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Hospice is not a place or physical location, it is a philosophy of care, focusing primarily on providing comfort, relieved pain, and offering support for persons with life-limiting health conditions and their families. Hospice provides pain and symptom relief, as well as emotional and spiritual support, typically in the last six months of life. Hospice care is provided wherever you live, whether it's at home or an assisted living residence.
At Atlantic Care Hospice, we are a comprehensive and interdisciplinary team of physicians, nurses, home health aides, social workers, chaplains and volunteers with the goal to provide quality care to our patients and their families.
Hospice care is generally for those with life-limiting illnesses, when treatment is no longer the best option. With some illnesses, treatment can become worse than living with the illness itself. In these situations, managing the symptoms can be more beneficial to the quality of life of the patient. The emphasis of hospice care is providing comfort and relief of pain, whether physical, emotional, or spiritual.
We help families and patients experience the end of life together, maintaining focus on the quality of life instead of its duration.
The costs associated with hospice care are generally covered under the Medicare Hospice Benefit.
The Medicare Hospice Benefit covers the range of medical and supportive services that are deemed reasonable and necessary for managing a person's illness. Most state Medicaid programs offer hospice coverage, as do most private health insurance plans.Our knowledgeable staff can help patients and families apply for hospice coverage.
If the patient meets eligibility requirements, then the Medicare Hospice Benefit may pay up to 100% of the cost with no deductible or co-payment. Additionally, prescription medications and medical supplies may also be covered.
Often times, but not always, a physician may be first to bring up the possibility of hospice care. If the physician feels that the patient has a life expectancy that could be less than six months or less, they will deem hospice as the best option. Hospice services can be extended if a patient lives beyond six months after admission.
However, a family does not have to wait for a physician's referral. A friend or family member can refer a loved one to hospice care, and the referral process can begin with a call to the physician or us. In the past, most families and patients who've received hospice have said that they wished they had known about it earlier.


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Investigating late Holocene variations in hydroclimate and the stable ...
Sep 20, 2012 . isotope composition of precipitation using southern South American peatlands: an . Ushuaia, Tierra del Fuego, Argentina (54?45 S, 68?18 W, ca. 180ma. . tions in the D/H and 18O/16O ratio in cellulose extracted from a .
http://www.clim-past.net/8/1457/2012/cp-8-1457-2012.pdf
Treatment for Herniated or Bulging Discs
TThe Source of Early Horizon Olivella Beads: Isotopic Evidence from ...
Unlike the Channel Islands region of southern California, there is little evidence from . At least two discrete occupations are evident: a deeper Middle Holocene . Shell oxygen isotopic composition, expressed as 18O/16O ratios or the ?18O .
http://www.academia.edu/1038704/TThe_Source_of_Early_Horizon_Olivella_Beads_Isotopic_Evidence_from_CA-CCO-548
Geology: Paleohydrology of Lake Victoria, East Africa, inferred from ...
inferred from 18O/16O ratios in sediment cellulose . This ca. 500 14C yr B.P. date for surface sediments (210Pb date of 1990) implies an old-carbon reservoir ef .
http://geology.gsapubs.org/content/25/12/1083.full.pdf
holocene 18o 16o ratio southern california Herniated or Bulging Discs
Mg/Ca, Sr/Ca, and stable isotopes in modern and Holocene ...
Mg/Ca and Sr/Ca ratios were analyzed by . calcium (Sr/Ca) ratios in P. staminea shells, as well as shell . dence of 18O/16O and 13C/12C fractionation in aragonitic mol- . southern California mussel shells during the upwelling season.
http://www.ldeo.columbia.edu/~avangeen/pdf/Takesue_GCA04.pdf
an archive for central European Holocene climate variability
Oct 31, 2012 . Changes in the Mg/Ca ratio are attributed to past meteoric precipitation . 1 Introduction. The Holocene represents an epoch of relatively stable, warm . could have been shifted from southern locations with a lower. ?18O value of . Fricke, H. C. and O'Neil, J. R.: The correlation between 18O/16O ratios of .
http://www.clim-past.net/8/1751/2012/cp-8-1751-2012.pdf
Official Impairment Listing for Spinal Disorders
Reconstruction of late holocene precipitation for Central Florida as ...
(AMO), or variable intensity of El Niño Southern Oscillation (ENSO), with . in the 18O/16O and 13C/12C ratios of the cave-deposited calcite (Harmon et al.
http://scholarcommons.usf.edu/cgi/viewcontent.cgi?article=1871&context=etd
- jackson quick change lens (narrowing of the spine)
Holocene Climate Inferred from Oxygen Isotope Ratios in Lake ...
viously established late Holocene glacier advances at ?5000 cal yr. B.P. in the . names) are on the northern and southern slopes of the Brooks. Range . Loss on ignition (LOI) was cal- . The 18O/16O ratios of the sediment cellulose were .
http://www.pitt.edu/~mabbott1/climate/mark/Abstracts/Pubs/Andersonetal01QR.pdfEarth's Climate System - Kean University
Southern Hemispheres that control climate patterns. Global . Canyon, Sierra Nevada, California. (annual . the most recent interglacial interval (called the Holocene). . The ratio of 18O/16O in ancient ice or in organism's skeletons .
http://www.kean.edu/~csmart/Observing/10.%20Earths%20climate%20system.pdf
Climate, Paleoclimate, and Paleovegetation - Department of Earth ...
Early and Middle Holocene . In southern California, the S/AAP ratios increase to 25% at . ratios is less clear than for 18O/16O ratios because deep-sea .
http://earthsciences.ucr.edu/docs/chapter2.pdf
Holocene multidecadal and multicentennial droughts affecting ...
d Department of Earth Sciences, University of Southern California, Los Angeles, CA 90089, USA . the effect of evaporation on the 18O/16O ratio of the .
http://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1374&context=usgsstaffpub
Medical-Vocational Allowance for Herniated Disc
Climate Changes during the Holocene and their Impact on ...
Jan 4, 2010 . Climates during the Holocene in southern Africa. 93. Fig. 5.1. Map of southwestern . (Rainfall oscillations in California also show a peak around 3 years.) . 18O/16O ratio suggests a warmer climate. These two indicators .
http://catdir.loc.gov/catdir/samples/cam033/2002031244.pdf
Interdecadal variation in the extent of South Pacific tropical waters ...
But the spatial signature of the event in the southern mid-latitudes and . Here we present high-resolution analyses of skeletal Sr/Ca and 18O/16O ratios for a giant . S. G. & Lumley, S. H. The last Glacial-Holocene transition in southern Chile.
http://www.readcube.com/articles/10.1038/nature02506
Appealing a Denial of Benefits
Links between salinity variation in the Caribbean and North Atlantic ...
1Department of Geology, University of California, Davis, California 95616, USA . The 18O/16O ratio of sea water covaries linearly with surface salinity, making it .
http://www.whoi.edu/science/GG/paleoseminar/pdf/schmidt04.pdf
Late Holocene variability of upper North Atlantic Deep Water ...
[1] Magnesium/calcium ratios in benthic foraminifera (Cibicidoides pachyderma) from a sediment core on . Keywords: Holocene; North Atlantic Deep Water; Labrador Sea; Mg/Ca. . (B) Neoglacial advances on Baffin Island's southern Cumberland Peninsula . and 18O/16O measurements on benthic foraminifera, Paleo- .
http://instaar.colorado.edu/~marchitt/reprints/tmmg303.pdf


