I haven't worked with mobile GIS as much as I'd have liked - it just never arose as a contracted work item.
Since I began working on an Android version of the CCM Kansas Understander I've been exposed to the
way things are laid out in the mobile world, at least in the Android realm. A big transition has been to the
java-based design; coming from a VB existence it was significant (but at least I'm familiar with Javascript!).
I'm not nearly as comfortable with Eclipse as I am with Visual Studio but I'm sure time will help and there
are some aspects of it that I find useful, like the class outline. The Genymotion emulator was recommended by
a colleague and I use it for device testing.


--- layout: post title: Comments date: 2009-11-10 20:31:45.000000000 -06:00 categories: - General tags: - website status: publish type: post published: true meta: _edit_last: '1' author: login: Blake email<EMAIL_ADDRESS>display_name: Blake first_name: Blake last_name: Harley ---
Out of the kindness of my heart I have added the ability to comment.
Hooray.
Now all I need to do is wait a few days for the bot spam to commence. Then I can start adding anti-bot measures. Can I get a "woo-hoo"?
On an unrelated note I think I'm going to start posting regular news. Not news about me, but random news that interests me.
Stay tuned.


Files | |
| file | dsp_ecc.h |
| ECC API declarations for DSP Internal memory (L1P and L2) ECC. | |
Data Structures | |
| struct | eccDspL2CfgPrm |
| Structure holding ECC configuration parameters of DSP L2 EDC. More... | |
| struct | eccDspErrStatus |
| Structure holding DSP ECC Error status. More... | |
| struct | eccDspErrInfo |
| Structure holding the DSP ECC Error Information. More... | |
| struct | eccDspL1DErrInfo |
| Structure holding the L1D DSP ECC Error Information. More... | |
| struct | eccDspL2TagErrInfo |
| Structure holding the L2 Tag DSP ECC Error Information. More... | |
| struct | eccDspL1PTagErrInfo |
| Structure holding the L1D DSP ECC Error Information. More... | |
Macros | |
| #define | ECC_ENABLE (0x1U) |
| Macro to Enable ECC. | |
| #define | ECC_DISABLE (0x0U) |
| Macro to DISABLE ECC. | |
Typedefs | |
| typedef enum eccDspMemType | eccDspMemType_t |
| Enumerates the values used to represent DSP ECC Memory types. | |
| typedef struct eccDspL2CfgPrm | eccDspL2CfgPrm_t |
| Structure holding ECC configuration parameters of DSP L2 EDC. | |
| typedef struct eccDspErrStatus | eccDspErrStatus_t |
| Structure holding DSP ECC Error status. | |
| typedef struct eccDspErrInfo | eccDspErrInfo_t |
| Structure holding the DSP ECC Error Information. | |
| typedef struct eccDspL1DErrInfo | eccDspL1DErrInfo_t |
| Structure holding the L1D DSP ECC Error Information. | |
| typedef struct eccDspL2TagErrInfo | eccDspL2TagErrInfo_t |
| Structure holding the L2 Tag DSP ECC Error Information. | |
| typedef struct eccDspL1PTagErrInfo | eccDspL1PTagErrInfo_t |
| Structure holding the L1D DSP ECC Error Information. | |
Enumerations | |
| enum | eccDspMemType { ECC_DSP_MEM_TYPE_L2 = 0x1U, ECC_DSP_MEM_TYPE_L1P = 0x2U, ECC_DSP_MEM_TYPE_L1D = 0x3U } |
| Enumerates the values used to represent DSP ECC Memory types. More... | |
Functions | |
| int32_t | ECCDspL2CfgPrm_init (eccDspL2CfgPrm_t *eccDspL2Param) |
| This function initializes the software structure to configure the DSP L2 ECC L2EDCEN register. More... | |
| int32_t | ECCDspL2Configure (const eccDspL2CfgPrm_t *eccDspL2Param) |
| This function configures the DSP L2 ECC L2EDCEN register. The function to initialize the structure is ECCDspL2CfgPrm_init. More... | |
| int32_t | ECCDspEnable (uint32_t memType, uint32_t eccEnable, uint32_t timeout) |
| This function enables or disables EDC/ECC for L1P or L2 DSP memories. More... | |
| int32_t | ECCDspSuspend (uint32_t memType, uint32_t timeout) |
| This function suspends the EDC/ECC for L1P or L2 DSP memories. More... | |
| int32_t | ECCDspIntrGetErrStatus (eccDspErrStatus_t *errStatus) |
| This function reads the error status of both L1P and L2 EDC/ECC. More... | |
| int32_t | ECCDspIntrClrErrStatus (const eccDspErrStatus_t *errClr) |
| This function clears the error status of both L1P and L2 EDC/ECC. More... | |
| int32_t | ECCDspGetErrInfo (uint32_t memType, eccDspErrInfo_t *eccDspInfo) |
| This function reads the details of the ECC errors for a particular DSP memory. More... | |
| int32_t | ECCDspGetL1DErrInfo (eccDspL1DErrInfo_t *eccDspInfo) |
| This function reads the details of the L1D ECC errors. More... | |
| int32_t | ECCDspGetL2TagErrInfo (eccDspL2TagErrInfo_t *eccDspInfo) |
| This function reads the details of the L2 Tag ECC errors. More... | |
| int32_t | ECCDspGetL1PTagErrInfo (eccDspL1PTagErrInfo_t *eccDspInfo) |
| This function reads the details of the L1P ECC errors. More... | |
| enum eccDspMemType |
| int32_t ECCDspEnable | ( | uint32_t | memType, |
| uint32_t | eccEnable, | ||
| uint32_t | timeout | ||
| ) |
This function enables or disables EDC/ECC for L1P or L2 DSP memories.
| memType | DSP ECC memory type. This parameter can take any of following values: ECC_DSP_MEM_TYPE_L2 - DSP L2 ECC/EDC ECC_DSP_MEM_TYPE_L1P - DSP L1P ECC/EDC |
| eccEnable | Flag to indicate whether to enable or disable EDC/ECC. It can take any of the two values: ECC_ENABLE - To enable EDC/ECC ECC_DISABLE - To disable EDC/ECC |
| timeout | Time to wait for the ECC/EDC to get ENABLED/DISABLED |
| int32_t ECCDspGetErrInfo | ( | uint32_t | memType, |
| eccDspErrInfo_t * | eccDspInfo | ||
| ) |
This function reads the details of the ECC errors for a particular DSP memory.
| memType | DSP ECC memory type. This parameter can take any of following values: ECC_DSP_MEM_TYPE_L2 - DSP L2 ECC/EDC ECC_DSP_MEM_TYPE_L1P - DSP L1P ECC/EDC |
| eccDspInfo | Structure to hold the details of the ECC/EDC error generated at L1P or L2. Refer eccDspErrInfo_t for which fields apply to L1P and which to L2 and their meaning. |
| int32_t ECCDspGetL1DErrInfo | ( | eccDspL1DErrInfo_t * | eccDspInfo | ) |
This function reads the details of the L1D ECC errors.
| eccDspInfo | Structure to hold the details of the ECC/EDC error generated at L1D. Refer eccDspL1DErrInfo_t for the field details. |
| int32_t ECCDspGetL1PTagErrInfo | ( | eccDspL1PTagErrInfo_t * | eccDspInfo | ) |
This function reads the details of the L1P ECC errors.
| eccDspInfo | Structure to hold the details of the ECC/EDC error generated at L1P Tag. Refer eccDspL1PTagErrInfo_t for the field details. |
| int32_t ECCDspGetL2TagErrInfo | ( | eccDspL2TagErrInfo_t * | eccDspInfo | ) |
This function reads the details of the L2 Tag ECC errors.
| eccDspInfo | Structure to hold the details of the ECC/EDC error generated at L2 Tag. Refer eccDspL2TagErrInfo_t for the field details. |
| int32_t ECCDspIntrClrErrStatus | ( | const eccDspErrStatus_t * | errClr | ) |
This function clears the error status of both L1P and L2 EDC/ECC.
| errClr | Holds the values of which error need to be cleared. Refer eccDspErrStatus_t for more details. A value of 1 is written to fields that need to be cleared and 0 for those that need not be cleared. |
| int32_t ECCDspIntrGetErrStatus | ( | eccDspErrStatus_t * | errStatus | ) |
This function reads the error status of both L1P and L2 EDC/ECC.
| errStatus | Holds the values of which error got set. Refer eccDspErrStatus_t for more details. If the value of any field is read as 1 the corresponding ECC error has occurred. |
| int32_t ECCDspL2CfgPrm_init | ( | eccDspL2CfgPrm_t * | eccDspL2Param | ) |
This function initializes the software structure to configure the DSP L2 ECC L2EDCEN register.
| eccDspL2Param | Pointer to the structure to hold the L2 EDC/ECC configuration. Refer eccDspL2CfgPrm_t for details on the structure fields. |
| int32_t ECCDspL2Configure | ( | const eccDspL2CfgPrm_t * | eccDspL2Param | ) |
This function configures the DSP L2 ECC L2EDCEN register. The function to initialize the structure is ECCDspL2CfgPrm_init.
| eccDspL2Param | Pointer to the structure to hold the L2 ECC/EDC configuration. Refer eccDspL2CfgPrm_t for details on the structure. |
| int32_t ECCDspSuspend | ( | uint32_t | memType, |
| uint32_t | timeout | ||
| ) |
This function suspends the EDC/ECC for L1P or L2 DSP memories.
| memType | DSP ECC memory type. This parameter can take any of following values: ECC_DSP_MEM_TYPE_L2 - DSP L2 ECC/EDC ECC_DSP_MEM_TYPE_L1P - DSP L1P ECC/EDC |
| timeout | Time to wait for the ECC/EDC to get SUSPENDED |


The Earth Kingdom is the largest and most diverse of the four nations, comprised of a massive continent in the eastern hemisphere and several islands. The nation's people are strong and proud, with some of them being earthbenders. The Earth Kingdom is extremely diverse, having mountainous, forested, grassland, desert, and man-conquered areas, including the vast megacity of Ba Sing Se.[5] Due to its peoples' bending ability, the people of the Earth Kingdom have created magnificent structures out of stone, such as the city Omashu. The Earth Kingdom was originally run overall as a monarchy, the capital being Ba Sing Se, though some smaller regions and cities have their own rule, such as Omashu, which had its own king. From 171 to 174 AG, the kingdom went without a monarch following the anarchy in the Earth Kingdom, though the Hou-Ting Dynasty was restored after Kuvira's failed invasion of the United Republic of Nations with the crowning of Wu as king. However, the new king intended to abolish the monarchy in favor of independent states with democratically elected governments, reminiscent of the United Republic of Nations.
For more information about the earth nation, click here!
Or go back to the Button Page!


const data = [ {name: 'Tomas', marks: [1, 1, 1, 1]}, {name: 'Ieva', marks: [1, 1, 1]} {name: 'Pranas', marks: [10, 10, 10]}, {name: 'Daiva', marks: [10, 10, 10, 10]}, ]


