. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.pricer.curve Class Description ResolvedIborFixingDepositTrade A trade in an Ibor fixing deposit, resolved for pricing.ResolvedTermDepositTrade A trade in a term deposit, resolved for pricing. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.pricer.deposit Class Description ResolvedIborFixingDeposit An Ibor fixing deposit, resolved for pricing.ResolvedIborFixingDepositTrade A trade in an Ibor fixing deposit, resolved for pricing.ResolvedTermDeposit A term deposit, resolved for pricing.ResolvedTermDepositTrade A trade in a term deposit, resolved for pricing. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.product.deposit Class Description IborFixingDeposit An Ibor fixing deposit.IborFixingDeposit.Builder The bean-builder forIborFixingDeposit
.IborFixingDeposit.Meta The meta-bean forIborFixingDeposit
.IborFixingDepositTrade A trade in an Ibor fixing deposit.IborFixingDepositTrade.Builder The bean-builder forIborFixingDepositTrade
.IborFixingDepositTrade.Meta The meta-bean forIborFixingDepositTrade
.ResolvedIborFixingDeposit An Ibor fixing deposit, resolved for pricing.ResolvedIborFixingDeposit.Builder The bean-builder forResolvedIborFixingDeposit
.ResolvedIborFixingDeposit.Meta The meta-bean forResolvedIborFixingDeposit
.ResolvedIborFixingDepositTrade A trade in an Ibor fixing deposit, resolved for pricing.ResolvedIborFixingDepositTrade.Builder The bean-builder forResolvedIborFixingDepositTrade
.ResolvedIborFixingDepositTrade.Meta The meta-bean forResolvedIborFixingDepositTrade
.ResolvedTermDeposit A term deposit, resolved for pricing.ResolvedTermDeposit.Builder The bean-builder forResolvedTermDeposit
.ResolvedTermDeposit.Meta The meta-bean forResolvedTermDeposit
.ResolvedTermDepositTrade A trade in a term deposit, resolved for pricing.ResolvedTermDepositTrade.Builder The bean-builder forResolvedTermDepositTrade
.ResolvedTermDepositTrade.Meta The meta-bean forResolvedTermDepositTrade
.TermDeposit A term deposit.TermDeposit.Builder The bean-builder forTermDeposit
.TermDeposit.Meta The meta-bean forTermDeposit
.TermDepositTrade A trade in a term deposit.TermDepositTrade.Builder The bean-builder forTermDepositTrade
.TermDepositTrade.Meta The meta-bean forTermDepositTrade
. -
Classes in com.opengamma.strata.product.deposit used by com.opengamma.strata.product.deposit.type Class Description IborFixingDepositTrade A trade in an Ibor fixing deposit.TermDepositTrade A trade in a term deposit.


Beginner¶
1. Getting Started¶
In this tutorial we will explore the basic workflow of using zyglrox
.
We start by defining a quantum circuit. First, we import the necessary modules:
the QuantumCircuit
class, two gates and the Observable
class.
from zyglrox.core.circuit import QuantumCircuit
from zyglrox.core.gates import Hadamard, PauliZ
from zyglrox.core.observables import Observable
Next, we will will construct a quantum circuit on a single qubit, where we first apply a Hadmard gate, and afterwards a Pauli Z gate.
Specifiying the circuit is done by make a list of Gate
objects, where for each gate we specify on which ‘quantum wire’ they operate.
gates = [Hadamard(wires=[0,]), PauliZ(wires=[0,])]
qc = QuantumCircuit(nqubits=1, gates=gates, device="CPU")
Before we can calculate anything, we need to initialize the model in true TensorFlow fashion. If you have a CUDA enabled GPU available, you can choose to run the calculation on the GPU. For now, we will select the CPU to do the heavy lifting.
qc.initialize()
Note
zyglrox
relies on tensorflow 1.15.0
. This Python framework uses an imperative programming paradigm to
construct a computational graph, which is then executed in a so called ‘session’.
Understanding and managing these graphs and sessions requires some understanding of TensorFlow. However, when using zyglrox
you only have to worry
about calling qc.initalize
after all the circuit definitions are done.
Now we are ready to do some calculations. QuantumCircuit
has a method circuit
, that can be called on a complex vector to output
the wavefunction after applying the gates. Additionally, QuantumCircuit
contains a constant vector qc.phi
corresponding to the \(|0\rangle^{\otimes N}\),
that can be propagated through the circuit. We can call the initialized session to extract the values of interest from the graph.
phi = qc.circuit(qc.phi)
# graph definitions are done
qc_tf = qc._sess.run(phi)
print(qc_tf)
>>> [ 0.70710677+0.j -0.70710677+0.j]
Which outputs the correct state:
On a real quantum computer, we do not have access to the full wave function. Instead, we have to rely on the measurement of observables to obtain information about the state of the system. To simulate this, we add an observable layer to our quantum circuit. For instance, lets say we want to measure in the X-basis on the first qubit.
obs = [Observable("x", wires=[0, ])]
expval_layer = ExpectationValue(obs)
This adds the ExpectationValue
layer to the graph, a layer containing all the observables of interest measured on our quantum circuit.
To retrieve the observable \(\langle \sigma^x \rangle\) from the graph, we run the ExpectationValue
layer and extract the observables.
measurements = qc._sess.run(expval_layer(phi))
print(measurements)
>>> [[[[-0.99999994]]]]
Which is again the value we expect.
2. Multi-Qubit gates and Visualization¶
For this tutorial we will explore the usage of multi-qubit gates and parametrizable gates. First we import the QuantumCircuit
, some gates
and the Observable
class.
from zyglrox.core.circuit import QuantumCircuit
from zyglrox.core.gates import Hadamard, Phase, CNOT
from zyglrox.core.observables import Observable
import numpy as np
Next, we will define the gates of our circuit for 2 qubits. The Phase
gate rotates the qubit state around the z-axis of the Bloch sphere
where \(\theta\) is the so-called phase shift. When we move on to variational circuits, this variable will be adjustable. For now, we set this parameter to \(\pi/8\).
In order to make use of entanglement, we need integrate CNOT gates, since these gates turn a product state
into a linear combination of pure states
by conditionally flipping the target qubit (in this case the second qubit) if the first qubit is in the \(|1\rangle\) state. We will apply a single CNOT at the end of our circuit.
In zyglrox
, we define this circuit as follows
gates = [Hadamard(wires=[0, ]), Phase(wires=[0, ], value=[np.pi / 8]),
Hadamard(wires=[1, ]), Phase(wires=[1, ], value=[np.pi / 8]), CNOT(wires=[0, 1])]
To enable visualization in TensorBoard, we pass the tensorboard=True
argument to the QuantumCircuit
constructor.
qc = QuantumCircuit(nqubits=2, gates=gates,tensorboard=True)
Since the qc.circuit
method is a sequential Keras model, we can call the summary()
function on this object to print
the parameters and layers of this circuit.
phi = qc.circuit(qc.phi)
qc.circuit.summary()
>>> Model: "circuit"
_________________________________________________________________
Layer (type) Output Shape Param #
=================================================================
H_0 (Hadamard) multiple 0
_________________________________________________________________
Phase_0 (Phase) multiple 1
_________________________________________________________________
CNOT_0_1 (CNOT) multiple 0
_________________________________________________________________
H_1 (Hadamard) multiple 0
_________________________________________________________________
Phase_1 (Phase) multiple 1
_________________________________________________________________
CNOT_1_0 (CNOT) multiple 0
=================================================================
Total params: 2
Trainable params: 2
Non-trainable params: 0
Note
Printing out the commonly used quantum circuit representation of wires and blocks of gates will be added in a future release.
In zyglrox
, we are not limited by the physical constraints of a quantum computer. We can extract multiple
observables in parallel, even from the same qubit.
obs = [Observable("x", wires=[0, ]), Observable("x", wires=[1, ]),
Observable("y", wires=[0, ]), Observable("y", wires=[1, ]),
Observable("z", wires=[0, ]), Observable("z", wires=[1, ])]
expval_layer = ExpectationValue(obs)
Now that we’re done, we initialize the session and extract the measurements.
qc.initialize()
measurements = qc._sess.run(expval_layer(phi))
print(measurements)
>>> [[[[ 8.5355318e-01]]
[[ 9.2387938e-01]]
[[ 3.5355335e-01]]
[[-7.4505806e-09]]
[[ 2.9802322e-08]]
[[ 1.4901161e-08]]]]
Additionally, we can visualize the computational graph in TensorBoard. When enabled, the logs are automatically stored in the ./logdir folder.
>>> tensorboard --logdir=logdir
which looks like this. .