Last week, the party continued continuing their trek up the mountain. As they walked over an oddly flat snowy plain, they realized that they were walking on a frozen lake - and below the thin layer of ice that supported them, something was swimming closer. They hurriedly concocted a plan to get off the ice involving flight and bags of holding1, and managed to avoid a fearsome dire shark2 that apparently lived in the lake. Lester lured the shark to the surface with an illusion to ensure that the party had the opportunity to see the shark and properly appreciate that they were able to avoid it.
With the lake behind them, the party continued their journey, drawing ever closer to the dragon's hoard. They found a pass between two hills that should lead them to their destination, but as they approached in the night, four frost giants emerged from hiding behind the hills and began pelting the party with massive thrown rocks. Cayosin stealthily ran closer to ambush the giants while the rest of the party heroically charged on their battle goats, with Craggles leading the way on his war ram3. Craggles tried to draw the giants' fire, since he was tough enough to barely care about the rocks as long as Ione kept healing him, while the rest of the party provided supporting fire4. Together, they killed one, whch broke the giants' morale and made them retreat. The party managed to stop two of them from retreating with the help of Lester's magical webs, but one managed to get away.
After the fight, the party decided to retreat away from the hills to rest, knowing a winter storm was coming the next day. Join us this week to see what the frost giants were guarding...


Irlán Grangel-González, Lavdim Halilaj, Gökhan Coskun and Sören Auer
Enterprise Information Systems, University of Bonn, Germany
{grangel, halilaj, coskun<EMAIL_ADDRESS>In order to compile a list of the 20 most widely used vocabularies, which should be analyzed, we did twofold. Firstly, we looked for recognized ontologies that have a good documentation, dereferenceability and are used by independent data providers 3 . This led to six very popular ontologies. Secondly, we used the Linked Open Vocabularies (LOV) 4 web page that provides details about the frequency of reuse for each vocabulary. We extended the list with the 14 most reused vocabularies which contain classes. We considered these as the most successful vocabularies that build the ground for our analysis, which we call authoritative vocabularies.
The main purpose was to identify their common features and extract best practices of vocabulary development. In this regard, we wanted to understand important aspects of vocabulary creation such as reuse, internationalization, documentation and naming as well as the implicit structure of these vocabularies (e.g. use of logical axioms, property domain/range definitions).
With respect to Reuse, 80% of the vocabularies make use of vocabulary elements defined elsewhere and 57% reuse elements from at least two external ontologies. This shows a considerable presence of the reuse aspect in the studied cases.
One of the most important aspects of Internationalization (I18n) is the support for multi-linguality. In vocabularies this can be implemented by providing textual values for properties such as rdfs:label, rdfs:comment in different languages (using different language tags for RDF string literals). In 71% of the vocabularies we encountered explicit English literals ( @en), but only in two (i.e. 9.5%) we found a translation of the terms into other languages. In the remaining 29% of the cases, there were no explicit language tags used at all. Consequently, despite I18n being important for existing ontologies we discovered that the common practice currently is to support only English.
Documentation refers to the addition of human readable labels and descriptions (using the properties rdfs:label, rdfs:comment) to the vocabulary elements (i.e. classes, properties and individuals). We encountered that rdfs:label or rdfs:comment are present in 86% of the cases. It is worth noting that the combination of the two above mentioned elements with rdfs:isDefinedBy is used with a frequency of 57%. Only in one case (i.e. 5%) we did not find any form of documentation. This shows that documentation (i.e. rdfs:label, rdfs:comment for commenting, and rdfs:isDefinedBy for linking definitions) is widely used by existing vocabularies.
Another important practice in vocabulary creation is the convention for Naming elements. The CamelCase notation was with 62% of the cases the most used one. In all other cases (i.e. 38%) no homogeneous naming convention could be identified. A combination of CamelCase notation, underscore or dash sign were used instead.
| Name | Prefix | Domain |
|---|---|---|
| Friend Of A Friend - http://xmlns.com/foaf/0.1/ | foaf | Terms related to Persons (i.e. Agent, Document, Organization, etc). |
| Dublin Core ontology Terms - http://purl.org/dc/terms/ | dcterms | General metadata terms (i.e. Title, Creator, Date, Subject, etc). |
| WGS84 Geo Positioning - http://www.w3.org/2003/01/geo/wgs84_pos# | geo | Represents longitude and altitude information in the WGS84 geodetic reference datum. |
| Socially Interconnected Online Communities ontology - http://rdfs.org/sioc/ns# | sioc | Aspects of online community sites (i.e. Users, Posts, Forums, etc). |
| Simple Knowledge Organization System Namespace - http://www.w3.org/2004/02/skos/core# | skos | Common data model for sharing and linking knowledge organization systems. |
| Vocabulary of Interlinked Datasets - http://rdfs.org/ns/void# | void | Metadata about RDF datasets (i.e. Dataset, Linkset, etc). |
| Vocabulary for biographical information - http://vocab.org/bio/0.1/.html | bio | Describes biographical information about people, both living and dead (i.e. Dataset, Linkset, etc). |
| Data Cube Vocabulary - http://purl.org/linked-data/cube# | qb | Statistic data (i.e. Dimensions, Attributes, Measures, etc). |
| Vocabulary for Rich Site Summary - http://purl.org/rss/1.0/ | rss | Models the declaration for Rich Site Summary (RSS) 1.0. |
| Vocabulary for modeling abstracts things for people - http://www.w3.org/2000/10/swap/pim/contact# | w3con | Describes general concepts about people everyday life (i.e Address, Phone, Mail, etc). |
| Description of a Project - http://usefulinc.com/ns/doap# | doap | Terms for Software Projects, specifically for Open Source Projects (i.e. Version, Specification, Repository, etc). |
| Bibliographic Ontology - http://purl.org/ontology/bibo/ | bibo | Citations and bibliographic references (i.e. quotes, books, articles, etc). |
|
Data Catalog Vocabulary
http://www.w3.org/ns/dcat# |
dcat | Vocabulary designed to facilitate interoperability between data catalogs published on the Web (i.e. DataCatalog, Distribution, etc). |
| Schema.org - http://schema.org | schema | Broad schema of concepts (i.e. Creative Works, Media Objects, Events, Organization, Person, etc). |
| GoodRelations - http://purl.org/goodrelations/v1 | gr | E-Commerce related terms (i.e. Products, Services, Locations, etc). |
| Music Ontology - http://purl.org/ontology/mo/ | mo | Terms related to music (i.e. Artists, Albums, Tracks, etc). |
| Creative Commons schema - http://creativecommons.org/ns | cc | Terms for describing copyright licenses (i.e. License Properties, Work Properties, etc). |
| GeoNames - http://www.geonames.org/ontology | gn | Geospatial semantic information (i.e. Population, PostalCode, etc). |
| MarineTLO ontology - http://www.ics.forth.gr/isl/ontology/MarineTLO/ | marinetlo | Marine domain (i.e. Species, Marine Animal, etc). |
| Event Ontology - http://purl.org/NET/c4dm/event.owl | event | Describes reified events (i.e. Event, location, time, active agents, ect). |
In this section, we provide a comprehensive list of practices for collaborative vocabulary development. We derived this list from our own experience in creating vocabularies like SCORVoc 5 and MobiVoc 6 in combination with the results of the aforementioned analysis. It will serve as guidelines that help to focus on the most important aspects of vocabulary creation process. Therefore, it is expected to increase the efficiency of the collaboration and to improve the overall quality of the vocabulary. For the sake of clarity, it should be kept in view that we consider vocabularies as lightweight ontologies. fig:phases depicts the main aspects of our approach, which are described in detail in the remainder of this section.
However, it is worth mentioning that these guidelines are independent of the concrete development environment. They can be applied within various circumstance. Nevertheless, we would like to encourage the adoption of a well-known distributed versioning control system as the basic collaboration support environment. In this regard, we have chosen Git due to the following two rationales. On the one hand, Git is a mature versioning control system supported by very sophisticated tools. Therefore, it is broadly used in software development projects. More than 10 million repositories 7 are hosted in GitHub for open source and commercial projects [ Kalliamvakou et al., 2015]. On the other hand, existing popular vocabularies like schema.org 8, Description of a Project (DOAP) 9, the music ontology 10 also use GitHub to facilitate the collaboration of the respective communities. This indicates that the vocabulary development community is already familiar with Git.
With the goal to clarify some of the proposed practices we set the following example. We want to reuse the term
Person. Then, we start by using the statistics provided by LOV for this term.
The tab:reuse clearly shows that the best two candidates for reusing are foaf:Person and schema:Person. In this case, there is a significant amount of occurrences for akt:Person but it is only reused by other 5 vocabularies. Also, it does not belong to the authoritative vocabularies. In this case we should chose between our two best ranked candidates. In order to do this, we should check in the ontology that will be reused, not only the ranked values but also if (1) the term is minimally documented (i.e. the use of rdfs:label and rdfs:comment or skos:prefLabel and skos:definition) ; (2) the term follows some naming conventions (i.e. CamelNotation or other notation used consistently) and (3) the term is annotated at least in English (i.e. the use of rdfs:label "Person"@en;). In this example, the best choice to reuse is the class foaf:Person. In this specific example, it is important to note that, there exist an alignment between the classes of our two best ranks candidates. Both ontologies, FOAF and Schema.org, contain owl:equivalentClass axioms that align this term Person respectively. This means that regarding the semantic purpose of the design any of those classes can be reused. Despite of this fact, we encourage the observations of all the mentioned criteria for reuse in order to have a clean and documented design of the ontology.
The larger and more complex a vocabulary is, the more difficult is the development and maintenance process. In this regard, modularization is an important aspect of collaborative vocabulary development [ Suarez-Figueroa et al., 2012]. [ Poveda-Villalón, 2012] describes an ontology module as a loosely coupled and self-contained component of an ontology that keeps relationships with other ontology modules. Even though in some cases ontology modules are considered to be independent ontologies [ dâ€™Aquin et al., 2008], from the development perspective components are not treated as independent elements.
Organizing a vocabulary in files where each file represents a module, is a way of managing modularity within the development process. Furthermore, some reports show that a module in a mid-sized vocabulary should contain between 200 and 300 lines of code [ Schlicht and Stuckenschmidt, 2006]. Since modularity depends on the overall size of the vocabulary, we see the following three possibilities how the file structure should be organized with respect to modularity.
There exists some naming patterns for ontologies 15 aiming to determine best practices for naming the elements for ontologies. Considering the literature on this topic [ Schober et al., 2007, Schober et al., 2009, Montiel-Ponsoda et al., 2011] and the results we propose some practices to be observed regarding the naming of vocabulary terms. For vocabulary construction, the use of the CamelCase notation is a best practice [ Svátek et al., 2009]. Our study also indicated the presence of this notation in 62% of the cases. Therefore, we propose the observation of this specific notation to be used in vocabulary construction.
One of the four rules that should be followed during vocabulary development is naming things with HTTP URIs 16. Adopting HTTP URIs for identifying things is appropriate due to the following reasons: (1) it is simple to create global unique keys in a decentralized fashion and (2) the generated key is not used just as a name but also as an identifier.
By combining dereferenceability with content negotiation 17, the server will provide adequate content for a resource based on the type of request. There are three different strategies to make URIs of resources dereferenceable: (1) slash URIs; (2) hash URIs and (3) a combination between them 18.
In Mobivoc 19 vocabulary the URI that identifies the ChargingPoint resource is:
http://purl.org/net/mobivoc/ChargingPoint
The URI of turtle representation of above resource should be:
http://purl.org/net/mobivoc/ChargingPoint.ttl
and URI of html representation should be:
http://purl.org/net/mobivoc/ChargingPoint.html
In order to get information about ChargingPoint, the client provides URI and specify request type. In turn server response will be
303 see other by redirecting to appropriate representation.
The URI of the ScorVoc 20 vocabulary is:
http://purl.org/eis/vocab/scor
The URI of the Process resource is:
http://purl.org/eis/vocab/scor#Process
http://purl.org/eis/vocab/scor/Process#this
scor:SupplyChain rdf:type owl:Class ; rdfs:label "SupplyChain"@en; rdfs:comment "A Supply Chain is a ..."@en ; rdfs:label "Lieferkette"@de; rdfs:comment "Eine Lieferkette ist<EMAIL_ADDRESS>approach should be followed with all the elements starting from the basics ones like rdfs:label and rdfs:comment but also for the external annotation properties (i.e. skos:prefLabel).
Providing user friendly view of vocabularies for non-experts is crucial for integrating Semantic Web with everyday Web [ Peroni et al., 2013]. It facilitates contribution of domain experts during the development process. In addition, it helps other interested parts for easy use of vocabulary in later phases as well. There exists different tools for documentation generation. Basically, these tools requires that following information should be present for each resource to enable generation process.
Validation is an important aspect in the ontology development process [ Yu et al., 2009, Poveda-Villalón et al., 2012]. It analyzes whether ontology correctly represents the knowledge domain in accordance to user requirements and best practices [ Gómez-Pérez et al., 2006, Yu et al., 2009, Kezadri and Pantel, 2010]. Criteria used for validation activity are: (1) correctness; (2) completeness and (3) consistency [ Suárez-Figueroa, 2010]. With the purpose of addressing the above mentioned criteria, we propose the following practices.