One great thing about living in Miami is the presence of the Florida Panthers. Don’t get me wrong–it’s patently absurd that there is a professional hockey team in South Florida. But as a transplanted, die-hard hockey fan, I have grown to appreciate that the Panthers’ desperate attempts to draw fans to their games means that I get to see my beloved Maple Leafs for a fraction of the cost of a ticket at the ACC in Toronto.
Yesterday, my friend Nick and I sat in the second row, just inside the blue line, to see the Leafs take on the Panthers. We were surrounded by Leafs fans who had flown to South Florida to see the Leafs, because it was cheaper to fly to Fort Lauderdale (the Panthers play in nearby Sunrise), pay for a hotel and a lower-bowl ticket, than it was to see the Leafs at home. Plus they got to enjoy 80 degrees in the sunshine in February.
Unfortunately, the Leafs were significantly outplayed by the lowly Panthers. If you know anything about the Leafs, you’d know that they’re one of professional sports’ most frustrating franchises. They’re surrounded by endless media hype, and have been disappointing their fans year after year since their last Stanley Cup win in 1967. The Maple Leafs are the Chicago Cubs of the NHL.  The Leafs are the drunk and embarrassing uncle at Thanksgiving dinner; a travesty, but you have to love them anyway, because they’re family.
The Leafs came to Florida riding a six-game winning streak. The Panthers are a consistently and comically awful team. My friend Nick suggested a friendly wager: if the Leafs won, he would pay for the tickets. If the Panthers won, I would pay for the tickets. Perhaps I was just awestruck by our incredible view, but I accepted. In glorious fashion, the Leafs proceeded to play their worst game of the season. Of course.
While there was a lot of empirical evidence that suggested the Leafs were due for a bad game, when we returned to the parking lot, I figured out the exact reason that the Leafs lost. In my excitement to get into the arena, I stupidly parked in spot #67, which, of course, is the number that fans of opposing teams derisively yell at us to remind us of the last year that we won a championship. Oh, and on top of that, the battery in the car was dead and we had to wait 90 minutes for roadside assistance to unlock the Zipcar and charge the battery.
Thanks, Leafs. See you in April.


We are a new company that makes a variety of video's for all sorts of people. We are focused on an extended audience so we can help those people with their idea. At this moment we are working here with three people. We want to see a lot more of the world so we decided to make a video agency.
We are open for new ideas that our customers bring us. We want to share our creativity with the world. People get a lot of ideas but have trouble making those ideas to reality. That is where we can help. We care more about quality than quantity. That way, your idea will be much more appreciated by lots of people.


Where did it start
For over 40 years Dalal’s mission was simple – Create the
dream
dress for every bride coming into her shop. That did not change
over the years. Using her trademark style – Daring backs, tight
rears, deep necklines, and intricate detail – Made Riki Dalal
well-known among the more sophisticated brides in her home
town. This style helped her grow from her modest beginnings
to a successful wedding fashion brand around the world.
Where did it start
For over 40 years Dalal’s mission was simple – Create the
dream
dress for every bride coming into her shop. That did not change
over the years. Using her trademark style – Daring backs, tight
rears, deep necklines, and intricate detail – Made Riki Dalal
well-known among the more sophisticated brides in her home
town. This style helped her grow from her modest beginnings
to a successful wedding fashion brand around the world.
Where did it start
For over 40 years Dalal’s mission was simple – Create the
dream
dress for every bride coming into her shop. That did not change
over the years. Using her trademark style – Daring backs, tight
rears, deep necklines, and intricate detail – Made Riki Dalal
well-known among the more sophisticated brides in her home
town. This style helped her grow from her modest beginnings
to a successful wedding fashion brand around the world.
Where did it start
For over 40 years Dalal’s mission was simple – Create the
dream
dress for every bride coming into her shop. That did not change
over the years. Using her trademark style – Daring backs, tight
rears, deep necklines, and intricate detail – Made Riki Dalal
well-known among the more sophisticated brides in her home
town. This style helped her grow from her modest beginnings
to a successful wedding fashion brand around the world.


Java Streams filters with side effects
Once you get used to stream programming and the pattern of create, select, manipulate and collect your code will never look the same
Putting side effects to good (?) use
The pure teachings tell us, filters should select objects for processing and not have any side effects or do processing on their own. But ignoring the teachings could produce clean code (I probably will roast in debug hell for this). Let's look at an example:
final Collection<MyNotification> notifications = getNotifications();
final Iterator<MyNotification> iter = notifications.iterator();
while(iter.hasNext()) {
MyNotification n = iter.next();
if (n.priority == Priority.high) {
sendHighPriority(n);
} else if (n.groupNotification) {
sendGroupNotification(n);
} else if (n.special && !n.delay > 30) {
sendSpecial(n);
} else if (!n.special) {
sendStandard(n);
} else {
reportWrongNotification(n);
}
}
This gets messy very fast and all selection logic is confined to the if conditions in one function (which initially looks like a good idea). How about rewriting the code Stream style? It will be more boiler plate, but better segregation:
final Stream<MyNotification> notifications = getNotifications();
notifications
.filter(this::highPriority)
.filter(this::groupSend)
.filter(this::specialNoDelay)
.filter(this::standard)
.forEach(this::reportWrongNotification);
The filter functions would look like this:
boolean highPriority(final MyNotification n) {
if (n.priority == Priority.high) {
sendHighPriority(n);
return false; // No further processing required
}
return true; // Furhter processing required
}
boolean groupSend(final MyNotification n) {
if (n.groupNotification) {
sendGroupNotification(n);
return false; // No further processing required
}
return true; // Furhter processing required
}
You get the idea. With proper JavaDoc method headers, this code looks more maintainable.
We can push this a little further (as explored on Stackoverflow). Imagin the number of process steps might vary and you don't want to update that code for every variation. You could do something like this:
final Stream<MyNotification> notifications = getNotifications();
final Stream<Predicate<MyNotifications>> filters = getFilters();
notifications
.filter(filters.reduce(f -> true, Predicate::and))
.forEach(this::reportWrongNotification);
As usual YMMV
Posted by Stephan H Wissel on 22 October 2021 | Comments (1) | categories: Java


The XMSS tree on the Ledger device has changed. Please re-open the wallet to use functions for this XMSS tree.