Ideological matching is a work in progress, and is much less accurate than the values and axes.
You can send these results by copying and pasting the URL at the top of the page or using the image below. If you have any suggestions or constructive criticism, feel free to open an issue on the GitHub page here: GitHub
Ideological matching is a work in progress, and is much less accurate than the values and axes.
You can send these results by copying and pasting the URL at the top of the page or using the image below. If you have any suggestions or constructive criticism, feel free to open an issue on the GitHub page here: GitHub


Take the vacation of your life at our private island resorts. Cherished memories await.
accomodations
activities
travel arrangements
photos
contact information


Meet "Dorothy" -- a wearable device that connects your shoes to your phone.
Mobislyder from Glidetrack is a compact ultraportable camera slider designed to allow you to create smooth cinematic camera moves using your portable video device. It's claimed to be the world's first portable camera slider designed for iPhones, Android smart phones & compact cameras - But does it suck?


A Simple and Easy to use Risk Assessment tool for Medical Institutions. Click on the Help Button for assistance in assessing risks based on patient vitals.
Help
An efficient and a reliable tool to generate your risk assessments. Learn more about RiskAsess.
Learn More
The Development Process is Simplified using a Clean and an Elegant User Interface with Minimal Complexities.
About Us
Welcome to RiskAssess!, a risk assessment system for medical institutions to generate risk assessments. If your organization faces any challenges while generating the risk assessment or has any concerns regarding the system please visit our help or about us pages.
A Risk Assessment Tool that allows for the swift, efficient and smooth generation of risk assessments for your patients.
Fast and Smooth Assessment.
Secure Assessment Process.
Reliable and Trustworthy Process.


The One about an Irrational Number
We've made a short YouTube video to show you the changes in this release. Let us know if you think it is helpful on Twitter and we'll make more.
- * Weapon & Armor Comparison feature.
- * Added option to Farming Mode to disable moving items to make space for engrams.
- * Added detailed information to Trials of Osiris popup card.
- * Multiple Memory of Felwinter items are excluded from Loadout Builder.
- * Improved internationalization support.
- * Imporoved filters for is:sublime and items by year.
- * Reduced the size of the collapsable menu to avoid accidental clicks.
- * Added collapsable rows in Vendors.
- * Tiny Perk Trees on High DPI Screens now render full size.
View the changelog for the full set.
Follow us on:


Python Streaming Pipelines
Python streaming pipeline execution is experimentally available (with some limitations) starting with Beam SDK version 2.5.0.
Why use streaming execution?
Beam creates an unbounded PCollection if your pipeline reads from a streaming or continously-updating data source (such as Cloud Pub/Sub). A runner must process an unbounded PCollection using a streaming job that runs continuously, as the entire collection is never available for processing at any one time. Size and boundedness has more information about bounded and unbounded collections.
Modifying a pipeline to use stream processing
To modify a batch pipeline to support streaming, you must make the following code changes:
- Use an I/O connector that supports reading from an unbounded source.
- Use an I/O connector that supports writing to an unbounded source.
- Choose a windowing strategy.
The Beam SDK for Python includes two I/O connectors that support unbounded PCollections: Google Cloud Pub/Sub (reading and writing) and Google BigQuery (writing).
The following snippets show the necessary code changes to modify the batch WordCount example to support streaming:
These batch WordCount snippets are from wordcount.py. This code uses the TextIO I/O connector to read from and write to a bounded collection.
lines = p | 'read' >> ReadFromText(known_args.input)
...
counts = (lines
| 'split' >> (beam.ParDo(WordExtractingDoFn())
.with_output_types(six.text_type))
| 'pair_with_one' >> beam.Map(lambda x: (x, 1))
| 'group' >> beam.GroupByKey()
| 'count' >> beam.Map(count_ones))
...
output = counts | 'format' >> beam.Map(format_result)
# Write the output using a "Write" transform that has side effects.
output | 'write' >> WriteToText(known_args.output)
These streaming WordCount snippets are from streaming_wordcount.py. This code uses an I/O connector that reads from and writes to an unbounded source (Cloud Pub/Sub) and specifies a fixed windowing strategy.
lines = p | beam.io.ReadFromPubSub(topic=known_args.input_topic)
...
counts = (lines
| 'split' >> (beam.ParDo(WordExtractingDoFn())
.with_output_types(six.text_type))
| 'pair_with_one' >> beam.Map(lambda x: (x, 1))
| beam.WindowInto(window.FixedWindows(15, 0))
| 'group' >> beam.GroupByKey()
| 'count' >> beam.Map(count_ones))
...
output = counts | 'format' >> beam.Map(format_result)
# Write to Pub/Sub
output | beam.io.WriteStringsToPubSub(known_args.output_topic)
Running a streaming pipeline
To run the example streaming WordCount pipeline, you must have a Cloud Pub/Sub input topic and output topic. To create, subscribe to, and pull from a topic for testing purposes, you can use the commands in the Cloud Pub/Sub quickstart.
The following simple bash script feeds lines of an input text file to your input topic:
cat <YOUR_LOCAL_TEXT_FILE> | while read line; do gcloud pubsub topics publish <YOUR_INPUT_TOPIC_NAME> “ $line”; done
Alternately, you can read from a publicly available Cloud Pub/Sub stream, such
as projects/pubsub-public-data/topics/taxirides-realtime
. However, you must
create your own output topic to test writes.
The following commands run the
streaming_wordcount.py
example streaming pipeline. Specify your Cloud Pub/Sub project and input topic
(--input_topic
), output Cloud Pub/Sub project and topic (--output_topic
).
# DirectRunner requires the --streaming option
python -m apache_beam.examples.streaming_wordcount \
--input_topic "projects/YOUR_PUBSUB_PROJECT_NAME/topics/YOUR_INPUT_TOPIC" \
--output_topic "projects/YOUR_PUBSUB_PROJECT_NAME/topics/YOUR_OUTPUT_TOPIC" \
--streaming
This runner is not yet available for the Python SDK.
This runner is not yet available for the Python SDK.
This runner is not yet available for the Python SDK.
This runner is not yet available for the Python SDK.
# As part of the initial setup, install Google Cloud Platform specific extra components.
pip install apache-beam[gcp]
# DataflowRunner requires the --streaming option
python -m apache_beam.examples.streaming_wordcount \
--runner DataflowRunner \
--project YOUR_GCP_PROJECT \
--temp_location gs://YOUR_GCS_BUCKET/tmp/ \
--input_topic "projects/YOUR_PUBSUB_PROJECT_NAME/topics/YOUR_INPUT_TOPIC" \
--output_topic "projects/YOUR_PUBSUB_PROJECT_NAME/topics/YOUR_OUTPUT_TOPIC" \
--streaming
Check your runner’s documentation for any additional runner-specific information about executing streaming pipelines:
Unsupported features
Python streaming execution does not currently support the following features.
General Beam features
These unsupported Beam features apply to all runners.
State
andTimers
APIs- Custom source API
- Splittable
DoFn
API - Handling of late data
- User-defined custom
WindowFn
DataflowRunner specific features
Additionally, DataflowRunner
does not currently support the following Cloud
Dataflow specific features with Python streaming execution.
- Streaming autoscaling
- Updating existing pipelines
- Cloud Dataflow Templates
- Some monitoring features, such as msec counters, display data, metrics, and element counts for transforms. However, logging, watermarks, and element counts for sources are supported.