LORD DIMWIT FLATHEAD: "It must have two hundred thousand rooms, four million takeable objects, and understand a vocabulary of every single word ever spoken in every language ever invented."
The New Zork Times (Winter 1984)
[Note: the information below has not been updated since the 20th June 1997 revision of this document.]
To give some idea of the sizes found in typical story files, here are a few statistics, mostly gathered by Paul David Doherty, whose "Infocom fact sheet" file is the definitive reference.
(i) Length
The shortest files are those dating from the time of the 'Zork' trilogy, at about 85K; middle-period Version 3 games are typically 105K, and only the latest use the full memory map. In Versions 4 and 5, only 'Trinity', 'A Mind Forever Voyaging' and 'Beyond Zork' use the full 256K. 'Border Zone' and 'Sherlock', for instance, are about 180K. (The author's short story 'Balances' is about 50K, an edition of 'Adventure' takes 80K, and 'Curses' takes 256K (it's padded out to the maximum size with background information; the actual game comprises only about 245K). Under Inform, the library occupies about 35K regardless of the size of game.)
(ii) Code size
'Zork I' uses only about 5500 opcodes, but the number rises steeply with later games; 'Hollywood Hijinx' has 10355 and, e.g. 'Moonmist' has 15900 (both these being Version 3). Against this, 'A Mind Forever Voyaging' has only 18700, and only 'Trinity' and 'Beyond Zork' reach 32000 or so. (Inform games are more efficiently compiled and make better use of common code -- the library -- so perform much better here: the old Version 3, release 10 of 'Curses' (128K long, and a larger game than any Infocom Version 3 game) has only 6720 opcodes.)
(iii) Objects and rooms
This varies greatly with the style of game. 'Zork I' has 110 rooms and 60 takeable objects, but several quite complex games have as few as 30 rooms (the mysteries, or 'Hitch-hikers'). The average for Version 3 games is 69 rooms, 39 takeable objects.
'A Mind Forever Voyaging' contains many rooms (178) but few objects (30). 'Trinity', a more typical style of game, contains 134 rooms and 49 objects: the Version 5 'Curses' has a few more of each. Of the Version 6 games, only 'Zork Zero' scores highly here, with 215 rooms and 106 objects. The average for Version 4/5 games is 105 rooms and 54 objects.
The total number of objects tends to be close to the limit of 255 in Version 3 games. 'Curses' contains 508.
(iv) Dictionary
Early games such as 'Zork I' know about 600 words, but again this rises steeply to about 1000 even in Version 3. Later games know 1569 ('Beyond Zork') to the record, 2120 ('Trinity'). (This is achieved by heroic inclusion of unlikely synonyms: e.g. the Japanese lady with the umbrella can be called WOMAN, LADY, CRONE, MADAM, MADAME, MATRON, DAME or FACE with any of the adjectives OLD, AGED, ANCIENT, JAP, JAPANESE, ORIENTAL or YELLOW.) Version 6 games have smaller dictionaries. So has 'Curses', at 1364.
(v) Opcodes
(a) Of the 1426854 opcodes in the shipped Infocom story files in Paul David Doherty's collection, here are the top and bottom ten most popular. (Leaving out those which never occur and so score 0: nop, art_shift, piracy and the two post-Infocom opcodes, print_unicode and check_unicode.)
Top Ten Opcodes Chart Bottom Ten Opcodes Chart 1. je 195959 1. print_form 2 2. print 142755 2. erase_picture 3 3. jz 112016 3. read_mouse 3 4. call_vs 104075 4. encode_text 7 5. print_ret 80870 5. make_menu 9 6. store 71128 6. not 14 7. rtrue 66125 7. scroll_window 16 8. jump 56534 8. pop_stack 17 9. new_line 52553 9. restore_undo 18 10. test_attr 46627 10. mouse_window 22
So about 2/3rds of all opcodes are those in the top ten; 1 in 8 opcodes is a je, and only 1 in 710000 is a print_form.
(b) An experiment (conducted with the help of Kevin Bracey) sheds some light on the opcodes most frequently interpreted in typical play. Two very different games ('Zork I', Version 5 "solid gold" edition; 'Museum of Inform', a complex Inform example game) were played for about 50000 cycles of the Z-machine (about 20 moves in 'Zork I', rather less in the 'Museum'). The following table records all opcodes with a frequency of at least 1% (i.e., 0.01):
Zork I Solid Gold (Infocom) Museum of Inform (Inform) 0.116110 loadb 0.104952 je 0.103990 storeb 0.101151 jz 0.101616 jz 0.092727 jump 0.074979 dec_chk 0.080985 jg 0.066375 add 0.079039 jl 0.066283 je 0.070550 inc 0.060760 store 0.070139 store 0.053867 loadw 0.047058 loadw 0.038095 storew 0.034137 get_prop_addr 0.036428 mul 0.024105 jin 0.032069 inc_chk 0.022734 rtrue 0.030243 jump 0.021583 storew 0.029170 test_attr 0.020075 add 0.020634 call_vs 0.018485 call_vs 0.011184 get_sibling 0.016731 and 0.016082 loadb 0.012061 call_vn 0.011879 test_attr 0.011824 dec 0.011687 ret
Adventure games spend most of the time parsing, and the differences between these tables reflect different parser designs (byte arrays versus word arrays and arrays stored in properties) as well as different compiler code generators (Inform does not use inc_chk or dec_chk, so it uses inc, dec, jl and jg correspondingly more). In the case of 'Zork I', about a third of all opcodes are branches: in the case of 'Museum', almost half.
Section 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16
Appendix A / B / C / D / E / F