PEBL - Smart Energy
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This document builds on concepts described in the Octo readme and beginner’s programming guide, and presents step by step instructions for creating a simple arcade-style game with Octo, along with the rationale behind design decisions.
We’re going to try to write a simplified recreation of the classic Atari 2600 game “Outlaw”. Take a moment to find a video of gameplay online and study the mechanics.
Outlaw features two gunslingers, one on each side of the screen, who can move in four directions and fire a bullet. Bullets can be fired straight or at an angle, and angled bullets can ricochet off the top and bottom of the screen. The gunslingers are separated from one another by an obstacle in the center of the screen which can be slowly chewed away by bullets. The original game offers a number of variations on these settings, such as mobile barriers or a “target practice” mode, but for the sake of simplicity we’ll stick to a single game mode.
The first step to planning a Chip8 game often comes down to graphics. After some freeze-framing of the “Outlaw” footage we can use the Octo sprite editor to put together the core decorations that will make up our display- left and right players with a “fire” and two-frame “walk” animation and a saguaro cactus. The original game had a few more frames of animation, but this should be close enough:
: cactus 0x38 0x38 0x3B 0x1B 0x1B 0x1B 0xDF 0xDE 0xD8 0xD8 0xF8 0x78 0x18 0x1C 0x0C
: left 0x00 0x00 0x70 0xF8 0x70 0x67 0x7C 0x60 0x60 0x78 0x28 0xEC
: lwalk1 0x18 0x3E 0x1C 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x66 0xC3
: lwalk2 0x18 0x3E 0x1C 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x24 0x36
: right 0x00 0x00 0x06 0x1F 0x0E 0xE6 0x3E 0x06 0x06 0x1E 0x14 0x37
: rwalk1 0x18 0x7C 0x38 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x66 0xC3
: rwalk2 0x18 0x7C 0x38 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x24 0x6C
Note that each of the animation frames for the gunslingers are padded to 12 bytes long. Having a uniform size will make them easier to animate later, since we can just change the value of i
appropriately before having a single sprite
statement.
We’ll also need a bullet. Mine is just a single pixel, but if you feel like having your gunslingers fire arrows or rocket-propelled grenades at one another I won’t ruin your fun:
: bullet 0x80
To make our game work, we’ll need to keep track of various pieces of information (the game state), write rules for updating that information over time and instructions for drawing a visual representation of that information on the screen. Choosing how to represent the game world is the first set of decisions we need to make.
Chip8 has 16 v-registers, v0
-vf
, which we will use to store our game state. vf
is used as a carry flag for arithmetic and is modified every time we draw a sprite, so we don’t want to use it for tracking anything important. Register aliases allow us to give some of those registers more meaningful names and make our code easier to read. Let’s start naming our registers from ve
downwards.
For starters, we’ll need to keep track of the player’s position- the left gunslinger. Gunslingers can move in all four cardinal directions so both the x and y position of their sprite will need to be stored:
:alias leftx ve
:alias lefty vd
The player has several animation frames as they move around. If we want to alternate the walking frames we display we will need to keep track of their current frame:
:alias leftframe vc
The player also has a bullet which can move on both axes:
:alias leftbx vb
:alias leftby va
The bullet can be absent or, if it’s moving, moving in one of three directions- straight, angled up or angled down. Since all these options are exclusive we can represent them with a single register:
:alias leftfire v9
leftfire
will be 0 if the bullet isn’t moving and otherwise we’ll identify the angle using a named constant:
:const FIRE_ST 1
:const FIRE_UP 2
:const FIRE_DN 3
And of course, the enemy (the right gunslinger) needs equivalents for all of this state:
:alias rightx v8
:alias righty v7
:alias rightframe v6
:alias rightbx v5
:alias rightby v4
:alias rightfire v3
Fortunately this works out pretty well- everything we need to save can fit in registers at once and we have v0
-v2
and vf
left over as temporary working registers. If we didn’t have enough space (such as if we wanted to add score counters or hit point meters or other fancy features) we’d need to use load
and save
and plan out which registers will be used for what purpose at different times during the program.
Why did we allocate registers from ve
down? It’s most useful if low registers are free as temporaries. v0
is the only register we can use for the jump0
instruction and any use of load
or save
will alter it. Keeping v0-v2
free for general use is a good practice.
Now that we have graphics data and a register map planned, we can start putting things on the screen. Let’s draw the static portion of the background. The cactus will go in the center:
: main
i := cactus
v0 := 28
v1 := 9
sprite v0 v1 15
I’d also like to draw a border on the top and bottom of the screen, just for aesthetics- the bullets need something to ricochet off to make any sense. This requires an extra bit of sprite data:
: edge 0xFF 0xFF
I could draw separate lines on the top and bottom edges of the screen with separate sprite
instructions, but instead I can take advantage of the wraparound behavior of sprites at the edges of the screen:
i := edge
v0 := 0
v1 := 31
loop
sprite v0 v1 2
v0 += 8
if v0 != 64 then
again
Finally, let’s rough in the players so we can check their placement. We’ll need to initialize the registers that keep track of their positions:
leftx := 5
lefty := 10
rightx := 51
righty := 10
i := left
sprite leftx lefty 12
i := right
sprite rightx righty 12
Here’s our complete program so far:
: cactus 0x38 0x38 0x3B 0x1B 0x1B 0x1B 0xDF 0xDE 0xD8 0xD8 0xF8 0x78 0x18 0x1C 0x0C
: left 0x00 0x00 0x70 0xF8 0x70 0x67 0x7C 0x60 0x60 0x78 0x28 0xEC
: lwalk1 0x18 0x3E 0x1C 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x66 0xC3
: lwalk2 0x18 0x3E 0x1C 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x24 0x36
: right 0x00 0x00 0x06 0x1F 0x0E 0xE6 0x3E 0x06 0x06 0x1E 0x14 0x37
: rwalk1 0x18 0x7C 0x38 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x66 0xC3
: rwalk2 0x18 0x7C 0x38 0x18 0x7E 0x99 0x99 0x99 0x5A 0x3C 0x24 0x6C
: edge 0xFF 0xFF
: bullet 0x80
:alias leftx ve
:alias lefty vd
:alias leftframe vc
:alias leftbx vb
:alias leftby va
:alias leftfire v9
:alias rightx v8
:alias righty v7
:alias rightframe v6
:alias rightbx v5
:alias rightby v4
:alias rightfire v3
:const FIRE_ST 1
:const FIRE_UP 2
:const FIRE_DN 3
: main
i := cactus
v0 := 28
v1 := 9
sprite v0 v1 15
i := edge
v0 := 0
v1 := 31
loop
sprite v0 v1 2
v0 += 8
if v0 != 64 then
again
leftx := 5
lefty := 10
rightx := 51
righty := 10
i := left
sprite leftx lefty 12
i := right
sprite rightx righty 12
It’s starting to look like a game already!
Now we need to make the player mobile. We’ll create a basic main loop and break player movement into a subroutine to keep things organized:
loop
move-left-player
again
When the player moves, we’ll need to erase the old player by redrawing their sprite (toggling all their pixels back off), update their position and animation frame and then drawing the updated sprite in its new position. We will begin by making a copy of their current position:
: move-left-player
v1 := leftx
v2 := lefty
Then we’ll use key
conditions to update these temporary copies of the player’s position. We load the key we want to test into v0 and then use an if...then
statement to query and make the update.
v0 := 7
if v0 key then v1 += -1
v0 := 9
if v0 key then v1 += 1
v0 := 5
if v0 key then v2 += -1
v0 := 8
if v0 key then v2 += 1
The player’s movement must be restricted to the left side of the screen. Since it moves 1 pixel at a time, we can use exact ==
comparisons to identify the situations where the player has moved out of bounds and counteract them. This is much more efficient than using the pseudo-ops for >
, <=
and so on that Octo offers:
if v1 == 0 then v1 := 1
if v1 == 21 then v1 := 20
if v2 == 0 then v2 := 1
if v2 == 18 then v2 := 17
Having calculated the player’s next position we can erase, move and redraw the sprite:
i := left
sprite leftx lefty 12
leftx := v1
lefty := v2
leftframe := v0
sprite leftx lefty 12
;
All together now:
: move-left-player
v1 := leftx
v2 := lefty
v0 := 7
if v0 key then v1 += -1
v0 := 9
if v0 key then v1 += 1
v0 := 5
if v0 key then v2 += -1
v0 := 8
if v0 key then v2 += 1
if v1 == 0 then v1 := 1
if v1 == 21 then v1 := 20
if v2 == 0 then v2 := 1
if v2 == 18 then v2 := 17
i := left
sprite leftx lefty 12
leftx := v1
lefty := v2
leftframe := v0
sprite leftx lefty 12
;
Try it out- you should be able to move the left gunslinger with ASWD on your keyboard. If you’re running at a realistic emulation speed, you’ll notice a slight flicker to the sprite. This comes from the gap between our two sprite drawing instructions- as our program executes it will occasionally display a frame in between those instructions, revealing the absence of the sprite. Keeping erasures and redraws close together will minimize the effect.
We planned for a somewhat more elaborate player animation. We’d like to show the gunslinger crouching when not moving and alternating between two walk frames while moving. Since the animation frames are sequential in memory and each 12 bytes long we can set leftframe
to an offset of 0, 12 or 24 and and add that to the base frame
address before we draw the sprite. We can also determine whether we’re moving by comparing v1
and v2
to leftx
and lefty
after reading keypad input.
# back up position into v1/v2
# key input...
v0 := 0
if v1 != leftx then v0 := 24
if v2 != lefty then v0 := 24
if leftframe == 24 then v0 := 12
# clamp position...
i := left
i += leftframe
sprite leftx lefty 12
leftx := v1
lefty := v2
leftframe := v0
i := left
i += leftframe
sprite leftx lefty 12
Marvel at your gunslinger’s newfound jaunty mosey.
When there is no bullet, pressing E should fire one. When there is a bullet, we’ll need to update its position and make it ricochet. We’ll start by inserting appropriate subroutine calls into our main loop:
loop
move-left-player
if leftfire != 0 then move-left-bullet
if leftfire == 0 then fire-left-bullet
again
We’ll start with firing. If the E key is not being held, we can bail out immediately:
: fire-left-bullet
v0 := 6
if v0 -key then return
We’ll default to firing straight, and adjust angle if W or S is pressed:
leftfire := FIRE_ST
v0 := 5
if v0 key then leftfire := FIRE_UP
v0 := 8
if v0 key then leftfire := FIRE_DN
The bullet will be positioned relative to the player sprite so it appears to emerge from the player’s gun:
leftbx := leftx
leftbx += 9
leftby := lefty
leftby += 5
And finally we’ll draw the bullet. As with the player, drawing it once up-front allows us to have a consistent erase-reposition-redraw cycle in our main loop.
i := bullet
sprite leftbx leftby 1
;
All together:
: fire-left-bullet
v0 := 6
if v0 -key then return
leftfire := FIRE_ST
v0 := 5
if v0 key then leftfire := FIRE_UP
v0 := 8
if v0 key then leftfire := FIRE_DN
leftbx := leftx
leftbx += 9
leftby := lefty
leftby += 5
i := bullet
sprite leftbx leftby 1
;
Movement is also fairly straightforward. Erase the bullet, move it horizontally and vertically as appropriate:
: move-left-bullet
i := bullet
sprite leftbx leftby 1
leftbx += 1
if leftfire == FIRE_UP then leftby += -1
if leftfire == FIRE_DN then leftby += 1
If the bullet hits the top or bottom of the screen it should reverse vertical direction, simulating a ricochet. As with the player, since it moves at 1 pixel per frame we can use exact comparisons to identify these collisions:
if leftby == 1 then leftfire := FIRE_DN
if leftby == 30 then leftfire := FIRE_UP
If we hit the back wall we’ll despawn:
if leftbx == 63 then leftfire := 0
if leftfire == 0 then return
Otherwise we redraw. If we toggled a pixel off, we will despawn. Since this leaves the pixel toggled off it will naturally chew holes through the cactus or cut a pixel out of the player sprite. If the player sprite is redrawn this pixel will mismatch, allowing us to detect the collision. More on that later.
sprite leftbx leftby 1
if vf == 0 then return
leftfire := 0
;
All together:
: move-left-bullet
i := bullet
sprite leftbx leftby 1
leftbx += 1
if leftfire == FIRE_UP then leftby += -1
if leftfire == FIRE_DN then leftby += 1
if leftby == 1 then leftfire := FIRE_DN
if leftby == 30 then leftfire := FIRE_UP
if leftbx == 63 then leftfire := 0
if leftfire == 0 then return
sprite leftbx leftby 1
if vf == 0 then return
leftfire := 0
;
Finally, let’s make a small addition to the animation code in move-left-player
- if the player is firing they should display frame 0 no matter what. It looks pretty strange if a gunslinger fires a bullet out of their shoulder:
v0 := 0
if v1 != leftx then v0 := 24
if v2 != lefty then v0 := 24
if leftframe == 24 then v0 := 12
vf := 6
if vf key then v0 := 0
You should now be able to fire projectiles, bounce them off walls and slowly drill through the cactus. The west just got dangerous! Our code is starting to do a lot of work now, so it might make sense to kick Octo’s emulation speed from 7 cycles/frame up to 15. If you’re feeling ambitious you could write a somewhat more sophisticated game loop so that bullets update (and move) faster than the gunslingers.
Shooting at a cactus is all well and good, but we really need a worthy opponent, or at least a moving target. Let’s expand our main loop again
loop
move-left-player
move-right-player
if leftfire != 0 then move-left-bullet
if leftfire == 0 then fire-left-bullet
again
move-right-player
will work in a manner very similar to move-left-player
, except it doesn’t process keypad input and it works on a different set of registers:
: move-right-player
v1 := rightx
v2 := righty
do-brain
v0 := 0
if v1 != rightx then v0 := 24
if v2 != righty then v0 := 24
if rightframe == 24 then v0 := 12
if v1 == 35 then v1 := 36
if v1 == 56 then v1 := 55
if v2 == 0 then v2 := 1
if v2 == 18 then v2 := 17
i := right
i += rightframe
sprite rightx righty 12
rightx := v1
righty := v2
rightframe := v0
i := right
i += rightframe
sprite rightx righty 12
;
Our call to the mysterious do-brain
needs to alter v1
and v2
(and possibly fire a bullet) as if an AI player were pressing keys of their own. One simple approach is to use a table of instructions and index into it randomly:
: brain-table
v1 += -1 return
v1 += 1 return
v2 += -1 return
v2 += -1 return
v2 += 1 return
v2 += 1 return
v0 := v0 return
fire-right-bullet return
: do-brain
v0 := random 0b11100
jump0 brain-table
do-brain
is its own subroutine so that when it does a jump0
into brain-table
it will be able to return
to the caller of do-brain
- that is, move-right-player
. Every Chip8 instruction is 2 bytes long, so an assignment instruction (or a call) followed by a return is 4 bytes. Our random
statement uses a mask constant which will produce multiples of 4, so it works out.
Also note that our table is chosen to have a small chance of doing nothing and twice as many opportunities to move vertically as horizontally. You can experiment with the makeup and size of the table to see what produces the best challenge.
Clearly we need to furnish a fire-right-bullet
subroutine. This ends up being very similar to fire-left-bullet
, but with a random choice of angle and different offsets:
: fire-right-bullet
if rightfire != 0 then return
rightfire := FIRE_ST
v0 := random 0b11
if v0 == 1 then rightfire := FIRE_UP
if v0 == 2 then rightfire := FIRE_DN
rightbx := rightx
rightbx += -1
rightby := righty
rightby += 5
i := bullet
sprite rightbx rightby 1
;
You’ll also need to create a move-left-bullet
and call it from the main subroutine when appropriate. See if you can figure these details out on your own.
At this point our cowpokes can hurl lead at one another but if a bullet collides with a gunslinger it will fall to the ground impotently and stay there. This simply won’t do.
Fortunately, giving these bullets the necessary punch is a very simple addition. After we redraw the sprite for each frame, we can check vf
. If it’s set to 1, we know that redrawing the player overlapped something, and the only thing it could have overlapped with is a bullet:
loop
move-left-player
if vf != 0 then jump gameover
move-right-player
if vf != 0 then jump gameover
if leftfire != 0 then move-left-bullet
if leftfire == 0 then fire-left-bullet
if rightfire != 0 then move-right-bullet
again
gameover
could do whatever you like- perhaps freeze the game and turn on the buzzer? If you have two routines, one for the left player being hit and one for the right player being hit you could erase just the deceased gunslinger and the offending bullet.
We’ve written a simple but interesting action game with Octo and observed a number of useful idioms and techniques. Our game still contains some subtle bugs, (what happens if two bullets collide mid-air?) but I’ll leave fixing those to your discretion. Maybe they’re features?
If you’re still having fun working on Outlaw, see if you can implement more features of the original game. Perhaps multiple levels or progressively more challenging opponents? You can also refer to outlaw.8o
(command: “Octo: Open Example” and search outlaw) to see a complete and slightly improved version of the game described here, including a reset after one gunslinger is defeated.