Estonia sees no alternative to NATO and says it’s strong
by BNNEstonia’s top diplomate Urmas Reinsalu (Pro Patria) has announced prior to a meeting with counterparts from other NATO nations that he considers the alliance strong and sees no alternatives to it.
Estonian public broadcaster ERR reports that on Wednesday, November 20, Reinsalu is among the NATO foreign ministers meeting in Brussels to discuss burden sharing, defence and deterrence, Russia and China.
«NATO is strong and there is no alternative to it. The Alliance plays an irreplaceable role in Estonia’s and Europe’s security.
Maintaining a strong transatlantic bond is the duty of each and every ally, and in the last five years European allies and Canada have notably increased their spending on defence,» Estonia’s Foreign Minister stated ahead of the meeting.
The ministers also planned to finalise preparations for the meeting of NATO leaders in London on December 3 and 4.
Read also: Lithuania pushes for NATO ally involvement in EU defence projects
Speaking about the key dangers faced by NATO and its member states, Reinsalu stated there can be no doubt that an unpredictable Russia continues to be one of the biggest threats to the Euro-Atlantic area.


{% extends "layout.html" %} {% block title %}{{ block.super }}Login{% endblock %} {% block page_title %}Login{% endblock %} {% block content %} {% if form.errors %}
Your username and password didn't match. Please try again.
{% endif %} {% if next != "/" and next is not None %} {% if user.is_authenticated %}Your account doesn't have access to this page. To proceed, please login with an account that has access.
{% else %}Please login to see this page.
{% endif %} {% endif %}Need to register?
{% endblock %}


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I was born and raised in Buenos Aires, Argentina, where I developed myself as a musician both recording and producing. My passion for the audio/visual arts has taken me all over the globe, and the journey hasn’t even started. I'm a firm believer on creating honest and genuine, quality content. I have a background in video and music production together with social media strategy and analytics. Today, I live in Austin, TX, where I'm finishing my degree on Digital Media Management. When I finish, I'm moving to Los Angeles, where the entertainment industry thrives and dies and pacific waves crash the shores every day. I'm an ambassador of rock n' roll, ready to leave my mark on the world.
For any inquiries please contact me through any of the following medium.


I think for me the hardest part of this challenge was coding something around a pre-existing structure. It forces you to be a bit smarter and more calculated with the things you add because you have to think about if it will work well alongside the already written code. Once I had a look around and understood what was doing what and what functions were being called, I felt much more comfortable with what I was trying to do.
I had quite a few blocks especially at the start. I think persistence firstly was an important factor, but also making sure I am thinking about everything the code I am writing is trying to do. In most cases a couple of rounds of Rubber Duckey method helped me understand where problems were happening. Ontop of that, finding some internet sources around specific things like random number generation and audio made life much easier.
I think an important element I need to focus on in other challenges is making sure I am not overlooking the basic solutions. There was a problem I faced in the challenge that was solved by changing where a line of code was placed. But because I was looking for more complex methods to solve the problem, when I realised that I had overlooked a really basic solution I got frustrated. So making sure I remember the basic checklist to follow next time is going to save a lot of frustration.
I think it was good in the sense that it didn't hand feed the answers and required some more critical thought around what needed to be done in order to complete the challenge. But at times it seemed a bit unclear on first read through of what needed to be done to get things working.
I do not have any prior experience of pair coding in this way. In past jobs I have sat there watching someone code but that way not at all collaborative.
I dont think so, I enjoy working together with people and really enjoy problem solving with others.
Yes, there were a couple of new features that I had not known about such as the onclick method in Html. I also learnt how important DOM selectors are when it comes to working with multiple objects that have the same tag or class.
The main issue I encountered was getting the one function to work for all 3 unicorns without changing the other unicorns in the process. The main problem was that I was trying to make one function do everything and it was causing problems. After an hour or so of frustration, the solution came down to a friend reminding me of the idea that a function should not have more than one purpose. After I realised this it was a pretty quick process to split up the section of the function that updates the counts and that made everything work smoothly.
Probably just a Dragon or something, they are pretty cool.
I think getting used to changing attributes of Html items was the concept that took a little bit longer to grasp. Once I got more comfortable with that section, the challenge became easier to complete.
Not at this stage. Not because my code is amazing and not worth changing. But more so just because I am still pretty elementary with my approach and havent witnessed multiple ways of solving the same problem yet. I think when I get a bit more exposure to other peers and colleagues ways of doing things, I will start to see multiple ways around problems I am trying to solve.
Frustrating. It felt like I was starting the whole challenge all over again. Refactoring is hard because in many cases it causes a lot of the other code to need to be changed. To me it suggests that I might need to plan things a bit better initially instead of getting something working with the knowledge its going to have to be refactored.
Based on my answer to the previous question, I think I need to think harder about how to make something that doesnt require a massive amount of refactoring at the end.
I think I am pretty proud of getting the up down arrows working. When I started to work on that section, I was a bit intimidated with it. There was a little bit of doubt about my ability to get it done. So when I overcame the challenge I was really happy!
I enjoyed that there was something plausible and visual that I was trying to achieve. Its hard sometimes when youre learning or doing repl.it testing to see something that you can feel good about. By having something respond on a webpage exactly how I want it to respond is really satisfying.
I think there were a few cases where I occasionally would repeat myself when it came to solving a problem even when it hadnt worked previously. This cost time and caused a fair amount of frustration. Mainly because I swore that the way I was doing it would work but it didnt.
I think I felt a lot more free with these challenges, and the fact that before reading hints and suggestions of how to overcome the challenge. I was already in my head seeing ways to solve the problem on my own. I makes my skills feel a little bit more validated as someone who knows a thing or two instead of being 100% newbie who doesnt know anything at all.
personally, I think just adding more challenges would be great! They are really fun and really well balanced in terms of challenge. Any chance to do more things like that is welcomed!