"Wow! What a night! My boss says 'This was the PARTY OF THE CENTURY!'" —Your #1 Fans Jackie, Mark, & Brian O
"You were superb! You brought your 'A' Game in every way!!!" —Tami & David W.
"Thank you does not seem adequate for the INCREDIBLE SHOW you & your dancers put on for our party!" —Suzie B.
"The party ROCKED!!! It was truly AMAZING and beyong my wildest dreams. So, thank you! Love you..." —Randee H. & Gang
"Simply stated...YOU WERE FANTASTIC!" —Barry & Nancy Z.


Paramedics called as car crashes into post in West Bromwich
A man and a woman were taken to hospital after the car they were in crashed into a post.
by Jordan ReynoldsThe crash happened just before 3pm today near Tesco Extra and New Square Shopping Centre in West Bromwich.
The hatchback the man and woman were in was left with severe front-end damage and oil could be seen leaking from the vehicle.
National Express buses are being diverted while emergency services deal with the crash.
One ambulance and a paramedic officer were sent to the scene in Cronehills Linkway at 2.58pm, Murray MacGregor, spokesman for West Midlands Ambulance Service said.
He said: "We were called to reports of a car and a signpost in collision, with oil leaking from the car.
"A lady in her 50s, the front seat passenger, was taken to Sandwell Hospital for further assessment with injuries not believed to be serious.
"The car had collided with a signpost.
"The second patient was a man in his 60s who was also taken to Sandwell Hospital."


VR game heavily inspired by Metal Gear Solid, Espire 1: VR Operative, has been released
by John PapadopoulosTripwire Interactive and Digital Lode have announced that Espire 1: VR Operative is now available for all major VR platforms. The game supports Oculus Quest, Oculus Rift, Oculus Rift-S, HTC Vive, Valve Index and Windows Mixed Reality. In order to celebrate this announcement, the publisher has also released a new trailer that you can find below.
Espire 1: VR Operative aims to set the new gold standard for the stealth genre in virtual reality. The game promises to deliver gameplay mechanics for the stealth and action genres that have yet to be explored in the space. Players assume the role of an “Espire Agent” and use cutting-edge Virtual Reality hardware to remote-operate the Espire model 1 drone.
Espire Agents can steal a guard’s gun to hold him up, throw a spare ammunition clip to cause a distraction, and activate bullet time to headshot multiple guards while dropping down from above. Espire Agents can also take advantage of the powerful Espire model 1 drones to grab a hold of walls to fling their self across large areas, zoom past enemies on ziplines, and built-in gear to activate infrared and remote cameras to avoid detection.
Here are the game’s key features:
- The definitive VR stealth experience: bringing the stealth genre to the exciting medium of Virtual Reality, delivering gameplay mechanics for the stealth and action genres that have yet to be explored.
- Control Theatre: Espire 1: VR Operative offers a unique solution for motion sickness, a common problem with many first-time VR players. Any time a player performs any artificial locomotion, the game world shrinks down to the size of a floating tablet, with the Control Theatre visible in the player’s peripheral vision. This “VR within VR” system allows for precise, full freedom movement, while maintaining immersion, and eliminating “VR motion sickness” for almost everyone. The Control Theatre is fully customizable to suit the player’s level of comfort, and can be fully disabled for those already comfortable moving in VR.
- Full freedom of movement: allowing players the freedom to move anywhere within their virtual environment, moving, climbing, and falling with full comfort and no motion sickness for almost all players.
- Complete single-player story, rich in detail: developed as a dedicated single player VR experience with individual story missions and scenario missions that use the story mission environments for short challenges.
- Voice control: Using the VR headset’s onboard microphone, players can make commands and perform actions simply by speaking. The noises players make can draw the enemy to their location – adding a new way to gain the advantage.
- Arsenal of weapons and gadgets: As an Espire model 1 Operative, players will have access to dozens of unique gadgets and weapons such as a tranquilizer pistol and deployable spy cameras in order to complete the mission objectives.
- Global Leaderboard: A worldwide tally awards players a competitive score based on mission time, movement, stealth, ammo conservation, takedowns and other factors.
- Intuitive controls that mimic real life: Interaction in this game aims to be natural and intuitive. Instead of memorizing dozens of button combinations for every action, players perform them as they would in real life. Operatives can crouch and enter cover by physically using their body.
- Smart AI: Enemy combatants in this game actively hunt the player. The AI responds to sight, sound, and other stimuli and will react to with varying levels of suspicion based on the player’s physical stance, movement speed, cover and relative location.
Enjoy!