FAQ
Q: Didn’t you attend Operating Systems class in school?
A: Yes, there was one. It was good for introductory suff like using syscalls from user-land, getting to know what process is, what thread is, how to do mutual exclusion using semaphores, mutexes etc., how to use signals…. It was good but it was all user-land based. There was no hacking kernel space at all.
Q: Why this class? Why not Coursera or something else?
A: I love Coursera. I took three courses there “Machine Learning”, “Algorithms: Design and Analysis, Part 1” and “Compilers”. All three are great courses. Unfortunately there is no operating systems class. I found classes from few universities (Brown, MIT) but not all lab software is available to “outsiders”. This course is used by University of Texas as CS372H (it’s actually a MIT class) and all materials are publicly available.
Q: Why learning operating systems? Are you going for an operating system devel job?
A: Well, I am interested in operating systems. I can’t explain it - I just love low level stuff. I don’t expect to land operating systems dev job since there is no such thing as operating systems dev where I live. (There isn’t much IT wise where I live at all, but that is another story).
System setup
Linux setup
I will be doing these labs on Linux Mint 13 64-bit which is publicly available for download. There is no particular reason for this exact version - I just had it at home on DVD.
Procedure described at Tools page work as described except one little thing - I found that gcc “make” should not be started inside gcc source directory. I created build directory and started configure, make and make install from it.
Labs
Labs are available from following GIT repository. All the implementations I do as a part of this labs are available at github. Now we are done with setup and can actually start working on labs assignments.


| Rendering engine |
Browser |
Platform(s) |
Engine version |
CSS grade |
| Trident |
Internet Explorer 4.0 |
Win 95+ |
4 |
X |
| Trident |
Internet Explorer 5.0 |
Win 95+ |
5 |
C |
| Trident |
Internet Explorer 5.5 |
Win 95+ |
5.5 |
A |
| Trident |
Internet Explorer 6 |
Win 98+ |
6 |
A |
| Trident |
Internet Explorer 7 |
Win XP SP2+ |
7 |
A |
| Trident |
AOL browser (AOL desktop) |
Win XP |
6 |
A |
| Gecko |
Firefox 1.0 |
Win 98+ / OSX.2+ |
1.7 |
A |
| Gecko |
Firefox 1.5 |
Win 98+ / OSX.2+ |
1.8 |
A |
| Gecko |
Firefox 2.0 |
Win 98+ / OSX.2+ |
1.8 |
A |
| Gecko |
Firefox 3.0 |
Win 2k+ / OSX.3+ |
1.9 |
A |
| Gecko |
Camino 1.0 |
OSX.2+ |
1.8 |
A |
| Gecko |
Camino 1.5 |
OSX.3+ |
1.8 |
A |
| Gecko |
Netscape 7.2 |
Win 95+ / Mac OS 8.6-9.2 |
1.7 |
A |
| Gecko |
Netscape Browser 8 |
Win 98SE+ |
1.7 |
A |
DataTables Usage Information
DataTables is a very flexible, advanced tables plugin for jQuery. In SB Admin, we are using a specialized version of DataTables built for Bootstrap 3. We have also customized the table headings to use Font Awesome icons in place of images. For complete documentation on DataTables, visit their website at https://datatables.net/.
View DataTables Documentation


dtnrecv - receive a bundle on a registration
SYNOPSIS
dtnrecv [opts] eid
options: -v verbose -q quiet -h help -s <eid|demux_string> source eid) -d <eid|demux_string> endpoint id -r <regid> use existing registration regid -n <count> exit after count bundles received -e <time> registration expiration time in seconds (default: one hour) -f <defer|drop|exec> failure action -F <script> failure script for exec action -x call dtn_register and immediately exit -c call dtn_change_registration and immediately exit -u call dtn_unregister and immediately exit -N don't try to find an existing registration -t <timeout> timeout value for call to dtn_recv -o <template> Write out transfers to files using this template (# chars are replaced with a counter). Example: f##.bin goes to f00.bin, f01.bin, etc...


{% load state %} {% load utils %}
| State | {{ object.get_state_display }} |
|---|---|
| Submission date: | {{ object.created_at }} |
| Last change: | {{ object.last_updated_at|default:"—" }} |
| Related event: | {% if object.event %} {{ object.event }} {% else %} — {% endif %} |
| Host Contact: | {{ object.personal }} {{ object.family }} <{{ object.email|urlize }}> {% if admin %}{% include "includes/request_host_person.html" with object=object info_host_task=info_host_task %}{% endif %} |
| Host Institution: | {% include "includes/request_institution.html" with admin=admin object=object %} |
| Workshop location: | {{ object.location }} |
| Country: | {% include "includes/country_flag.html" with country=object.country %} |
| Online or Inperson: | {{ object.online_inperson }} |
| Kinds of data target audience routinely works with: |
|
| Domains / topics of interest for target audience: |
|
| Attendees' academic level / career stage: |
|
| Attendees' level of computing experience: |
|
| Audience description: | {{ object.audience_description }} |
| Requested Curricula: |
|
| Preferred date: | {{ object.preferred_dates|date:'Y-m-d' }} |
| Other dates for the workshop: | {{ object.other_preferred_dates|default:"—" }} |
| "Dates too soon" warning shown? | {{ object.preferred_dates_too_soon|yesno }} |
| Preferred language for this workshop: | {{ object.language }} |
| Anticipated number of attendees: | {{ object.get_number_attendees_display }} |
| Administrative fee payment: | {{ object.get_administrative_fee_display }} |
| Travel expences management: | {{ object.get_travel_expences_management_display }} {% if object.travel_expences_management_other %} {{ object.travel_expences_management_other }} {% endif %} |
| Travel expences agreement: | {{ object.travel_expences_agreement|yesno }} |
| Intitutional restrictions regarding instructors: | {{ object.get_institution_restrictions_display }} {% if object.institution_restrictions_other %} {{ object.institution_restrictions_other }} {% endif %} |
| Would you like to have this workshop listed on our websites? | {{ object.workshop_listed|yesno }} |
| Is this workshop open to the public? | {{ object.get_public_event_display }} {% if object.public_event_other %} {{ object.public_event_other }} {% endif %} |
| Additional contacts: |
{% for contact in object.additional_contact|strip|split:";" %}
{{ contact|urlize }} {% empty %} — {% endfor %} |
| How did you hear about The Carpentries? |
|
| Additional notes: |
{% if object.user_notes %}
{{ object.user_notes }}{% else %} — {% endif %} |
| Data privacy agreement: | {{ object.data_privacy_agreement|yesno }} |
| Code of Conduct agreement: | {{ object.code_of_conduct_agreement|yesno }} |
| Host responsibilities agreement: | {{ object.host_responsibilities|yesno }} |
| Instructor availability agreement: | {{ object.instructor_availability|yesno }} |


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InterviewE
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Hamlen Auto Repair
[80, 50]
|
Promel Towers
[81, 50]
|
Osbert Street
[82, 50]
|
a warehouse
[83, 50]
|
the Ludwell Building
[84, 50]
|
a factory
[85, 50]
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a warehouse
[86, 50]
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Willia Alley
[87, 50]
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a factory
[88, 50]
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a carpark
[89, 50]
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a warehouse
[80, 51]
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St Bruno's Church
[81, 51]
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a cemetery
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Spridell Walk
[83, 51]
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Chaning Auto Repair
[84, 51]
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Sellek Way Fire Station
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[86, 51]
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McDonald Drive Fire Station
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Harden Park
[88, 51]
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a warehouse
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Fowles Plaza Police Dept
[80, 52]
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Eeles Avenue
[81, 52]
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the Linney Museum
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the Pargiter Monument
[83, 52]
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the Whicher Building
[84, 52]
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the Rowcliffe Building
[85, 52]
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Pyke Auto Repair
[86, 52]
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Errington Way
[87, 52]
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wasteland
[88, 52]
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Parkhouse Towers
[89, 52]
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Osment Drive
[80, 53]
|
Gyles Library
[81, 53]
|
wasteland
[82, 53]
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Club Randell
[83, 53]
|
wasteland
[84, 53]
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Cowing Way Police Dept
[85, 53]
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Somerville Boulevard
[86, 53]
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Hubbard Avenue
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[88, 53]
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[89, 53]
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Winscombe Crescent
[80, 54]
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Carver Street
[81, 54]
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the Isgar Museum
[82, 54]
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the Bratt Museum
[83, 54]
|
the Biddescombe Monument
[84, 54]
|
the Bennett Building
[85, 54]
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Pattin Square
[86, 54]
|
St Matthew's Hospital
[87, 54]
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the Burrell Building
[88, 54]
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Mules Drive
[89, 54]
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Webber Boulevard
[80, 55]
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St Birgitta's Church
[81, 55]
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Dinham Alley Police Dept
[82, 55]
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Aldhous Drive
[83, 55]
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Whale Road
[84, 55]
|
Macaulay Library
[85, 55]
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St Siricius's Hospital
[86, 55]
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Norton Square Railway Station
[87, 55]
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Club Aldrich
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Laghelegh Drive
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a warehouse
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Perks Avenue Railway Station
[81, 56]
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Howes Square School
[82, 56]
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the Norvell Arms
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Dolbridge Street
[84, 56]
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Youngan Boulevard
[85, 56]
|
Glynn Bank
[86, 56]
|
St Martin's Church
[87, 56]
|
St Elisabeth's Hospital
[88, 56]
|
Shum Plaza
[89, 56]
|
Tilly Row Police Dept
[80, 57]
|
Bellis Park
[81, 57]
|
Herick Bank
[82, 57]
|
Jotcham Bank
[83, 57]
|
a warehouse
[84, 57]
|
wasteland
[85, 57]
|
the Paviour Building
[86, 57]
|
a cemetery
[87, 57]
|
Weatherhead Park
[88, 57]
|
Lakey Way
[89, 57]
|
the Custard Museum
[80, 58]
|
the Breay Building
[81, 58]
|
Keppel Towers
[82, 58]
|
William Grove
[83, 58]
|
Bidgway Way
[84, 58]
|
a factory
[85, 58]
|
the Rosser Museum
[86, 58]
|
the Downes Building
[87, 58]
|
a carpark
[88, 58]
|
Guttridge Drive
[89, 58]
|
Leaman Grove School
[80, 59]
|
Whitlock Way Railway Station
[81, 59]
|
Jacquet Walk
[82, 59]
|
Pasmore Alley
[83, 59]
|
Blobole Park
[84, 59]
|
a warehouse
[85, 59]
|
the Argile Arms
[86, 59]
|
the Meatyard Building
[87, 59]
|
the Hanne Arms
[88, 59]
|
the Theirs Monument
[89, 59]
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{%include "base.html" %} {% block content %} {% load staticfiles %}
The PPI network is based on STRING.
In violet is user's query, in maroon are protein assays in PeptideTracker, in orange are protein assays from PASSEL, CPTAC, SRMAtlas, or PanoramaWeb, and skyblue are proteins without known assays. Edges and nodes are interactive.
Data by STRING, visualisation by Cytoscape.js, layout by Cola.js.
This data entry is not available due to technical error in connecting to an external data resource. Please try again later.
{% endif %} {% endblock %}