Rapid Prototyping with Rails: Lesson 3, Working with has_secured_password
05 Nov 2014Steps:
- Install bcrypt-ruby gem
- Add password_digest column to users table
- Add hassecuredpassword to user model
- Turned off validations for hassecuredpassword
Creating password in console:
- bob = User.first
- bob.password = "password"
- bob.password_confirmation = "password"
- bob.save
To check what password is in console:
You can never retrieve the password directly, but you can verify using the authenticate
bob.authenticate('password')
- will return False, if guess is incorrect or retrieve the user object if True.
Password Digest column includes salts to prevent against rainbow attacks. Salts adds a small chunk of random data to password to prevent those attacks.


Kuwait's emir accepts cabinet resignation: government spokesman
DUBAI (Reuters) - Kuwait’s ruler has accepted the resignation of the government submitted by the prime minister earlier on Thursday, a government communication office said.
The cabinet will stay in office until a new government is appointed, the office added in a Twitter post.


Start playing a video on Disney+ to use
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Structure holding the TimeBase sub-module configuration parameters. More...
#include <csl_epwm.h>
Data Fields | |
| uint32_t | tbClk |
| uint32_t | pwmtbCounterFreqPrd |
| uint32_t | tbCntrDirection |
| uint32_t | enableSynchronization |
| uint32_t | cntDirAfterSync |
| uint32_t | phsCountAfterSync |
| uint32_t | syncOutSrc |
Structure holding the TimeBase sub-module configuration parameters.
| uint32_t CSL_EpwmTimebaseCfg::cntDirAfterSync |
Direction of the counter after the sync event is occurred. This can take values from the following enum CSL_EpwmTbCntDirAftSync_t.
| uint32_t CSL_EpwmTimebaseCfg::enableSynchronization |
Enable synchronization inside the timebase sub-module. This can take following two values TRUE or FALSE.
| uint32_t CSL_EpwmTimebaseCfg::phsCountAfterSync |
Value of the phase counter to be loaded after the sync event.
| uint32_t CSL_EpwmTimebaseCfg::pwmtbCounterFreqPrd |
PWM Time base counter Frequency/Period.
| uint32_t CSL_EpwmTimebaseCfg::syncOutSrc |
Source of synchronization output signal. This can take values from the following enum CSL_EpwmTbSyncOutEvt_t.
| uint32_t CSL_EpwmTimebaseCfg::tbClk |
Time base clock.
| uint32_t CSL_EpwmTimebaseCfg::tbCntrDirection |
Time base counter direction. This can take values from the following enum CSL_EpwmTbCounterDir_t.