To analyze a large police stop dataset, we'll need some more advanced tools. Use this Google Colab notebook to look deeper into the data on police stops and racism. 1


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Effective March 1, 2012


{% extends "base.html" %}
{% block content %}
ESA Astronaut Tim Peake will spend six months in space, orbiting the Earth on the International Space Station as part of ISS Expedition 46. For all the fun of being in microgravity, Tim will have to get to grips with a vigorous exercise regime, spending at least two hours a day exercising, to ensure that his bones and muscles don’t deteriorate.
He’s inviting you to join him on his mission and exercise alongside him in the Great British Space Race. For each session of exercise you do, you will earn points or “rocket fuel” that will help you along your journey. The more you exercise the more rocket fuel you’ll earn.
The first challenge is to earn your astronaut wings! To do so, you must earn enough rocket fuel points to get you past the Karman line which is 100Km/64miles above Earth. This is the standard that NASA uses to award gold astronaut wings, can you make it? Next up is making it into low Earth orbit, where the space station is. This will take a bit of work, but don’t worry, mission control will help you along the way, with exciting new challenges to keep you motivated.
Team Up and Explore As well as individual missions you can train alongside your friends and colleagues. Set up a group to follow their progress and pool your achievements to reach far into the galaxy. You can also join your register with your gym, and pit yourselves against other participating gyms around the UK.
So what are you waiting for? Sign up and let's get ready for launch!


§48-6 Annual report. The department of business, economic development, and tourism shall make an annual report to the governor and the legislature, including recommendations to further the purposes of this chapter. [L 1964, c 58, pt of §2; Supp, §140A-7; HRS §48-6; am L 1987, c 336, §7; am L 1990, c 293, §8]
Cross References
Due date of reports, see §93-12.


Preparation time
over 2 hours
Cooking time
30 mins to 1 hour
Serves
Serves 4
Lemon and artichoke work perfectly in this luxury dish. Brining the chicken makes it rich and succulent.
To brine the chicken, dissolve the salt and sugar in 1.4litres/2½pints lukewarm water. Add the chicken, cover and transfer to the fridge. Leave to brine for at least 2 hours.
To prepare the artichokes, cut off the stalk about 1cm/½in from the globe.  When you have reached the heart, cut off the top about a third of the way up from the base and discard the top two-thirds. Scrape the hairy choke from the centre of the artichoke using a spoon.
Using a small knife, carve off the outer skin of the heart, applying lemon juice liberally as you go. Cut into about six slices and simmer in boiling water for 5 minutes, or until cooked through. Cover and set aside.
Discard the brine and blot the chicken dry using kitchen paper. Place between two pieces of cling film and, using a rolling pin, beat the chicken breasts until they are all an even thickness. Season well with salt and pepper and coat in the flour.
In a lidded sauté pan, melt the butter and olive oil over a medium heat. Add the chicken and cook for 2 minutes on each side, or until golden-brown. Place the lid on and cook gently for ten minutes. Lift the chicken from the pan, wrap in aluminium foil and set aside to rest for 10 minutes.
To finish the artichokes, add the olive oil and butter to the sauté pan. Over a medium heat, gently cook the shallot until soft and translucent. Add the garlic and cook for a further minute. Stir the artichokes and mushrooms in and cook until they just start to colour.
Add the wine and any remaining lemon juice and cook until the volume of liquid has reduced by half. Remove from the heat and fold through the lemon zest and basil. To serve, place the veggies in the middle of four plates, top with a chicken breast and a drizzle of the resting juices.


Running tests from multiple assemblies is facilitated by the use of NUnit test projects. These are files with the extension .nunit containing information about the assemblies to be loaded. The following is an example of a hypothetical test project file:
<NUnitProject> <Settings activeconfig="Debug"/> <Config name="Debug"> <assembly path="LibraryCore\bin\Debug\Library.dll"/> <assembly path="LibraryUI\bin\Debug\LibraryUI.dll"/> </Config> <Config name="Release"> <assembly path="LibraryCore\bin\Release\Library.dll"/> <assembly path="LibraryUI\bin\Release\LibraryUI.dll"/> </Config> </NUnitProject>
The project contains two configurations, each of which contains two assemblies. The Debug
configuration is currently active. By default, the assemblies will be loaded using the directory
containing this file as the ApplicationBase. The PrivateBinPath will be set automatically to
LibraryCore\bin\Debug;LibraryUI\bin\Debug
or to the corresonding release path.
XML attributes are used to specify non-default values for the ApplicationBase, Configuration
File and PrivateBinPath. The
may be used to create or modify NUnit projects.
NUnit uses projects to manage multiple test assemblies. Projects are described by project files, which have the file type ".nunit." The easiest way to create and manage project files is with the GUI interface. The GUI allows you to create new projects or open existing ones, via the File menu. The Project menu allows you to add additional assemblies to the current project. The Project!Edit menu item allows you to remove assemblies from the project, or to configure the project. Normally when working with projects, the project is the topmost node in the tree pane.
If you are using the GUI to run a single test assembly, NUnit creates an implicit project that doesn't appear in the tree pane. Nevertheless, you can save this project via the File menu, and you can edit it, or add additional assemblies via the Project menu. Whenever you add an assembly to an implicit project, or edit its properties, the project will appear explicitly as the root node in the tree pane, with the default filename derived from the assembly name by replacing the ".dll" or ".exe" with ".nunit." Saving an implicit assembly that isn't visible in the tree pane won't make it visible, but the next time you open the project file, it will appear.
In addition to manually adding assemblies, NUnit also allows you to open relevant Visual Studio .Net project files, specifically .csproj (C#) and .vbproj (Visual Basic) project files. Again, NUnit will automatically create the project for you, although it won't be saved unless you save it on exiting or by using the File!Save menu item.
Gary Feldman


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Due to a known bug #247, Searchisko integration with SSO currently doesn't work. Please follow these steps in order to use the site:
- Login to
- Open DCP's authentication status REST URL and refresh it till you get authenticated true and roles will contain "trusted" -
- Choose any statistics criteria below and click 'Generate graphs' button