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The ACE [Automatic Content Extraction] program of the early and mid 2000's defined a set of semantic structures, including entities, relations, and events. The entities were introduced first, then the relations, and finally the events; the events implemented by Jet are from the 2005 ACE evaluation. The set of entity types and relation types changed somewhat from year to year; Jet ACE can handle several of the variants.
ACE also defined an external representation of these semantic structures, APF (ACE Program Format). For each source document, the ACE system generates an APF document; the original source document is not modified. The APF document contains character offsets with respect to the source document to indicate the provenance of the information extracted. [Note: in counting character offsets in the source document, XML tags are not counted and end-of-lines are counted as a single character, regardless of whether they are actually represented as 1 or 2 characters.]
The interal representation of an APF file is an AceDocument object, which contains zero or more AceEntity, AceValue, AceTimex, AceRelation, and AceEvent objects. (See the Jet javadoc API documentation for details.)
The ACE representations are presented briefly at the NIST ACE web site. Details on all the entity, relation, and event types are available through the ACE web site of the Linguistic Data Consortium.
Entities are the most basic building blocks of the semantic representation. There are 7 types of entities: persons, organizations, GPEs (geo-political entities: locations with a government), [other] locations, facilities, vehicles, and weapons. Each entity (class AceEntity) has one or more mentions (class AceEntityMention) within the document. Each mention is either a name, a nominal, or a pronominal mention.
An Ace relation (class AceRelation) specifies some relationship between two Ace entities, such as an employment relation (employee -- employer), a location relation, or a citizenship relation. The specific set of types and subtypes varied a bit from year to year. Each relation (class AceRelation) may be expressed one or more times in a document; each expression becomes an instance of a relation mention (class AceRelationMention). A relation connects two entities; a relation mention connects two entity mentions. For Ace, the two entity mentions connected by a relation mention must appear in the same sentence (this simplifies the annotation task as well as the training procedure for relation extractors). Later versions of Ace included temporal information on relations, but this is not supported by Jet.
Whereas an Ace relation expresses a purely binary relationship, an Ace event (class AceEvent) allows for a trigger and an arbitrary number of arguments, each with a role. The trigger is generally a single word, the word which most directly describes the event (typically a verb or nominalization). In analogy with entities and relations, there may be one or more mentions of the same event in a document; each is an event mention (class AceEventMention). All the arguments of a single event mention must appear within the same sentence. These arguments may be entity mentions, time expression mentions, or value mentions.
A time expression is an expression representing a date or time, following the TIMEX2 standard. Following the pattern for entities, relations, and events, we have AceTimex and AceTimexMention classes, although each AceTimex has but a single AceTimexMention. A value is an event argument other than an entity or time expression; currently crimes, prison sentences, contact information, job titles, and numeric expressions such as percentages and monetary amounts are included. Again, we have the two classes AceValue and AceValueMention, although no reference resolution is done on Ace values, so each AceValue has a single AceValueMention.


- step - 01 : Install google drive, dropbox on your local PC and enable sync.
- step - 02 : install and configure git on your PC.
- step - 03 : create a folder on google-drive and open
git-bash
there - step - 04 : write git command
git init --bare
- step - 05 : Initialize a git repo outside of google-drive
- step - 06: now connect google drive repo with your the repo that you just created outside of google drive.
git remote add origin "/C/Users/JoeUser/Google Drive/git/project1.git"
(note if the url does not have any space then remove double quote) to check if the remote addedgit remote -v
- step - 07 : If remote added without any error then push your local changes
git push -u origin master
And you done. now you can make changes and push your local changes to google-drive repo. If you want to clone that repo then simplygit clone "/C/Users/JoeUser/Google Drive/git/project1.git"
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Unable to update data.


The SerialPortOpenModeEnum enum defines possible read modes of a serial port on the Raspberry Pi.
Blocking refers to to the way the serial port code deals with a request to read more data than is present in the input queue. If the port is in block mode and more data is requested than is present, then the call will wait until the required amount of data arrives. In OPEN_NONBLOCK mode the port will just return what it has.
public enum SerialPortOpenModeEnum { OPEN_BLOCK, // reads block (wait) OPEN_NONBLOCK // reads do not block }


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| Interface | Description |
|---|---|
| ViewInterface |
Part of MVC; all the views need to implement this interface if it needs
to interact with any of the models.
|
| Class | Description |
|---|---|
| ClaimListActivity |
This activity is the first activity that is displayed to the user.
|
| EditClaimActivity |
This activity contains a claim that was selected from the ClaimListActivity
and allows you to edit the claim.
|
| EditExpenseActivity |
Activity takes an expense from the ExpenseListActivity and allows
the user to edit information about the expense.
|
| ExpenseListActivity |
This activity displays the list of expenses that is related to the
current claim.
|
| MenuActivity |
Changes the action bar menu to have the option to change the user.
|
| NewClaimActivity |
Activity that allows the user to add a new claim to the claim list.
|
| NewExpenseActivity |
This is the activity that provides functionality for adding a new
expense to the current claim.
|
| ReceiptActivity |
Shows the image that had it's file path passed as an intent to the activity
|
| SetDestinationLocationActivity |
Allows the user to pick a spot on a map to be able to save it as the new destination location.
|
| SetExpenseLocationActivity |
Allows the user to pick a spot on a map to be able to save it as the new expense location.
|
| SetHomeLocationActivity |
Allows the user to pick a spot on a map to be able to save it as the new home location.
|
| UserSelectActivity |
The first activity that is called when the app starts.
|
| ViewLocationActivity |
Shows a location on a map if the location is passed as two intents, one for latitude
and one for longitude, Otherwise the activity is just viewing a map.
|