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- Y. Chen, "Design of FIR Digital Filters with Finite Coefficient Word Lengths" Rutgers University (1979)
- K. Cioffi, "Circuit Simulation Models for the High Electron Mobility Transistor" University of Illinois (1987)
- F. P. Lai, "Rule-Based Circuit Optimization for CMOS VLSI" University of Illinois (1987)
- H. Y. Chen, "Design Automation of High-Performance CMOS VLSI Circuits" University of Illinois (1988)
- A. T. Yang, "iSMILE: An Integrated System for Device Model Design, Parameter Extraction, and Circuit Simulation" University of Illinois (1989)
- T. K. Yu, "Statistical Design of MOS VLSI Circuits with Designed Experiments" University of Illinois (1989)
- D. S. Gao, "Circuit Simulation Models and Optical Switch Structure for Interconnection Networks" University of Illinois (1990)
- Y. Leblebici, "Modeling and Simulation of Hot-Carrier Induced Device and Circuit Degradation for VLSI Reliability" University of Illinois (1990)
- Y. H. Shih, "Computationally Efficient Methods for Accurate Timing and Reliability Simulation of Ultra-Large MOS Circuits" University of Illinois (1991)
- S. Sapatnekar, "A Convex Programming Approach to Problems in VLSI Design" University of Illinois (1992)
- C. H. Diaz, "Modeling and Simulation of Electrical Overstress Failures in Input/Output Protection Devices of Integrated Circuits" University of Illinois (1993)
- M. Sriram, "Physical Design for Multichip Modules" University of Illinois (1993)
- E. Brauer, "Functional Verification and Timing Analysis of Large Digital Emitter-Coupled Logic Circuits Including Voltage Regulators" University of Illinois (1993)
- J. J. Morikuni, "Design, Analysis and Simulation of Optoelectronic Integrated Circuits (OEICs) and Subsystems" University of Illinois (1994)
- M. H. Cynn, "Incremental Algorithms for General Purpose Layout System" University of Illinois (1994)
- A. Dharchoudhury, "Advanced Techniques for Fast Timing and Mixed-Mode Simulation of MOS VLSI Circuits" University of Illinois (1995)
- D. H. Cho, "iSIM: Ultra-Deep Submicron MOSFET Physical Model for Analog and Low Power Digital Circuits" University of Illinois (1995)
- E. P. Olson, "Optimal State Assignment for Low Power VLSI Design" University of Illinois (1995)
- E. Chang, "Full and Approximate Modeling of Transmission Lines for High-Speed Interconnect Simulation" University of Illinois (1995)
- W. Sun, "Modeling and Simulation of Hot-Carrier Induced pMOSFET Degradation" University of Illinois (1995)
- T. Karnik, "Hierarchical Partitioning of VLSI Systems" University of Illinois (1995)
- J. W. Kim, "Automatic Layout Synthesis for High-Performance Full Custom VLSI Chips" University of Illinois (1995)
- J. W. Lockwood, "Design and Implementation of a Multicast, Input-Buffered ATM Switch for the iPOINT Testbed" University of Illinois (1995)
- A. M. Hill, "Switching Density Analysis for Power and Reliability in VLSI Circuits" University of Illinois (1995)
- C.-C. Teng, "Hierarchical Electromigration Reliability Diagnosis for ULSI Interconnects" University of Illinois (1996)
- S. Ramaswamy, "Modeling Simulation and Design Guidelines for EOS/ESD Protection Circuits in CMOS Technologies" University of Illinois (1996)
- B. K. Whitlock, "Computer-Aided Design of Optoelectronic Links and Busses" University of Illinois (1996)
- H. Duan, "Design and Development of Cell Queuing, Processing, and Scheduling Modules for the iPOINT Input-Buffered ATM Testbed" University of Illinois (1997)
- A. Hossain, "Multicast Video Transport Over iPOINT ATM Testbed" University of Illinois (1997)
- Y. K. Cheng, "Electrothermal Simulation and Temperature-Sensitive Reliability Diagnosis for CMOS VLSI Circuits" University of Illinois (1997)
- J. W. Stroming, "VLSI architectures for MPEG-4 video object decoding" University of Illinois (1998)
- U. Ekambaram, "Behavioral Simulation and Analysis of Periodic Analog Systems" University of Illinois (1998)
- P. Mena, "Modeling of Surface Emitting Laser Diodes" University of Illinois (1998)
- T. Li, "Design Automation for Reliable CMOS Chip I/O Circuits" University of Illinois (1998)
- L. P. Yuan, "Power and Voltage Drop Analysis in VLSI Circuits" University of Illinois (1999)
- H. Kutuk, "A Fast Timing Simulator with Accurate Reduced-Order Interconnect Models" University of Illinois (1999)
- H. Tsai, "Temperature-Aware VLSI Design and Analysis" University of Illinois (2000)
- K. W. Kim, "Reliable Low-Power Solution for High-Performance VLSI Circuit Design" University of Illinois (2000)
- Q. Li, "Layout Extractor Including Substrate Parasitics for ESD Protection Circuits and Design Rule Checking" University of Illinois (2000)
- J. Chen, "Modeling and Simulation of Integrated Microstructures and Systems" University of Illinois (2000)
- S. Ho, "Design and Evaluation of iLEADER for High Performance Optical Networks" University of Illinois (2000)
- S.-Y. Park, "Dynamic Rate Controlled Input-Output Buffered Switch System with QoS" University of Illinois (2000)
- Jay Moorman, "Quality of Service Support for Heterogeneous Traffic Across Hybrid Wired and Wireless Networks." University of Illinois (2001)
- Chul-Woo Kim, "Low-Power CMOS Circuits for High-Performance Deep Submicron System On a Chip" University of Illinois (2001)
- Woong-Chul Choi, "Quality of Service Provisioning in Integrated Service Networks." University of Illinois (2001)
- Seung-Moon Yoo, "Design of Energy Efficient SOC with PIM Architecture and Deep Sub-micron Circuit Techniques." University of Illinois (2001)
- Jaesik Lee, "Design for ESD Reliability in CMOS Mixed-Signal Integrated Circuits." University of Illinois (2001)
- Kwang-Hyun Baek, "1-GS/s, 12-Bit High-Performance SiGe BICMOS Digital-to-analog Converter." University of Illinois (2002)
- Soeng-Ook Jung, "Low-Power High-Performance Dynamic Circuit Design for Ultra-Deep Submicron Technology." University of Illinois (2002)
- Ge Yang, "Low Power and High Performance Circuit Design for Process Scalability." University of California at Santa Cruz (2004)
- Shu Wu, "Circuit-Level Modeling and Simulation Optoelectronic Devices and Systems Using VHDL-AMS." University of California at Santa Cruz (2004)
- Wei Li, "Thermal-Driven Placement in 3-Dimensional Integrated Circuits." University of California at Santa Cruz (2007)
- Yong Sin (Shon) Kim, "A Multi-Level Simultaneous Bidirectional I/O for High Speed Application." University of California at Santa Cruz (2008)
- Hu Jun, "Semiconductor Nanowire Based Optoelectronic Devices: Physics, Simulation and Design." University of California at Santa Cruz (2008)
- Je-Hyoung Park, "Fast Chip-Level Static and Transient Thermal Analysis Method for Thermal Management of VLSI ICs in Packages." University of California at Santa Cruz (2009)
- Moo Sung Chae, "High-Density Wireless Neural Recording IC," University of California at Santa Cruz (2013)
- Le Zheng, "Memristor-based Ternary Content Addressable Memory for Data-Intensive Applications," University of California at Santa Cruz (2015)
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Material represents tangible physical matter or physical elements.
Material can have attributes such as size and weight. It is typically used to model raw materials and physical products, and also energy sources such as fuel. Material can be accessed by physical processes.
The name of Material should be a noun. Pieces of Material may be composed of other pieces of Material.
Physical. Behavioural.
Plastic Case, Internal Antenna, Speedometer.


Magister Gauen:
I must have a tissue sample of an organism that has joined with spores and grown roots.
Rotting Tree Spores
and
spore zombies
will do nicely.
"I'll do it."


Moment Entertainment believes that the key to their success so far in the world of film production lies in the fact that they never accept to work on a script that they do not like. By only choosing scripts which they believe in and feel a certain connection to they are that much more keen to help bring that story to the screen in a manner that will allow for the greatest creative and financial profit. Hence, Moment Entertainment will only agree to work on a project after reading a film’s script and deciding whether it is in the best interest of that producer/director team and Moment to join hands.
Moment Entertainment prides itself on its unique management techniques, not commonly seen within the realm of Tamil cinema, or Indian cinema in general, for that matter. Moment employs a hybrid of project management techniques taken from the worlds of entertainment, accounting and information technology to minimize costs and maximize output.
Many large production studios provide their own in-house management teams to handle their projects with contemporary management techniques that provide end-to-end solutions for all their in-house projects. However, smaller or newer production houses or individual producers commonly do not have teams large enough to take ownership over that kind of constant care and due diligence. Moment Entertainment can fill that gap between those small studios/individual producers and directors, and provide small studios with the competitive edge to contend with larger production houses.
The signature of Moment Entertainment’s work is transparency and systematic planning – in all financial dealings. The company’s aim is to manage an entire film production experience in the most controlled and streamlined manner possible, where all financial transactions are documented with utmost detail, which will in turn help teams to achieve their full revenue potential. Unlike many production studios in the Indian cinema business, Moment Entertainment does not just strive to break even on their projects. They are keen to do more than just execute a project, and will focus on taking a film from its very start to finish, achieving as much possible revenue out of the completed output in terms of theatrical, television and home distribution rights.
With the help of Moment Entertainment, a production studio or individual producer can feel confident that their investments will be well managed, in a manner that allows for both efficiency as well as the preservation of a project’s creative vision.
Moment Entertainment has the proven ability to read a script and bridge the gap between producers and a director to envision the most cost effective way to bring that story to life on screen without compromising the artistic vision. Through years of experience in the industry Moment Entertainment is capable of providing sound consulting advice on the viability and commercial success of a film’s script. With their help you can be confident that your film will be made in the most timesaving, laboursaving and ecologically aware manner possible, such that you are ensured the greatest possible return on investment.
Moment Entertainment begins its process by analyzing the financial viability of a script after reading it. Based on their extensive experience in the field they may make recommendations to the script to aid the film’s commercial success based on their valuation of filming costs.
Provide recommended options for technicians, artists, locations and filming methods that either: a) work within the total budget quoted as desired by the producer, or b) calculate potential total budgets and provide options to the investors and director based on a various assortment of recommended technicians, locations, cast, etc.
Moment Entertainment typically provides at least 2-3 location options for the filming of each scene that work within the budget allotted or decided upon with their help, such that director’s still maintain creative flexibility
Moment Entertainment works to provide a production schedule that is at least 2-3 days shorter than the direction schedule that a film’s director and associates have developed, to allow for a sufficient margin of error.
Moment Entertainment will take full ownership of a film’s budget management, ensuring that all expenses are properly accounted for and that there is minimal additional spending outside of the planned budgt.
Moment Entertainment will manage all principal and supporting cast bookings, contractual agreement administration and overall talent management. It’s talent scouting services helps clients choose the principal cast that is best suited to their project’s vision and budget.
Moment Entertainment will take full ownership of all Indian national and international travel and accommodations bookings for Indian as well as foreign cast and crew; this includes any Visa and Passport requirements.