Welcome to the NIBRS Services Toolset
You are now logged into the Toolset and can access the tools
NIBRS Pre-Certification Tool (PCT)
- Pre-checks NIBRS records to identify submission or validation errors
- Accepts NIBRS data in flat file format or XML formats
- Applies the FBI’s 2019.1 NIBRS validation rules
- Produces a list of errors following the standard FBI error file format
- Errors may be downloaded for resolution as Excel, CSV or PDF
- Records are automatically deleted unless explicitly saved by the user
- PCT limitations are explained here
NIBRS to Summary Reporting Tool (N2S)
- Must first run PCT to be able to access N2S
- Converts NIBRS data to Summary UCR Reports
- Return A
- Return A By Month and Year
- Return A Supplement
- ASR Adult/Juvenile
- Arson
- Human Trafficking
- Cargo Theft
- SHR Negligent/Non-Negligent
- Users may compare crime counts based on NIBRS data to prior crime counts reported under the Summary Reporting System
- Reports are produced interactively
- User may filter report contents
- May be downloaded as Excel spreadsheet
- Includes incident record search and record deletion capabilities


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Wave-propagation algorithms¶
One space dimension¶
Clawpack can be used to solve a system of equations of the form
where \(q=q(x,t)\in{\cal R}^m\). The standard case of a homogeneous conservation law has \(\kappa\equiv 1\) and \(\psi\equiv 0\),
The flux function \(f(q)\) can also depend explicitly on \(x\) and \(t\) as well as on \(q\). Hyperbolic systems that are not in conservation form, e.g.,
can also be solved. See [LeVeque-FVMHP] for more details about the wave-propagation algorithms that are briefly described here.
The basic requirement on the homogeneous system is that it be hyperbolic in the sense that a Riemann solver can be specified that, for any two states \(q_{i-1}\) and \(Q_i\), returns a set of \(M_w\) waves \({\cal W}^p_{i-1/2}\) and speeds \(s^p_{i-1/2}\) satisfying
The Riemann solver must also return a left-going fluctuation \({\cal A}^-\Delta Q_{i-1/2}\) and a right-going fluctuation \({\cal A}^+\Delta Q_{i-1/2}\). In the standard conservative case (1) these should satisfy
and the fluctuations then define a “flux-difference splitting”.
where \(s^- = \min(s,0)\) and \(s^+ = \max(s,0)\). In the nonconservative case eqn{claw_1dnoncon}, there is no “flux function” \(f(q)\), and the constraint (2) need not be satisfied.
Godunov’s method¶
Only the fluctuations are used for the first-order Godunov method, which is implemented in the form
assuming \(\kappa \equiv 1\).
The Riemann solver must be supplied by the user in the form of a subroutine rp1, as described in Specifying the Riemann solver.
Typically the Riemann solver first computes waves and speeds and then uses these to compute \({\cal A}^+Q_{i-1/2}\) and \({\cal A}^-Q_{i-1/2}\) internally in the Riemann solver.
High-resolution methods¶
The waves and speeds must also be returned by the Riemann solver in order to use the high-resolution methods described in [LeVeque-FVMHP], which reduce to a second-order accurate Lax-Wendroff type method when limiters are not used. By introducing wave limiters, non-physical oscillations near discontinuities or steep gradients in the solution can be avoided. The limiters are based on the theory of TVD methods for nonlinear scalar equations and extended in a natural way to systems of equations.
These methods take the form
where
Here \(\tilde{\cal W}_{i-1/2}^p\) represents a limited version of the wave \({\cal W}_{i-1/2}^p\), obtained by comparing \({\cal W}_{i-1/2}^p\) to \({\cal W}_{i-3/2}^p\) if \(s^p>0\) or to \({\cal W}_{i+1/2}^p\) if \(s^p<0\).
f-wave formulation¶
For equations with spatially-varying flux functions, such as
it is often convenient to use the f-wave formulation of the algorithm, as proposed in [BaleLevMitRoss02]. Rather than decomposing the jump \(Q_i-Q_{i-1}\) into waves, the idea of the f-wave approach is to decompose the flux difference \(f(Q_i,x_i) - f(Q_{i-1},x_{i-1})\) into f-waves using appropriate eigenvectors of the Jacobian matrices to either side of the interface. See f-wave Riemann solvers for more details.
Capacity functions¶
When a capacity function \(\kappa(x)\) is present, the Godunov method becomes
See [LeVeque-FVMHP] for discussion of this algorithm and its extension to the high-resolution method. Capacity functions are useful in particular for solving equations on a mapped grid.
Source terms¶
If the equation has a source term, a routine src1 must also be supplied that solves the source term equation \(q_t=\psi\) over a time step. A fractional step method is used to couple this with the homogeneous solution, as described in Using src for source terms.
Boundary conditions¶
Boundary conditions are imposed by setting values in ghost cells each time step, as described in Boundary conditions.
TODO: Continue description – 2d and 3d, transverse solvers.