git-clone - Clone a repository into a new directory
git clone [--template=<template_directory>]
[-l] [-s] [--no-hardlinks] [-q] [-n] [--bare] [--mirror]
[-o <name>] [-b <name>] [-u <upload-pack>] [--reference <repository>]
[--separate-git-dir <git dir>]
[--depth <depth>] [--[no-]single-branch]
[--recursive | --recurse-submodules] [--] <repository>
[<directory>]
Clones a repository into a newly created directory, creates remote-tracking branches for each branch in the cloned repository (visible using git branch -r), and creates and checks out an initial branch that is forked from the cloned repository(cqs currently active branch.
After the clone, a plain git fetch without arguments will update all the remote-tracking branches, and a git pull without arguments will in addition merge the remote master branch into the current master branch, if any (this is untrue when "--single-branch" is given; see below).
This default configuration is achieved by creating references to the remote branch heads under refs/remotes/origin and by initializing remote.origin.url and remote.origin.fetch configuration variables.
--local, -l
When the repository to clone from is on a local machine, this flag bypasses the normal "Git aware" transport mechanism and clones the repository by making a copy of HEAD and everything under objects and refs directories. The files under .git/objects/ directory are hardlinked to save space when possible.
If the repository is specified as a local path (e.g., /path/to/repo), this is the default, and --local is essentially a no-op. If the repository is specified as a URL, then this flag is ignored (and we never use the local optimizations). Specifying --no-local will override the default when /path/to/repo is given, using the regular Git transport instead.
--no-hardlinks
Force the cloning process from a repository on a local filesystem to copy the files under the .git/objects directory instead of using hardlinks. This may be desirable if you are trying to make a back-up of your repository.
--shared, -s
When the repository to clone is on the local machine, instead of using hard links, automatically setup .git/objects/info/alternates to share the objects with the source repository. The resulting repository starts out without any object of its own.
NOTE: this is a possibly dangerous operation; do not use it unless you understand what it does. If you clone your repository using this option and then delete branches (or use any other Git command that makes any existing commit unreferenced) in the source repository, some objects may become unreferenced (or dangling). These objects may be removed by normal Git operations (such as git commit) which automatically call git gc --auto. (See git-gc(1).) If these objects are removed and were referenced by the cloned repository, then the cloned repository will become corrupt.
Note that running git repack without the -l option in a repository cloned with -s will copy objects from the source repository into a pack in the cloned repository, removing the disk space savings of clone -s. It is safe, however, to run git gc, which uses the -l option by default.
If you want to break the dependency of a repository cloned with -s on its source repository, you can simply run git repack -a to copy all objects from the source repository into a pack in the cloned repository.
--reference <repository>
If the reference repository is on the local machine, automatically setup .git/objects/info/alternates to obtain objects from the reference repository. Using an already existing repository as an alternate will require fewer objects to be copied from the repository being cloned, reducing network and local storage costs.
NOTE: see the NOTE for the --shared option.
--quiet, -q
Operate quietly. Progress is not reported to the standard error stream. This flag is also passed to the (oqrsync(cq command when given.
--verbose, -v
Run verbosely. Does not affect the reporting of progress status to the standard error stream.
--progress
Progress status is reported on the standard error stream by default when it is attached to a terminal, unless -q is specified. This flag forces progress status even if the standard error stream is not directed to a terminal.
--no-checkout, -n
No checkout of HEAD is performed after the clone is complete.
--bare
Make a bare Git repository. That is, instead of creating <directory> and placing the administrative files in <directory>/.git, make the <directory> itself the $GIT_DIR. This obviously implies the -n because there is nowhere to check out the working tree. Also the branch heads at the remote are copied directly to corresponding local branch heads, without mapping them to refs/remotes/origin/. When this option is used, neither remote-tracking branches nor the related configuration variables are created.
--mirror
Set up a mirror of the source repository. This implies --bare. Compared to --bare, --mirror not only maps local branches of the source to local branches of the target, it maps all refs (including remote-tracking branches, notes etc.) and sets up a refspec configuration such that all these refs are overwritten by a git remote update in the target repository.
--origin <name>, -o <name>
Instead of using the remote name origin to keep track of the upstream repository, use <name>.
--branch <name>, -b <name>
Instead of pointing the newly created HEAD to the branch pointed to by the cloned repository(cqs HEAD, point to <name> branch instead. In a non-bare repository, this is the branch that will be checked out. --branch can also take tags and detaches the HEAD at that commit in the resulting repository.
--upload-pack <upload-pack>, -u <upload-pack>
When given, and the repository to clone from is accessed via ssh, this specifies a non-default path for the command run on the other end.
--template=<template_directory>
Specify the directory from which templates will be used; (See the "TEMPLATE DIRECTORY" section of git-init(1).)
--config <key>=<value>, -c <key>=<value>
Set a configuration variable in the newly-created repository; this takes effect immediately after the repository is initialized, but before the remote history is fetched or any files checked out. The key is in the same format as expected by git-config(1) (e.g., core.eol=true). If multiple values are given for the same key, each value will be written to the config file. This makes it safe, for example, to add additional fetch refspecs to the origin remote.
--depth <depth>
Create a shallow clone with a history truncated to the specified number of revisions.
--[no-]single-branch
Clone only the history leading to the tip of a single branch, either specified by the --branch option or the primary branch remote(cqs HEAD points at. When creating a shallow clone with the --depth option, this is the default, unless --no-single-branch is given to fetch the histories near the tips of all branches. Further fetches into the resulting repository will only update the remote-tracking branch for the branch this option was used for the initial cloning. If the HEAD at the remote did not point at any branch when --single-branch clone was made, no remote-tracking branch is created.
--recursive, --recurse-submodules
After the clone is created, initialize all submodules within, using their default settings. This is equivalent to running git submodule update --init --recursive immediately after the clone is finished. This option is ignored if the cloned repository does not have a worktree/checkout (i.e. if any of --no-checkout/-n, --bare, or --mirror is given)
--separate-git-dir=<git dir>
Instead of placing the cloned repository where it is supposed to be, place the cloned repository at the specified directory, then make a filesystem-agnostic Git symbolic link to there. The result is Git repository can be separated from working tree.
<repository>
The (possibly remote) repository to clone from. See the URLS section below for more information on specifying repositories.
<directory>
The name of a new directory to clone into. The "humanish" part of the source repository is used if no directory is explicitly given (repo for /path/to/repo.git and foo for host.xz:foo/.git). Cloning into an existing directory is only allowed if the directory is empty.
In general, URLs contain information about the transport protocol, the address of the remote server, and the path to the repository. Depending on the transport protocol, some of this information may be absent.
Git supports ssh, git, http, and https protocols (in addition, ftp, and ftps can be used for fetching and rsync can be used for fetching and pushing, but these are inefficient and deprecated; do not use them).
The native transport (i.e. git:// URL) does no authentication and should be used with caution on unsecured networks.
The following syntaxes may be used with them:
h'-04'(buh'+03'c
ssh://[user@]host.xz[:port]/path/to/repo.git/
h'-04'(buh'+03'c
git://host.xz[:port]/path/to/repo.git/
h'-04'(buh'+03'c
http[s]://host.xz[:port]/path/to/repo.git/
h'-04'(buh'+03'c
ftp[s]://host.xz[:port]/path/to/repo.git/
h'-04'(buh'+03'c
rsync://host.xz/path/to/repo.git/
An alternative scp-like syntax may also be used with the ssh protocol:
h'-04'(buh'+03'c
[user@]host.xz:path/to/repo.git/
This syntax is only recognized if there are no slashes before the first colon. This helps differentiate a local path that contains a colon. For example the local path foo:bar could be specified as an absolute path or ./foo:bar to avoid being misinterpreted as an ssh url.
The ssh and git protocols additionally support ~username expansion:
h'-04'(buh'+03'c
ssh://[user@]host.xz[:port]/~[user]/path/to/repo.git/
h'-04'(buh'+03'c
git://host.xz[:port]/~[user]/path/to/repo.git/
h'-04'(buh'+03'c
[user@]host.xz:/~[user]/path/to/repo.git/
For local repositories, also supported by Git natively, the following syntaxes may be used:
h'-04'(buh'+03'c
/path/to/repo.git/
h'-04'(buh'+03'c
file:///path/to/repo.git/
These two syntaxes are mostly equivalent, except the former implies --local option.
When Git doesn(cqt know how to handle a certain transport protocol, it attempts to use the remote-<transport> remote helper, if one exists. To explicitly request a remote helper, the following syntax may be used:
h'-04'(buh'+03'c
<transport>::<address>
where <address> may be a path, a server and path, or an arbitrary URL-like string recognized by the specific remote helper being invoked. See gitremote-helpers(1) for details.
If there are a large number of similarly-named remote repositories and you want to use a different format for them (such that the URLs you use will be rewritten into URLs that work), you can create a configuration section of the form:
[url "<actual url base>"] insteadOf = <other url base>
For example, with this:
[url "git://git.host.xz/"] insteadOf = host.xz:/path/to/ insteadOf = work:
a URL like "work:repo.git" or like "host.xz:/path/to/repo.git" will be rewritten in any context that takes a URL to be "git://git.host.xz/repo.git".
If you want to rewrite URLs for push only, you can create a configuration section of the form:
[url "<actual url base>"] pushInsteadOf = <other url base>
For example, with this:
[url "ssh://example.org/"] pushInsteadOf = git://example.org/
a URL like "git://example.org/path/to/repo.git" will be rewritten to "ssh://example.org/path/to/repo.git" for pushes, but pulls will still use the original URL.
h'-04'(buh'+03'c
Clone from upstream:
$ git clone git://git.kernel.org/pub/scm/.../linux.git my-linux $ cd my-linux $ make
h'-04'(buh'+03'c
Make a local clone that borrows from the current directory, without checking things out:
$ git clone -l -s -n . ../copy $ cd ../copy $ git show-branch
h'-04'(buh'+03'c
Clone from upstream while borrowing from an existing local directory:
$ git clone --reference /git/linux.git e git://git.kernel.org/pub/scm/.../linux.git e my-linux $ cd my-linux
h'-04'(buh'+03'c
Create a bare repository to publish your changes to the public:
$ git clone --bare -l /home/proj/.git /pub/scm/proj.git
Part of the git(1) suite


HOME
ABOUT
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I am Chad Scott
The man, the myth, the legend
Hello, friends,
I am chad, I am awesome. could you use a little more awwesome in your life?


--- layout: post title: Creating a Glimpse plugin to log SQL generated by NHibernate categories: - debugging - Developer Deep Dive - glimpse - nhibernate - sql status: publish type: post published: true meta: _edit_last: '4' _aioseop_description: Glimpse, if you’re not already using it to debug your ASP.NET Web Forms or MVC application, you should be. It allows you to inspect several server-side diagnostic _aioseop_title: Creating a Glimpse plugin to log SQL generated by NHibernate dsq_thread_id: '832872432' ---
Glimpse has generated a lot of buzz since it was unveiled earlier this year during the “Open Source Fest” at the Mix 2011 conference. If you’re not already using it to debug your ASP.NET Web Forms or MVC application, you should be. Glimpse allows you to inspect several server-side diagnostic and request related information with a UI just like Firebug. Here’s some resources to get you started if you need an intro:
There are several built-in plugins for Web Forms and MVC that will serve many needs, and you can even create your own. This tutorial will demonstrate how to create a plugin that will display the SQL generated by NHibernate.
Plugins are implemented by a simple class that implements the IGlimpsePlugin interface. There are a couple of great “hello world” example plugins on the Glimpse creating plugins page. Besides setting the name and some optional start-up code, a plugin’s main job is just to return some set of data that will be rendered to the Glimpse UI. What that data is and how we get it is the real magic, so read on below.
The actual code for this NHibernate Glimpse plugin is fairly simple. We create a header column, add a row indicating the number of SQL statements that were executed and then add all the actual SQL to the plugin data. The SqlLogger class referenced here is just a static class that acts as a wrapper for the HttpContext.Items collection, which is where we’re logging the SQL itself. You can find a full gist including this class and all of the following code snippets, with comments, here.
{% gist 1114428 %}
The easiest way to log the SQL generated by NHibernate so it can be pushed up to Glimpse is to create a custom Log4Net appender and configure it in the web.config. It’s as simple as creating a class that extends the AppenderSkeleton base class and implement the Append method, like so:
{% gist 1114440 %}
Wiring up the web.config:
{% gist 1114446 %}
There is no hard part! We’re done! Drop this into an application that’s using NHibernate, enable Glimpse, click over to the new NHibernate tab, and wonder how you ever lived without this.
The complete source code with comments is available here.


JS
In computing, React (sometimes styled React.js or ReactJS) is a JavaScript library[2] for building user interfaces. It is maintained by Facebook, Instagram and a community of individual developers and corporations.[3][4][5] React allows developers to create large web-applications that use data and can change over time without reloading the page. It aims primarily to provide speed, simplicity, and scalability. React processes only user interfaces in applications.
Read more March 2013React was created by Jordan Walke, a software engineer at Facebook. He was influenced by Angular and XHP, an HTML component framework for PHP.[7] It was first deployed on Facebook's newsfeed in 2011 and later on Instagram.com in 2012.[8] It was open-sourced at JSConf US in May 2013.
Read moreReact components are typically written in JSX, a JavaScript extension syntax allowing quoting of HTML and using HTML tag syntax to render subcomponents.[12] This is a React-specific grammar extension to JavaScript like the now-defunct E4X. HTML syntax is processed into JavaScript calls of the React framework. Developers may also write in pure JavaScript. JSX is similar to another extension syntax created by Facebook for PHP, XHP. JSX looks like regular HTML. An example of JSX code:
Read moreSample Code
Read more First Program
< script >
ReactDOM.render(
< h1 > Hello, world! < /h1>
document.getElementById('root')
);
< /script >


You are viewing an historical archive of past issues. Please
report new issues to the appropriate project issue tracker on
GitHub.
Comments
-
Greg Hurrell
Status changed:
- From: New
- To: Open
-
Greg Hurrell
See also ticket #1286, which is about pretty URLs for the issues#index action.
-
Greg Hurrell
Done. Will be included in the next deployment.
-
Greg Hurrell
Status changed:
- From: open
- To: closed
Add a comment
Comments are now closed for this issue.