Coderetreat is a really fun day with the goal to improve our coding skills and learn from each other.
There will be groups from all over the world participating.
It follows a particular structure:
9:30am: Arrival and breakfast
10am: Let the coding begin!
12:30pm - 1:30pm: Lunch
4:30pm: Retrospective
5pm: Finish and find a pub
Do I need to bring anything?
Yes! Please bring your laptop and have it set up with development environments for your favourite programming languages. We will be using test driven development, so make sure to hook up a test framework, too.
How much programming experience do I need?
You need to have some experience with at least one programming language. But it doesn't matter if you are still trying to understand the ins and outs of your first language or you have 20 years of experience in all sorts of languages - everyone will learn something new during this event.
If you have any questions, tweet us!


---
layout: post
title: ''
tags:
- statistics
- linear algebra
- machine learning
- svd
- singular value decomposition
- nerdy
---
The best song I’ve ever had stuck in my head is on Singular Value Decomposition.
"It had to be U" - the SVD song (by StatisticalSongs)


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Lorem ipsum is simply free text available in market wesbites.
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There are many variations of passages of Lorem Ipsum available, but the majority have suffered alteration in some form, by injected humour, or randomised.


Below is a preliminary schedule for the class. Assignment dates and topics covered are subject to change.
Below is a preliminary schedule for the class. Assignment dates and topics covered are subject to change.
| Week | Date | Topic | Presenter/Assignment |
| 1 |
September 8 |
Course Overview, SDN Introduction and Roots The Road to SDN: An Intellectual History of Programmable Networks by Nick Feamster, Jennifer Rexford and Ellen Zegura, ACM CCR April 2014 Design and implementation of a Routing Control Platform by Matthew Caesar, Donald Caldwell, Nick Feamster, Jennifer Rexford, Aman Shaikh, and Jacobus van der Merwe, Networked Systems Design and Implementation (NSDI), May 2005 A clean slate 4D approach to network control and management by Albert Greenberg, Gisli Hjalmtysson, David A. Maltz, Andy Meyers, Jennifer Rexford, Geoffrey Xie, Hong Yan, Jibin Zhan, and Hui Zhang, ACM SIGCOMM Computer Communications Review, October 2005 |
Presenter: Li Erran Li Watch Scott Shenker's ONS'11 talk Watch Nick McKeown's ONS'11 talk Watch Nick Feamster's interview with David Clark Required reading: SDN history |
| 2 |
September 15 |
SDN Basics: API, Controllers and Tools OpenFlow: enabling innovation in campus networks by Nick McKeown, Tom Anderson, Hari Balakrishnan, Guru Parulkar, Larry Peterson, Jennifer Rexford, Scott Shenker, and Jonathan Turner, ACM SIGCOMM Computer Communications Review, March 2008 NOX: towards an operating system for networks by Natasha Gude, Teemu Koponen, Justin Pettit, Ben Pfaff, Martin Casado, Nick McKeown, and Scott Shenker, ACM SIGCOMM Computer Communications Review, July 2008 On controller performance in software-defined networks by Amin Tootoonchian, Sergey Gorbunov, Yashar Ganjali, Martin Casado, and Rob Sherwood, USENIX Hot-ICE, April 2012 |
Presenter: Li Erran Li First programming assignment OpenFlow website and Mininet website Please take OpenFlow tutorial Cbench: controller benmark tool Required reading: OpenFlow 1.3 Spec |
| 3 |
September 22 |
Onix: a distributed control platform for large-scale production networks by Teemu Koponen, Martin Casado, Natasha Gude, Jeremy Stribling, Leon Poutievski, Min Zhu, Rajiv Ramanathan, Yuichiro Iwata, Hiroaki Inoue, Takayuki Hama and Scott Shenker, USENIX conference on Operating systems design and implementation (OSDI), 2010 Kandoo: a framework for efficient and scalable offloading of control applications by Soheil Hassas Yeganeh and Yashar Ganjali, HotSDN, August 2012 ONOS: Towards an Open, Distributed SDN OS, by Bob Lantz, Brian O'Connor, Jonathan Hart, et al., ACM HotSDN, August 2014 Extending SDN to Large-Scale Networks by James McCauley, Aurojit Panda, Martin Casado, Teemu Koponen, Scott Shenker, Open Networking Summit 2013 Scalable flow-based networking with DIFANE by Minlan Yu, Jennifer Rexford, Michael J. Freedman, and Jia Wang, ACM SIGCOMM, August 2010 DevoFlow: scaling flow management for high-performance networks by Andrew R. Curtis, Jeffrey C. Mogul, Jean Tourrilhes, Praveen Yalagandula, Puneet Sharma, Sujata Banerjee, ACM SIGCOMM, August 2011 |
Presenter: Li Erran Li Form Final Project Teams Watch ONIX OSDI'10 talk |
| 4 |
September 29 |
SDN Abstraction: Programming Language NetKAT: Semantic Foundations for Networks by Carolyn Jane Anderson, Nate Foster, Arjun Guha, Jean-Baptiste Jeannin, Dexter Kozen, Cole Schlesinger, and David Walker, ACM SIGPLAN-SIGACT Symposium on Principles of Programming Languages (POPL), San Diego, CA, January 2014. Tierless Programming and Reasoning for Software-Defined Networks by Tim Nelson, Andrew D. Ferguson, Michael J. G. Scheer, and Shriram Krishnamurthi, Networked Systems Design and Implementation (NSDI), April 2014 A Coalgebraic Decision Procedure for NetKAT by Nate Foster, Dexter Kozen, Matthew Milano, Alexandra Silva, Laure Thompson, ACM SIGPLAN-SIGACT Symposium on Principles of Programming Languages (POPL), Mumbai, India, January 2015. Frenetic: A network programming language by Nate Foster, Rob Harrison, Michael J. Freedman, Christopher Monsanto, Jennifer Rexford, Alec Story, and David Walker, ACM International Conference on Functional Programming (IFIP), September 2011 Composing Software-Defined Networks, by Christopher Monsanto, Joshua Reich, Nate Foster, Jennifer Rexford, and David Walker, Networked Systems Design and Implementation (NSDI), April 2013 Maple: Simplifying SDN Programming Using Algorithmic Policies by Andreas Voellmy, Junchang Wang, Y. Richard Yang, Bryan Ford, and Paul Hudak, ACM SIGCOMM, August 2013 |