Fault tolerance is an important goal in distributed systems
ability of the system to recover from partial failures without serously
affecting the overall performance
when a failure occurs the system should continue to operate in
in an acceptable way while repairs are made
fault tolerance and reliable communication are strongly related
reliable client-server communication and group communication
atomicity is very important for distributed applications
distributed commit protocols - protocols that ensure
that a group of processes jointly commit their local work, or
collectively abort and return to a previous system state
redundancy is a key technique in achieving fault tolerance
Fault tolerance
an fault tolerance example is applying error correcting codes for
transmitting packets
there exist different types of failures
redundancy can be:
time redundancy
physical redundancy
key approach in tolerating processes is organizing serveral indentical
processes into a group
if some of the processes fail other processes take over
process groups can be organized differently
processes are equal and there is no leader
there is a process coordinator and other precesses are workers
both organization types have advantages and disadvantages
Distributed commit problem
an operation should be performed by each member of a process group, or none at all
opperation may be delivery of a message in the
case of multicasting
operation is also commit of a transaction on a single site that
takes part in the transaction
one-phase commit protocol is established by means of
a coordinator which tells other involved processes (participants)
whether or not to locally perform the operation
obvious drawback is that there is not way to tell
coordinator that some of the participants cannot
actually perform the operation
Is this good approach for distributed transactions?
Two phase commit protocol
assuming that no failures occur protocol consists of two
phases
first phase
- coordinator sends a VOTE-REQUEST message to all
participants
participants receive VOTE-REQUEST message and returns
VOTE-COMMIT or VOTE-ABORT message to the
coordinator
second phase
coordinator receives votes and desides:
if all participants voted
to commit then coordinator sends GLOBAL-COMMIT to
all participants
if, however, at least one voted to abort transaction
then coordinator decides to abort the trasanction and
multicasts a GLOBAL-ABORT message
participants which voted to commit transaction wait for
the final reaction from the coorinator and if they receive
GLOBAL-COMMIT they execute transation and if receive
GLOBAL-ABORT they abort it localy
Two phase commit protocol cont.
finite state machine of coordinator and participants
Two phase commit protocol - problems
participants and coordinator wait some time and this can be the reason
for problems if some of processes are stuck
to prevent this, time mechanisms are used
three points of potential wait
participant is waiting in INIT state for a VOTE_REQUEST from the coordinator
solution - after some time participatn can decide
to send VOTE_ABORT to the coordinator
coordinator blocked in state WAIT - waiting for the
votes of each participant
solution - after some time coordinator should send
GLOBAL_ABORT to all participants
participant is blocked in state READY waiting for the
global vote sent by the coordinator
solution - simplest solution is to block
each participant until coordinator recovers
Two phase commit protocol - blocking factors
better solutions for the case 3. from the last page
(when participant is waiting in READY state)
first solution would be that participant (say participant P)
contacts another participant Q and decide from it's state what
should do:
State of Q
Action of P
COMMIT
Make transition to COMMIT
ABORT
Make transition to ABORT
INIT
Make transition to ABORT
READY
Contact other participant
if all participants are in state READY no decesion can be
taken
in order to recover processes need to save its state
to a persistent storage - so that they can recover
to that state again
Two phase commit protocol - recovering after crash
in order to recover processes need to save its state
to a persistent storage - so that they can recover
to that state again
participant was in INIT - it can decide to abort after
recovery
participant was in COMMIT or ABORT - it can decide to
retransmit its decision to the coordinator
participant was in READY - it is forced contact other
participants and decide again according to the previous table
coordinator was in WAIT - it can retransmit the
VOTE_REQUEST after recovering
coordinator had come to a decision before crash - decision
has to be recorded and after recovery just retransmitted
Two phase commit protocol - problems
in some situations participants need to block until the
coordinator recovers
example when all participants received VOTE_REQUEST and
processed it, while in the meantime the coordinator crashed
participants then cannot cooperatively decide on the final
action and have to wait
because of this 2PC is also called blocking commit
protocol
solutions
using three fases instead of two
receiver multicasts a received message to all other
participants
final decision can be reached even when coordinator crashed
2PC is, for instance, used by database servers for transactions modifying
data on multiple servers
Agreement protocols
In distributed systems sites (processors) compete and
cooperate to achieve commont goals
often it's necessary that sites reach mutual agreement
for instance data managers have to reach an agreement
whether to commit or abort a transaction
in distributed commit a site has to know outcome of
local commits
reaching agreement is easy in systems free from failures
voting and making decision according to majority vote (minimum,
maximum, mean(etc.) number of votes)
in systems prone to failures we can have faulty processors
sending conflicting values and preventing other processors
to reach an agreement (previous methods don't work)
processors now send values to other processors many times
, refine values, and reach agreement in order to isolate
effects of faulty processors -
process called agreement protocol
Agreement problems
Three well known agreement problems in distributed systems
Bizantine agreement problem
single value (which is to be agreed on) is initialized
by an arbitrary processor and other nonfaulty
processors has to agree on that value
consensus problem
every processor has its own initial value and all
nonfaulty processors have to agree on a single common
value
interactive consistency problem
every processor has its own initial value and all
nonfaulty processors have to agree on a set of common
values
Bizantine agreement problem
Problem first defined and solved (under processor failures) by Lamport et al.
arbitrarily chosen processor (source processor) brodcast
to other processors its initial value
Byzantine agreement should garantee that all nonfaulty processor
agree on the same value
processors must exchange values through messages to reach a consensus
processors receive values and relay values to other processors
faulty processors may confuse other processors by sending conflicting values
Byzantine agreement problem should meet the following objectives:
Agreement - all nonfaulty processors agree on the same value
Validity - if the source processor is not faulty,
then the common agreed upon value should be initial value of the source
Bizantine agreement problem - Byzantine generals problem
problem resembles a situation in which a team of generals in an army
(say Byzantine army) is trying to reach an agreement on an attack plan
generals are located on distant places and can
communicate only through messengers
some generals are traitors and try to prevent loyal generals
from reaching an agreements
the simplest type of messages can be 1 - attack, 0 - retreat
Upper bound of faulty processors
if faulty processors dominate in number they can prevent
nonfaulty processors to reach an agreement
the number of faulty processors should not exceed
a certain limit if a consensus is to be reached
Pease et al. showed that in a faulty connected network, it
is impossible to reach a consensus if the number of faulty
processors m exceeds $(n-1)/3$ where n
is total number of processors
Bizantine agreement problem - Byzantine generals problem
problem resembles a situation in which a team of generals in an army
(say Byzantine army) is trying to reach an agreement on an attack plan
generals are located on distant places and can
communicate only through messengers
some generals are traitors and try to prevent loyal generals
from reaching an agreements
the simplest type of messages can be 1 - attack, 0 - retreat
solves Byzantine problem for 3m+1 or more processors
m - number of faulty processors
n - total number of processors
$n>=3\times m+1$
algorithm is recursively defined
Lamport-Shostak-Pease algorithm
- Algorithm OM(O)
source processor sends its value to every processor
each processor uses the value it received from
the source (if it receives no value, default value is 0 (retreat)
- Algorithm OM(m), m>O
source processor sends its value to every processor
for each i let $V_i$ be the value that processor i receives from
the source, (if it receives no value, then it uses a default value of 0).
Processor i acts as the new source and initiates Algorithm OM(m-1) where
it sends a the value $V_i$ to each of n-2 other processors
for each i and each j!=i let $V_j$ be the value that processor i receives from
processor j in Step 2 using Algorithm OM(m-1)(if it receives no
value, then it uses a default value of 0).
Processor i uses the value majority $(V_1, V_2, \dots V_{n-1})$


{% extends "home/base.html" %}
{% load i18n %}
{% block pagetitle %}{% trans "Messages" %}{% endblock %}
{% block title %}{% trans "Messages from the developers" %}{% endblock %}
{% block content %}
{% if formset.forms %}
{% trans "Messages from the developers" %}
{% blocktrans %}The developers would like to thank you for using {{ site_name }}, and would like to ask your help in making it better.{% endblocktrans %}


Step 1: What you Value.
When you make your vote for you candidate, you want them to truly represent
what you value, and promise to fulfill and advocate for your needs. You first
need to establish what those are.
Make a List
Think of what values, and goals or accomplishments you want to see achieved
by the winning candidate of this election, and make a list, from most to least
important criteria.
Conversely, if you know what they are, you also should make
a list of both the principles and goals you would not want your ideal candidate to have.
By writing down these list(s), you are much more aware of both the qualities and
goals you want to see from your candidate.
With these fresh in your mind, and on paper,
you are much better equipped for selecting your candidate based on the criteria you want,
using unbiased evidence to truly make the correct choice for you.


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--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/(uniform).20inducing.20vs.20embedding.html ---
Hi, when a uniform_inducing
map is not uniform_embedding
? I see that uniform_embedding
is uniform_inducing
+ injective
but I don't see examples of uniform_inducing
non-injective maps in mathlib
. Is it possible, e.g., in a t2_space
? Or this is all about some strange topologies with glued points?
If an inducing
map sends two points to the same thing then I think the two points have the same neighborhoods. Right Patrick?
I think the examples are things like premetric spaces before you form the quotient by zero distance, eg, Cauchy sequences
I think this deserves to be mentioned in the docstring, and maybe a theorem (inducing + some separation ⇒ injective, thus embedding).
And probably we don't need injective
in emetric.uniform_embedding_iff
.
Even T_0 is enough.
If an
inducing
map sends two points to the same thing then I think the two points have the same neighborhoods. Right Patrick?
Sure, it's almost the definition (and should be called something like inducing.nhds_eq_comap
).
Yury, the main application of uniform_inducing
is the map from a uniform space to its separated completion. You can read the perfectoid formalization paper if you'd like to know more about this.
And this is not an injective map if the original uniform space is not separated.
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