Such assignments contribute to global state and make it impossible to tear down an application and set up another one in tests, therefore, repeated tests in the same process may fail. The only exception is an explicit constructor call to store dummy/default instances.
The recommended way to avoid storing services is to retrieve a service locally or to wrap it in java.util.function.Supplier
.
Example:
// Incorrect way
private static final ManagingFS ourInstance = ApplicationManager.getApplication().getService(ManagingFS.class);
// Correct way
private static final Supplier<ManagingFS> ourInstance = CachedSingletonsRegistry.lazy(() -> {
return ApplicationManager.getApplication().getService(ManagingFS.class);
});
// Exception
private static final UniqueVFilePathBuilder DUMMY_BUILDER = new UniqueVFilePathBuilder()
New in 2023.2


Tutorial 14 by Nikolai Gad
München, 30. January 2020
Let us go through example answer, which is also available on Moodle.
Remember that for the exam you will have to write a similar report.
| Points | Description |
|---|---|
| 20-19 | Outstanding use of complex methods in a relevant way with no mistakes. |
| 18-17 | Very good use of methods and convincing justifications. |
| 16-15 | Good use of methods and convincing justifications. |
| 14-13 | Good use of methods with no major mistakes. |
| 12-11 | Good use of methods, but with some mistakes. |
| 10-9 | Satisfactory, but with mistakes and/or incomplete parts. |
| 0-8 | Incomplete in substantial parts with essential mistakes. |
Consists of two documents:
This gives you "1,5min per point".
There will be different types of questions:
The quesitons can be about anything we have coverede in lectures, tutorials, or readings during the course. (see also slides from yesterday's lecture for an overview of some of the key concepts.
There are two basic types of Machine Learning. Imagine you have a dataset, conssiting of tweets from different political campaign groups. You want to give each of these tweets a score on an ideological scale from very left-wing to very right-wing. Which type of Machine Learning would you use?
(1,5 points)
Grimmer and Stewart (2013) describes four principles for computational text analysis. The first of these states that "All quantitative models of language are wrong - but some are useful."
Give an example of how computational text analysis can be useful.
(3 points)
The following piece of R code creates a document-feature-matrix from a corpus, stemming the words and removing punctuation:
text_dfm <- dfm(textCorp, stem = TRUE, remove_punct = TRUE)
Change the code so that all characters are made lower case in the document-feature-matrix.
(1 point)
A dataset of all inaugural speeches by American presidents is used to compare Obama's speeches to all other presidents. A keyness test gives the following result:
ObamaKeyn <- textstat_keyness(inaugDfm, c("2009-Obama", "2013-Obama"))
> head(ObamaKeyn)
feature chi2 p n_target n_reference
1 journey 82.66625 0.000000e+00 9 13
2 generat 68.92738 1.110223e-16 16 58
3 job 58.28058 2.275957e-14 7 11
4 storm 52.37212 4.591882e-13 5 5
5 creed 50.22949 1.367795e-12 6 9
6 us 48.82995 2.791434e-12 44 434
Which of these most key words, are used the most by Obama?
(1 point)
Imagine a study where you need a measure the attitudes of different politicians toward public spending. Describe one advantage and one disadvantage of using social media posts from each politican to measure this?
(3 points)


The larger the node, the more high tags that student assigns to other students work.
We know that there is an inverse relationship here, the greater the TAG-OUT score, the more that student relies on other student's work and more likely that he/she performs worse.


Some of the programs and things I know how to use well
Blender is a modelling program that helps me create 3d objects for games and renders.
I started using substance painter since it allowed me to create better materials a lot faster and easier
I mainly use unity to test my models in a game ready enviroment but I dont specialize in coding


LogrService
public class LogrService
Main logging service used for dispatching messages to dedicated targets for further processing.
-
Initializes new intance of LogrService with provided configuration. Overrides previously set
targets
anddispatchQueue
properties.Declaration
Swift
@discardableResult public init(with config: Config, dispatchQueue: DispatchQueue? = nil)
Parameters
config
struct encapsulating configuration properties used by LogrService.
dispatchQueue
queue to be used for handling incoming log messages and forwarding to previously set targets.
-
Dispatches log messages to the targets based on configuration: synchronously or asynchronously.
Declaration
Swift
public func log(_ message: Message)
Parameters
message
struct encapsulating all log message data including meta information


THE GINGERBREAD MAN
A Film Review by James Berardinelli
RATING: *** OUT OF ****
United States, 1998 U.S. Release Date: 1/23/98 (NY, LA), 2/20/98 (limited) Running Length: 1:55 MPAA Classification: R (Profanity, nudity, violence) Theatrical Aspect Ratio: 1.85:1
Cast: Kenneth Branagh, Embeth Davidtz, Robert Downey Jr., Daryl Hannah, Robert Duvall, Tom Berenger, Famke Janssen, Jesse James, Mae Whitman Director: Robert Altman Producer: Jeremy Tannenbaum Screenplay: "Al Hayes" (Robert Altman) based on an original story by John Grisham Cinematography: Changwei Gu Music: Mark Isham U.S. Distributor: Polygram Films
Combine the talents of director Robert Altman and actors Kenneth Branagh and Robert Duvall, and you have the apparent recipe for a motion picture worth waiting for. But, although THE GINGERBREAD MAN is a finely-tuned example of mainstream entertainment, and holds the audience's interest for most of its running length, it is a little disappointing. Perhaps the problem is that the story was written by John Grisham, and, as one might expect, it doesn't stray far from the standard Grisham formula.  Following the less-than-stellar READY TO WEAR and KANSAS CITY, THE GINGERBREAD MAN (a blatantly commercial effort) isn't likely to appease those questing for the next Altman masterpiece.
Kenneth Branagh, stepping into a rare contemporary role (and sporting a stable Southern American drawl), is Rick Magruder, a top- notch Savannah-based defense attorney who hasn't lost a case in eight years. Since his successful record has resulted in part from his ability to chew cops apart on the stand, he's not one of the police department's favorite citizens. One night, following a big victory celebration, as Rick is making his way through a torrential downpour, he encounters Mallory Doss (Embeth Davidtz), a waitress whose car has just been stolen. Rick offers her a lift home and a shoulder to cry on. Soon, her whole sad story pours out: her deranged father, Dixon (Robert Duvall), has been stalking her, and she's afraid for her life. Rick, instantly sympathetic because of his infatuation, agrees to help her get an order of commitment for Dixon. But the wily old man proves to be more dangerous than the lawyer expected, and soon his two children are in peril. And, on top of everything else, Hurricane Geraldo is bearing down on Savannah.
THE GINGERBREAD MAN starts out strongly by defining the characters, establishing the setting (following MIDNIGHT IN THE GARDEN OF GOOD AND EVIL, this is the second recent atmosphere-soaked thriller to transpire in Savannah), and anchoring the somewhat convoluted storyline. One of Altman's strengths, most evident in films like NASHVILLE and SHORT CUTS, is character development, so it's no surprise that we are introduced to a gallery of interesting individuals. Past the setup, as the plot gathers steam, the movie takes on the characteristics of a traditional thriller, with such familiar elements as a mysterious car that tails Nick, a drunk private investigator (Robert Downey Jr.), a damsel in distress, and children in jeopardy. Altman ratchets up the tension during this section of the film, providing a few genuine edge-of-the- seat moments.
It's in the final half hour that THE GINGERBREAD MAN starts to lose its way. The denouement and ending, while in keeping with what we expect from a Grisham-penned tale, are pedestrian, offering only contrived surprises. Nevertheless, in part because I had invested so much into the characters over the film's better first two-thirds, I was able to accept, if not applaud, the resolution. The plot has its share of logical flaws, but that's standard for all but the very best thrillers.
THE GINGERBREAD MAN's undeniable primary strength is the level of acting. Branagh, whose training in Shakespeare gives him a tendency to overact (see MARY SHELLY'S FRANKENSTEIN if you don't believe me), gives a perfectly-modulated performance under Altman's direction. Branagh's Nick is strong, decisive, and obviously human. Embeth Davidtz, who has essayed a number of roles since her eye-opening turn in SCHINDLER'S LIST, does her best work here since the Holocaust drama, easily surpassing her bland turn in the recent FALLEN. Solid supporting work is turned in by Robert Duvall, Robert Downey Jr., and, surprisingly, Daryl Hannah as one of Nick's law partner.  The only flat portrayal belongs to Famke Janssen (as Nick's ex-wife), but at least she's better here than she was in DEEP RISING.
At its best, THE GINGERBREAD MAN evokes memories of Alfred Hitchcock, the master of suspense who used every tool at his disposal to trick, cajole, and manipulate the audience into a state of heightened anxiety. One of the mechanisms employed here by Altman is the weather - - it always seems to be raining, and the approach of the hurricane promises even more wind and water. Fortunately, the storm sequences are impressively filmed and serve to enhance the atmosphere, rather than drown it (like in HARD RAIN).
Although THE GINGERBREAD MAN has its faults, there are enough fine moments and solid performances to more than balance them out. While Altman aficionados may be disappointed by the conventional nature of the production, fans of writer John Grisham (who gets story, but not screenplay, credit) will probably feel right at home. The legal thriller has become Grisham's home field, and THE GINGERBREAD MAN, with an accomplished director at the helm, is as worthwhile as anything he has helped bring to the screen. The result is an entertaining and sporadically engrossing two hours.
Copyright 1998 James Berardinelli
- James Berardinelli e-mail<EMAIL_ADDRESS>Now with more than 1300 reviews... The ReelViews web site: http://movie-reviews.colossus.net/
"No art passes our conscience in the way film does, and goes directly to our feelings, deep down into the dark rooms of our souls"
- Ingmar Bergman
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rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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EMERGENCY!! EMERGENCY!!
{name:} is in emergency and need your help immediately.
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Susan Granger's review of "PLANET OF THE APES" (20th Century-Fox)
In Tim Burton's re-envisioning of Pierre Boulle's novel which became a 1968 cult classic, the sci-fi premise remains the same: an astronaut (Mark Wahlberg) crash-lands on a bizarre, brutal world where apes are the dominant species and humans serve them. When captured, he's taken to the misty mountain kingdom of Ape City by the orangutan slave trader (Paul Giamatti). He meets defiant human rebels (Kris Kristofferson, Estella Warren) and discovers the socio-political conflict between the tyrannical General (Tim Roth) and his intimidating aide (Michael Clarke Duncan) and a passionate, liberal Senator's daughter (Helena Bonham Carter) who believes humans should not be subjugated by simians. Tim Burton's iconoclastic vision of this fascistic, chimpanzee-dominated society is brought to life primarily by six-time Oscar-winning make-up artist Rick Baker ("Gorillas in the Mist," "Mighty Joe Young") who, incredibly, in a tour-de-force, transforms the actors into apes. Credit production designer Rick Heinrichs and cinematographer Philippe Rousselot too. Unlike the original, in William Broyles Jr.'s rather dull screenplay, the humans are not mute and, despite the rumors, there's no inter-species sex. Clunky Mark Wahlberg is hardly a heroic figure, as Charlton Heston was in the original. But Heston does turn up as an aged, ailing ape, and once again, in a quite different context, utters his famous line: "Damn them all to hell!" But, basically, Paul Giamatti steals the picture, offering much needed comic relief. The conclusion, while not the Statue of Liberty, offers a surprising, if very contrived, twist. On the Granger Movie Gauge of 1 to 10, "Planet of the Apes" is a dark, primal, action-packed 5, proving "The smarter we become, the more dangerous we get."
========== X-RAMR-ID: 28967 X-Language: en X-RT-ReviewID: 240083 X-RT-TitleID: 1108704 X-RT-SourceID: 742 X-RT-AuthorID: 1274 X-RT-RatingText: 5/10
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Broker Requirements
Information on this page is outdated, please refer to your broker documentation for up to date information.
This library is not a pure STOMP client. It is aimed to run on the WebSockets protocol which is not TCP. Basically, the WebSocket protocol requires a handshake between the browser's client and the server to ensure the browser's "same-origin" security model remains in effect.
This means that this library can not connect to regular STOMP brokers since they would not understand the handshake initiated by the WebSocket which is not part of the STOMP protocol and would likely reject the connection.
There are ongoing works to add WebSocket support to STOMP broker so that they will accept STOMP connections over the WebSocket protocol.
HornetQ
HornetQ is the Open Source messaging system developed by Red Hat and JBoss.
To start HornetQ with support for STOMP Over WebSocket, download the latest version and run the following steps:
$ cd hornetq-x.y.z/examples/jms/stomp-websockets
$ mvn clean install
...
INFO: HQ221020: Started Netty Acceptor version 3.6.2.Final-c0d783c localhost:61614 for STOMP_WS protocol
Apr 15, 2013 1:15:33 PM org.hornetq.core.server.impl.HornetQServerImpl$SharedStoreLiveActivation run
INFO: HQ221007: Server is now live
Apr 15, 2013 1:15:33 PM org.hornetq.core.server.impl.HornetQServerImpl start
INFO: HQ221001: HornetQ Server version 2.3.0.CR2 (black'n'yellow2, 123) [c9e29e45-a5bd-11e2-976a-b3fef7ceb5df]
HornetQ is now started and listens to STOMP over WebSocket on the port 61614
.
It accepts WebSocket connections from the URL ws://localhost:61614/stomp
To configure and run HornetQ with STOMP Over WebSocket enabled, follow the instructions.
ActiveMQ
ActiveMQ is the Open Source messaging system developed by Apache. Starting with 5.4 snapshots, ActiveMQ supports STOMP Over WebSocket.
To configure and run ActiveMQ with STOMP Over WebSocket enabled, follow the instructions.
ActiveMQ Apollo
ActiveMQ Apollo is the next generation of ActiveMQ broker. From the start, Apollo supports STOMP Over WebSocket.
To configure and run Apollo with STOMP Over WebSocket enabled, follow the instructions.
RabbitMQ
RabbitMQ is Open Source messaging system sponsored by Pivotal.
To configure and run RabbitMQ with STOMP Over WebSocket enabled, follow the instructions to install the Web-Stomp plugin.
Stilts & Torquebox
Stilts is a STOMP-native messaging framework which aims to address treating STOMP as primary contract for messaging, and integrating around it, instead of simply applying STOMP shims to existing services.
TorqueBox uses the Stilts project to provide its WebSockets and STOMP stack.