Presenter: Li Erran Li Second Programming Assignment Please take Frenetic tutorial Frenetic website and Nettle web site Watch Joshua Reich's NSDI'13 talk Required reading: Abstractions for SDN and Modular SDN programming |
| 5 |
October 6 |
SDN Abstraction: Verification of Network Invariants, Controller Correctness and software dataplane Real Time Network Policy Checking Using Header Space Analysis by Peyman Kazemian, Michael Chang, and Hongyi Zeng, George Varghese, Nick McKeown, Scott Whyte, NSDI 2013 VeriFlow: Verifying Network-Wide Invariants in Real Time by Ahmed Khurshid, Xuan Zou, Wenxuan Zhou, Matthew Caesar, and P. Brighten Godfrey, NSDI 2013 Machine-Verified Network Controllers by Arjun Guha, Mark Reitblatt, and Nate Foster, ACM SIGPLAN Conference on Programming Language Design and Implementation (PLDI) 2013 VeriCon: towards verifying controller programs in software-defined networks by Thomas Ball, Nikolaj Bjørner, Aaron Gember, Shachar Itzhaky, Aleksandr Karbyshev, Mooly Sagiv, Michael Schapira, and Asaf Valadarsky, ACM SIGPLAN Conference on Programming Language Design and Implementation (PLDI) 2014. Libra: Divide and Conquer to Verify Forwarding Tables in Huge Networks by Hongyi Zeng, Shidong Zhang, Fei Ye, Vimalkumar Jeyakumar, Mickey Ju, Junda Liu, Nick McKeown, Amin Vahdat, NSDI 2014 Software Dataplane Verification by Mihai Dobrescu and Katerina Argyraki, NSDI 2014. |
Presenters: Li Erran Li Watch Nick McKeown's ONS'12 talk on testing Watch Peyman Kazemian's NSDI'13 talk Watch Ahmed Khurshid's NSDI'13 talk Required reading: NetPlumber and Software Dataplane Verification |
| 6 |
October 13 |
SDN Abstraction: Network Update Abstractions for network update by Mark Reitblatt, Nate Foster, Jennifer Rexford, Cole Schlesinger, and David Walker, ACM SIGCOMM, August 2012 Incremental consistent updates by Naga Praveen Katta, Jennifer Rexford, and David Walker, ACM HotSDN, August 2013 Compiling Minimum Incremental Update for Modular SDN Languages by Xitao Wen, Chunxiao Diao, Xun Zhao, Yan Chen, Li Erran Li, Bo Yang, Kai Bu, ACM HotSDN, August 2014 Participatory Networking: An API for Application Control of SDNs by Andrew D. Ferguson, Arjun Guha, Chen Liang, Rodrigo Fonseca, and Shriram Krishnamurthi, ACM SIGCOMM, August 2013 zUpdate: updating data center networks with zero loss by Hongqiang Harry Liu, Xin Wu, Ming Zhang, Lihua Yuan, Roger Wattenhofer, and David Maltz, ACM SIGCOMM, August 2013 OF.CPP: consistent packet processing for openflow by Peter Peresini, Maciej Kuzniar, Nedeljko Vasic, Marco Canini, and Dejan Kostiu, ACM HotSDN, August 2013 CAP for Networks by Aurojit Panda, Colin Scott, Ali Ghodsi, Teemu Koponen, Scott Shenker, ACM HotSDN, August 2013 Dynamic scheduling of network updates by Xin Jin, Hongqiang Harry Liu, Rohan Gandhi, Srikanth Kandula, Ratul Mahajan, Ming Zhang, Jennifer Rexford, and Roger Wattenhofer, ACM SIGCOMM, August 2014 |
Presenter: Li Erran Li Required reading: Consistent Update (Section 5 and 7), Zupdate (Section 1-4) and CAP for Networks |
| 7 |
October 20 |
P4: Programming protocol-independent packet processors by Pat Bosshart, Dan Daly, Glen Gibb, Martin Izzard, Nick McKeown, Jennifer Rexford, Cole Schlessinger, Dan Talayco, Amin Vahdat, George Varghese, and David Walker, ACM SIGCOMM Computer Communications Review, July 2014 Forwarding Metamorphosis: Fast Programmable Match-Action Processing in Hardware for SDN by Pat Bosshart, Glen Gibb, Hun-Seok Kim, George Varghese, Nick McKeown, Martin Izzard, Ferndando Mujica, and Mark Horowitz, ACM SIGCOMM 2013 netmap: a novel framework for fast packet I/O by Luigi Rizzo, USENIX ATC 2012 SwitchBlade: a platform for rapid deployment of network protocols on programmable hardware by Muhammad Bilal Anwer, Murtaza Motiwala, Mukarram bin Tariq, and Nick Feamster, ACM SIGCOMM, August 2010 The click modular router by Eddie Kohler, Robert Morris, Benjie Chen, John Jannotti, and M. Frans Kaashoek, ACM Transaction on Computer Systems (TOCS), August 2000 |
Presenter: Li Erran Li Project Description Due on Oct 23(2-4 Pages) Required reading: OpenFlow++ and P4 |
| 8 |
October 27 |
Can the production network be the testbed? by Rob Sherwood, Glen Gibb, Kok-Kiong Yap, Guido Appenzeller, Martin Casado, Nick McKeown, and Guru Parulkar, USENIX conference on Operating systems design and implementation, OSDI 2010 OpenVirteX: Make Your Virtual SDNs Programmable by Al-Shabibi; Marc De Leenheer; Matteo Gerola; Ayaka Koshibe; Elio Salvadori; Guru Parulkar; Bill Snow , ACM HotSDN, August 2014 Extending Networking into the Virtualization Layer by Ben Pfaff, Justin Pettit, Keith Amidon, Martin Casado, Teemu Koponen, and Scott Shenker, ACM HotNets, October 2009 Networking in the Era of Virtualization by Nicira, 2012 Network Functions Virtualisation, by network operators, SDN and OpenFlow World Congress, Darmstadt-Germany, October 2012 Network Virtualization in Multi-tenant Datacenters by Teemu Koponen, Keith Amidon, Peter Balland, Martín Casado, et al., NSDI 2014 Incremental update for a compositional SDN hypervisor by Xin Jin, Jennifer Rexford, and David Walker, ACM HotSDN, August 2014 |
Presenter: Li Erran Li
Watch Nick Feamster's interview with Martin Casado Required reading: Openvswitch, FlowVisor, and NVP/NSX |
| 9 |
November 10 |