--- layout: post title: Objects date: 2023-01-25 11:00:00 keywords: nativeaot teaser: Using object references across Native AOT ord: 09400 ---
This is part of a series on Native AOT.
Previous -- Top -- Next
So far, our examples have been very simplistic, using only integer types. Native AOT won't be very useful if we can never use objects.
And we can. We just need to express them in terms of the conventions of C.
Actually, the techniques for dealing with
.NET objects in unmanaged code are not new.
We've had good interop capabilities
much longer than we've had Native AOT.
The primary way to pass an object reference to unmanaged code
is a GCHandle
, and it first appeared
in .NET Framework about 20 years ago.
If you are already familiar with GCHandle
,
please bear with me as I explain things from first
principles in the context of Native AOT.
In many languages, memory is managed manually.
If you need a bit of memory, you have to ask for it,
and when you are done, you have to release it. In C, the
standard library functions for this are called malloc
and free
. The need to carefully manage
memory has been the source of countless bugs.
The memory for .NET objects is managed automatically by a Garbage Collector (GC). When you construct an object, memory is allocated, but you don't have to worry about explicitly releasing it. The .NET runtime keeps track of things for you, and when a block of memory is no longer being used, it is classified as "garbage" and freed.
This works because .NET knows about all objects. But if you want to store an object reference somewhere that .NET cannot see, then the GC doesn't know about that reference, so it might decide the object is garbage, and your reference would become invalid.
This is the problem a GCHandle
is designed to solve.
We can create a GCHandle
for any object, and when we
do so, we are telling the GC that "as long as this handle
exists, the object is not garbage". The GCHandle
can
be passed into unmanaged code and stored in unmanaged
memory.
The following Native AOT function returns an object (a string):
[UnmanagedCallersOnly(EntryPoint = "get_hello_string")] public static IntPtr GetHelloString() { string s = "Hello World"; GCHandle h = GCHandle.Alloc(s); return GCHandle.ToIntPtr(h); }
Start with a string value.
Construct a GCHandle
for that string using GCHandle.Alloc()
.
Convert the GCHandle
to an integer representation using GCHandle.ToIntPtr()
.
Because the string variable is local to the function, it would become garbage when the function returns, but the GCHandle
prevents that.
An IntPtr
is an integer that is the same size as a pointer.
On most modern systems, that'll be 64 bits. On 32-bit systems, pointers are 32 bits wide, so IntPtr
is as well.
In any case, an IntPtr
is an integer, so we can return it across the Native AOT boundary,
where it can be used by unmanaged code
in whatever way we like.
Well, actually, the unmanaged code can't do much with it at all. The IntPtr
is "opaque".
It's probably the numerical address
of a block of memory, but it doesn't have to be, and even if it is, we're not
supposed to modify that memory or even look at it.
The only thing we can do with our
IntPtr
is give it back to the .NET code and ask it to do something.
But that opens lots of possibilities.
Here's a Native AOT function that retrieves the length of a string:
[UnmanagedCallersOnly(EntryPoint = "get_string_length")] public static int GetStringLength(IntPtr v) { GCHandle h = GCHandle.FromIntPtr(v); object ob = h.Target; string s = (string) ob; int len = s.Length; return len; }
This is the typical pattern when we have an object handle in unmanaged code and we pass it back to .NET and ask it to do something.
Start with the IntPtr
Convert it back to a GCHandle
with GCHandle.FromIntPtr
Retrieve the underlying object with the Target
property of the GCHandle
Cast the object to the type we expect it to be
Do something
So far, we've seen one code snippet that converts an object to an IntPtr
,
and one code snippet that converts an IntPtr
back to an object.
But it's quite common to need both in the same function.
Here's a Native AOT function that accepts a string
and returns another string made by calling String.Replace()
.
[UnmanagedCallersOnly(EntryPoint = "banish_letter_l")] public static IntPtr BanishLetterL(IntPtr v) { var s = (string) GCHandle.FromIntPtr(v).Target; var s2 = s.Replace("l", "NOT"); return GCHandle.ToIntPtr(GCHandle.Alloc(s2)); }
It is important to remember that every GCHandle
must be released.
So, if we're going to return objects from Native AOT functions,
we must also provide something like the following:
[UnmanagedCallersOnly(EntryPoint = "free_object_handle")] public static void FreeObjectHandle(IntPtr v) { GCHandle h = GCHandle.FromIntPtr(v); h.Free(); }
The GCHandle
concept is a way
of bridging the gap between the automatic memory management
of .NET and the world where memory is managed manually.
Like most any other form of manual memory management,
GCHandle
is very unforgiving. If we
don't release a handle, the object will never be freed,
and we get a memory leak. If we release a handle more
than once, or if we release a handle that does not exist,
we are likely to cause memory corruption.
Finally, the C++ code below shows an example of how to call the functions shown above.
#include <cstdint> #include <stdio.h> extern "C" uintptr_t get_hello_string(); extern "C" int32_t get_string_length(uintptr_t); extern "C" uintptr_t banish_letter_l(uintptr_t); extern "C" void free_object_handle(uintptr_t); int main() { // the original string is "Hello World" uintptr_t s1 = get_hello_string(); // the length of the original string is 11 int32_t len1 = get_string_length(s1); printf("%d\n", len1); // the new string should be "HeNOTNOTo WorNOTd" uintptr_t s2 = banish_letter_l(s1); // the length of the new string is now 17 int32_t len2 = get_string_length(s2); printf("%d\n", len2); // need to release both string objects free_object_handle(s1); free_object_handle(s2); return 0; }
Two final thoughts about the code sample for this chapter:
To keep things focused, I'm still giving no attention to proper error handling, but that topic needs to be discussed.
So far, all the samples have been shown on Windows, even though they are inherently cross-platform. For the sake of mixing things up, this one is configured for Linux.
The code for this blog entry is available at:
https://github.com/ericsink/native-aot-samples/tree/main/hello_string


Mmebusem performs with Medikal on stage at 4Syte TV Awards
by Lizbeth BrownKumawood actor Mmebusem popularly known as ‘Ghana Jesus’ was present at the 4Syte TV Awards and his performance with rapper Medikal was amazing.
The comic actor who was on stage with the “Omo Ada” hitmaker delivered an amazing performance that left the audience screaming with laughter.
Medikal performed his hit songs like ‘Omo Ada’, Too Risky, Confam with features Dope Nation among several others.
This epic performance by Medikal and Mmebusem can be described as one of the best performances at the night.
Watch the video below;
The event also saw amazing performances from Shatta Wale, Stonebwoy, R2Bees, Joey B, Quamina MP and other artistes.


The first thing the application must do is to build the source document, in the form of a tree. The simplest approach is to use the sequence:
String systemId = new File(sourceFile).toURL().toString();
DocumentInfo doc = new XPathEvaluator().setSource(
new SAXSource(new InputSource(systemId)));
Alternatively, you can use the JAXP 1.1 interface. For example:
System.setProperty("javax.xml.parsers.DocumentBuilderFactory",
"net.sf.saxon.om.DocumentBuilderFactoryImpl");
DocumentBuilderFactory dfactory =
DocumentBuilderFactory.newInstance();
dfactory.setNamespaceAware(true);
DocumentBuilder docBuilder = dfactory.newDocumentBuilder();
String systemId = new File(sourceFile).toURL().toString();
Node doc = docBuilder.parse(new InputSource(systemId));
You can define the parser to be used by supplying a parser within the SAXSource
object
supplied to the Builder.build()
method. If you don't supply a parser, Saxon will select one
using the JAXP mechanisms, specifically, the system property javax.xml.parsers.DocumentBuilderFactory
.
If you want to use different parsers depending on the URI of the document being read,
you can achieve this by writing a URIResolver
that nominates the parser to be used for each
input file.