|
ActiveTcl User Guide
|
||
Tcl_CreateInterp, Tcl_DeleteInterp, Tcl_InterpDeleted - create and delete Tcl command interpreters
#include <tcl.h>
Tcl_Interp *
Tcl_CreateInterp()
Tcl_DeleteInterp(interp)
int
Tcl_InterpDeleted(interp)
Tcl_CreateInterp creates a new interpreter structure and returns a token for it. The token is required in calls to most other Tcl procedures, such as Tcl_CreateCommand, Tcl_Eval, and Tcl_DeleteInterp. Clients are only allowed to access a few of the fields of Tcl_Interp structures; see the Tcl_Interp and Tcl_CreateCommand man pages for details. The new interpreter is initialized with the built-in Tcl commands and with the variables documented in tclvars(n). To bind in additional commands, call Tcl_CreateCommand.
Tcl_DeleteInterp marks an interpreter as deleted; the interpreter will eventually be deleted when all calls to Tcl_Preserve for it have been matched by calls to Tcl_Release. At that time, all of the resources associated with it, including variables, procedures, and application-specific command bindings, will be deleted. After Tcl_DeleteInterp returns any attempt to use Tcl_Eval on the interpreter will fail and return TCL_ERROR. After the call to Tcl_DeleteInterp it is safe to examine the interpreter's result, query or set the values of variables, define, undefine or retrieve procedures, and examine the runtime evaluation stack. See below, in the section INTERPRETERS AND MEMORY MANAGEMENT for details.
Tcl_InterpDeleted returns nonzero if Tcl_DeleteInterp was called with interp as its argument; this indicates that the interpreter will eventually be deleted, when the last call to Tcl_Preserve for it is matched by a call to Tcl_Release. If nonzero is returned, further calls to Tcl_Eval in this interpreter will return TCL_ERROR.
Tcl_InterpDeleted is useful in deletion callbacks to distinguish between when only the memory the callback is responsible for is being deleted and when the whole interpreter is being deleted. In the former case the callback may recreate the data being deleted, but this would lead to an infinite loop if the interpreter were being deleted.
Tcl_DeleteInterp can be called at any time on an interpreter that may be used by nested evaluations and C code in various extensions. Tcl implements a simple mechanism that allows callers to use interpreters without worrying about the interpreter being deleted in a nested call, and without requiring special code to protect the interpreter, in most cases. This mechanism ensures that nested uses of an interpreter can safely continue using it even after Tcl_DeleteInterp is called.
The mechanism relies on matching up calls to Tcl_Preserve with calls to Tcl_Release. If Tcl_DeleteInterp has been called, only when the last call to Tcl_Preserve is matched by a call to Tcl_Release, will the interpreter be freed. See the manual entry for Tcl_Preserve for a description of these functions.
The rules for when the user of an interpreter must call Tcl_Preserve and Tcl_Release are simple:
All uses of interpreters in Tcl and Tk have already been protected. Extension writers should ensure that their code also properly protects any additional interpreters used, as described above.
command, create, delete, interpreter
Copyright © 1989-1993 The Regents of the University of California. Copyright © 1994-1996 Sun Microsystems, Inc. Copyright © 1995-1997 Roger E. Critchlow Jr.


Staff Settings
When enabled, any staff who have enabled prefer pings (enabled by default) will be able to be pinged by users using +staff ping
. If disabled, this will not work for any staff
User ids for staff members. When enabled, this allows these users to have full access to welcomer along with being able to be pinged with +staff ping
, if it has been enabled.
Staff List
User
ID
Pings Allowed
{% for user in staff %}
{% endfor %}
{{ user['name'] + "#" + user['discriminator'] }}
{{ user['id'] }}
If staff are not showing, try reloading the page again.


Numbers 5:12
Speak unto the children of Israel, and say unto them, If any man's wife go aside, and commit a trespass against him,


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CrackLib-2.9.7
Introduction to CrackLib
The CrackLib package contains a
library used to enforce strong passwords by comparing user selected
passwords to words in chosen word lists.
This package is known to build and work properly using an LFS-9.1
platform.
Package Information
Additional Downloads
There are additional word lists available for download, e.g., from
http://www.cotse.com/tools/wordlists.htm.
CrackLib can utilize as many, or
as few word lists you choose to install.
Important
Users tend to base their passwords on regular words of the spoken
language, and crackers know that. CrackLib is intended to filter out such bad
passwords at the source using a dictionary created from word
lists. To accomplish this, the word list(s) for use with
CrackLib must be an exhaustive
list of words and word-based keystroke combinations likely to be
chosen by users of the system as (guessable) passwords.
The default word list recommended above for downloading mostly
satisfies this role in English-speaking countries. In other
situations, it may be necessary to download (or even create)
additional word lists.
Note that word lists suitable for spell-checking are not usable
as CrackLib word lists in
countries with non-Latin based alphabets, because of “word-based keystroke
combinations” that make bad passwords.
CrackLib Dependencies
Optional
Python-2.7.17
User Notes: http://wiki.linuxfromscratch.org/blfs/wiki/cracklib
Installation of CrackLib
Install CrackLib by running the
following commands:
sed -i '/skipping/d' util/packer.c &&
./configure --prefix=/usr \
--disable-static \
--with-default-dict=/lib/cracklib/pw_dict &&
make
Now, as the root
user:
make install &&
mv -v /usr/lib/libcrack.so.* /lib &&
ln -sfv ../../lib/$(readlink /usr/lib/libcrack.so) /usr/lib/libcrack.so
Issue the following commands as the root
user to install the recommended word list
and create the CrackLib
dictionary. Other word lists (text based, one word per line) can
also be used by simply installing them into /usr/share/dict
and adding them to the
create-cracklib-dict
command.
install -v -m644 -D ../cracklib-words-2.9.7.bz2 \
/usr/share/dict/cracklib-words.bz2 &&
bunzip2 -v /usr/share/dict/cracklib-words.bz2 &&
ln -v -sf cracklib-words /usr/share/dict/words &&
echo $(hostname) >> /usr/share/dict/cracklib-extra-words &&
install -v -m755 -d /lib/cracklib &&
create-cracklib-dict /usr/share/dict/cracklib-words \
/usr/share/dict/cracklib-extra-words
If desired, check the proper operation of the library as an
unprivileged user by issuing the following command:
make test
Important
If you are installing CrackLib
after your LFS system has been completed and you have the
Shadow package installed, you
must reinstall Shadow-4.8.1 if you wish to provide strong
password support on your system. If you are now going to install
the Linux-PAM-1.3.1 package, you may disregard
this note as Shadow will be
reinstalled after the Linux-PAM
installation.
Command Explanations
sed -i '/skipping/d'
util/packer.c: Remove a meaningless warning.
--with-default-dict=/lib/cracklib/pw_dict
:
This parameter forces the installation of the CrackLib dictionary to the /lib
hierarchy.
--disable-static
: This
switch prevents installation of static versions of the libraries.
mv -v /usr/lib/libcrack.so.2*
/lib and ln -v -sf
../../lib/libcrack.so.2.9.0 ...: These two commands
move the libcrack.so.2.9.0
library
and associated symlink from /usr/lib
to /lib
, then recreates the
/usr/lib/libcrack.so
symlink pointing
to the relocated file.
install -v -m644 -D
...: This command creates the /usr/share/dict
directory (if it doesn't already
exist) and installs the compressed word list there.
ln -v -s cracklib-words
/usr/share/dict/words: The word list is linked to
/usr/share/dict/words
as
historically, words
is the primary
word list in the /usr/share/dict
directory. Omit this command if you already have a /usr/share/dict/words
file installed on your
system.
echo $(hostname)
>>...: The value of hostname is echoed to a file
called cracklib-extra-words
. This
extra file is intended to be a site specific list which includes
easy to guess passwords such as company or department names, user
names, product names, computer names, domain names, etc.
create-cracklib-dict
...: This command creates the CrackLib dictionary from the word lists.
Modify the command to add any additional word lists you have
installed.
Contents
Installed Programs:
cracklib-check, cracklib-format,
cracklib-packer, cracklib-unpacker and
create-cracklib-dict
Installed Libraries:
libcrack.so and the _cracklibmodule.so
Python module
Installed Directories:
/lib/cracklib, /usr/share/dict and
/usr/share/cracklib
Short Descriptions
|
cracklib-check
|
is used to determine if a password is strong.
|
|
cracklib-format
|
is used to format text files (lowercases all words,
removes control characters and sorts the lists).
|
|
cracklib-packer
|
creates a database with words read from standard input.
|
|
cracklib-unpacker
|
displays on standard output the database specified.
|
|
create-cracklib-dict
|
is used to create the CrackLib dictionary from the given
word list(s).
|
|
libcrack.so
|
provides a fast dictionary lookup method for strong
password enforcement.
|
Last updated on 2020-03-24 14:19:44 -0500


This page is here to give you a little more information on pizza. You can read about its history, famous pizza styles and a few of the notable pizza places in history. Its also a place where im going to be testing javascript, so please enjoy!
Pizza got started in the 1980's by a man named Joey Pizza. Finding himself in possesion of an obscene amount of bread dough, he was lost as to what to use it for. Talking with a friend, who had recently come across a large pile of tomatoes and garlic, and his wife, the local cheese maker who had seen a recent decline in sales, Joey came up with a sandwich that would change the world...


Source: Open Government FluWatch 2012-2013
Autism statistic includes males and females of all races from ages 0-65+ through ever. 6 Common Misconceptions about the Flu - and Flu Shots


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Time Line
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WidgetPositionRequest
dashboards
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dashboards
widgetValue
DashboardsApiController
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widgets
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