Part I: SDN Traffic Management Part II: Midterm Exam B4: Experience with a Globally-Deployed Software Defined WAN by Sushant Jain, Alok Kumar, Subhasree Mandal, Joon Ong, Leon Poutievski, Arjun Singh, Subbaiah Venkata, Jim Wanderer, Junlan Zhou, Min Zhu, Jonathan Zolla, Urs Holzle, Stephen Stuart and Amin Vahdat, ACM SIGCOMM 2013 Achieving High Utilization with Software-Driven WAN by Chi-Yao Hong, Srikanth Kandula, Ratul Mahajan, Ming Zhang, Vijay Gill, Mohan Nanduri, and Roger Wattenhofer, ACM SIGCOMM 2013 SDX: A Software Defined Internet Exchange by Nick Feamster, Jennifer Rexford, Scott Shenker, Dave Levin, Russ Clarky, Josh Bailey, Open Networking Summit, April 2013 Programmable Host-Network Traffic Management by Peng Sun, Minlan Yu, Michael J. Freedman, Jennifer Rexford, David Walker, 2013 Dynamic connectivity management with an intelligent route service control point by J. Van der Merwe, ACM SIGCOMM workshop on Internet network management, August 2006 |
Presenter: Li Erran Li Required reading: Google B4 |
| 10 |
November 17 |
SDN Debugging (self Study) FRESCO: Modular Composable Security Services for Software-Defined Networks by Seugwon Shin, Phillip Porras, Vinod Yegneswaran, Martin Fong, Guofei Gu, Mabry Tyson, NDSS 2012 A security enforcement kernel for OpenFlow networks by Philip Porras, Seungwon Shin, Vinod Yegneswaran, Martin Fong, Mabry Tyson, and Guofei Gu, ACM HotSDN, August 2012 AVANT-GUARD: Scalable and Vigilant Switch Flow Management in Software-Defined Networks by Seungwon Shin, Vinod Yegneswaran, Phillip Porras and Guofei Gu, ACM CCS, November 2013 Troubleshooting SDN Control Software with Minimal Causal Sequences Colin Scott, Andreas Wundsam, Barath Raghavan, Aurojit Panda, et al., ACM SIGCOMM 2014 Where is the Debugger for my Software-Defined Network? by Nikhil Handigol, Brandon Heller, Vimalkumar Jeyakumar, David Mazières, and Nick McKeown, ACM HotSDN, 2012 A NICE way to test openflow applications by Marco Canini, Daniele Venzano, Peter Peresini, Dejan Kostic, and Jennifer Rexford, USENIX NSDI 2012 Leveraging SDN layering to systematically troubleshoot networks by Brandon Heller, Colin Scott, Nick McKeown, Scott Shenker, Andreas Wundsam, Hongyi Zeng, Sam Whitlock, Vimalkumar Jeyakumar, Nikhil Handigol, James McCauley, Kyriakos Zarifis, and Peyman Kazemian, ACM HotSDN, 2013 An assertion language for debugging SDN applications by Ryan Beckett, X. Kelvin Zou, Shuyuan Zhang, Sharad Malik, Jennifer Rexford, and David Walker, ACM HotSDN, 2014 FatTire: declarative fault tolerance for software-defined networks by Mark Reitblatt, Marco Canini, Arjun Guha, and Nate Foster, ACM HotSDN, August 2013 |
Presenter: Li Erran Li Required reading: AVANT-GUARD and SDN Debugger |
| 11 |
November 21 (Friday) |
SoftMoW: Recursive and Reconfigurable Cellular WAN Architecture by Mehrdad Moradi, Wenfei Wu, Li Erran Li, and Morley Mao, ACM CoNext, 2014. SoftCell: Taking Control of Cellular Core Networks by Xin Jin, Li Erran Li, Laurent Vanbever, and Jennifer Rexford, ACM CoNext, 2013. Software Defined Radio Access Networks by Aditya Gudipati, Daniel James Perry, Li Erran Li, Sachin Katti, ACM SIGCOMM HotSDN Workshop, 2013. PRAN: Programmable Radio Access Networks by Wenfei Wu, Li Erran Li, Aurojit Panda, and Scott Shenker, ACM SIGCOMM HotNets Workshop, 2014. RadioVisor: A Slicing Plane for Radio Access Networks by Sachin Katti, Li Erran Li, Open Networking Summit, Research Track, March 2014. Towards soft defined cellular networks by Li Erran Li, Morley Mao, Jennifer Rexford, Euro SDN workshop 2012 Bringing cross-layer MIMO to today's wireless LANs by Swarun Kumar, Diego Cifuentes, Shyamnath Gollakota, and Dina Katabi, ACM SIGCOMM, August 2013 OpenRadio: a programmable wireless dataplane by Manu Bansal, Jeffrey Mehlman, Sachin Katti, and Philip Levis, ACM HotSDN, August 2012 |
Presenter: Li Erran Li Lecture room: 545 Mudd |
| 12 |
November 24 |
ClickOS and the Art of Network Function Virtualization by Joao Martins, Mohamed Ahmed, Costin Raiciu, Vladimir, Olteanu, Michio Honda, Roberto Bifulco, and Felipe Huici, NSDI 2014 NetVM: High Performance and Flexible Networking Using Virtualization on Commodity Platforms by Jinho Hwang, K. K. Ramakrishnan, Timothy Wood, NSDI 2014 SIMPLE-fying Middlebox Policy Enforcement Using SDN by Zafar Ayyub Qazi, Cheng-Chun Tu, Luis Chiang, Rui Miao, Vyas Sekar, and Minlan Yu, ACM SIGCOMM 2013 Toward software-defined middlebox networking by Aaron Gember, Prathmesh Prabhu, Zainab Ghadiyali, and Aditya Akella, ACM HotNets, October 2012 Enforcing Network-Wide Policies in the Presence of Dynamic Middlebox Actions using FlowTags by Seyed Kaveh Fayazbakhsh, Luis Chiang, Vyas Sekar, Minlan Yu, Jeffrey C Mogul, ACM NSDI, August 2014 OpenNF: Enabling Innovation in Network Function Control by Aaron Gember-Jacobson, Raajay Viswanathan, Chaithan Prakash, Robert Grandl, Junaid Khalid, Sourav Das, and Aditya Akella, ACM SIGCOMM 2014 xOMB: extensible open middleboxes with commodity servers by James W. Anderson, Ryan Braud, Rishi Kapoor, George Porter, and Amin Vahdat, ACM/IEEE symposium on Architectures for networking and communications systems (ANCS), 2012 Split/merge: system support for elastic execution in virtual middleboxes by Shriram Rajagopalan, Dan Williams, Hani Jamjoom, and Andrew Warfield, USENIX NSDI 2013 Design and implementation of a consolidated middlebox architecture by Vyas Sekar, Norbert Egi, Sylvia Ratnasamy, Michael K. Reiter, and Guangyu Shi, USENIX NSDI 2012 |
Presenter: Li Erran Li No class next Monday (December 1) and the class was rescheduled to November 21 Required reading: NFV Documents, SDN and NFV, and ClickOS Open source project: OPNFV |
| 13 |
December 8 |
Part II: Project Demo Rethink Storage: Transform the Data Center with EMC ViPR Software Defined Storage by EMC, August 2014 The VMware Perspective on Software-Defined Storage by Vmware, July 2014 IOFlow: A Software-Defined Storage Architecture by Eno Thereska, Hitesh Ballani, Greg O'Shea, Thomas Karagiannis, Ant Rowstron, Tom Talpey, and Timothy Zhu, ACM SOSP, November 2013 Presentation and demonstration of your team's project |
Presenters: Li Erran Li |
Please feel free to e-mail your questions at lierranli@cs.columbia.edu


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