HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.
HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.
HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.
HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.
HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.
HTML: Welcome to Intro to HTML! First, we’ll dive into HTML, which will structure the elements in our webpage. Next, we’ll move onto CSS, which will help style the webpage. Lastly, we’ll focus more on the layout to make sure everything is distributed how we want. HTML stands for Hypertext Markup Language. This is the same “Hypertext” included in the “http” you see at the start of URLs in the browser, as it’s part of how browsers will know how to render what you provide. By the end of this lesson, you’ll be able to use HTML to add elements to display within a browser window, just as you would do with a webpage. HTML is a common starting point for those looking to get into web development. Later in the course, you’ll combine it with CSS, and even later in the Nanodegree, with Javascript, to create a full web experience. HTML itself is very much the basic building block of the web.


| Class and Description |
|---|
| PlanException |
| VisitorException |
| Class and Description |
|---|
| OperatorKey |
| PlanException |
| VisitorException |
| Class and Description |
|---|
| PlanException |
| VisitorException |
| Class and Description |
|---|
| CompilationMessageCollector
This class is used for collecting all messages (error + warning) in
compilation process.
|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| DotPlanDumper
This class puts everything that is needed to dump a plan in a
format readable by graphviz's dot algorithm.
|
| Operator
Base class for all types of operators.
|
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanDumper
This class dumps a nested plan to a print stream.
|
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| VisitorException |
| Class and Description |
|---|
| DotPlanDumper
This class puts everything that is needed to dump a plan in a
format readable by graphviz's dot algorithm.
|
| Operator
Base class for all types of operators.
|
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanDumper
This class dumps a nested plan to a print stream.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| PlanException |
| VisitorException |
| Class and Description |
|---|
| OperatorKey |
| VisitorException |
| Class and Description |
|---|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| VisitorException |
| Class and Description |
|---|
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| DotPlanDumper
This class puts everything that is needed to dump a plan in a
format readable by graphviz's dot algorithm.
|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanDumper
This class dumps a nested plan to a print stream.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| PlanException |
| VisitorException |
| Class and Description |
|---|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| CompilationMessageCollector
This class is used for collecting all messages (error + warning) in
compilation process.
|
| OperatorKey |
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| VisitorException |
| Class and Description |
|---|
| OperatorKey |
| Class and Description |
|---|
| VisitorException |
| Class and Description |
|---|
| CompilationMessageCollector
This class is used for collecting all messages (error + warning) in
compilation process.
|
| CompilationMessageCollector.Message |
| CompilationMessageCollector.MessageType |
| CompilationMessageCollector.Unknown |
| MapKeysInfo |
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| Operator
Base class for all types of operators.
|
| OperatorKey |
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanDumper
This class dumps a nested plan to a print stream.
|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| PlanWalker
PlanWalker encapsulates the logic to traverse a plan.
|
| ProjectionMap
A struct detailing how a projection is altered by an operator.
|
| ProjectionMap.Column
A wrapper for projection map columns to contain the input number, input
column.
|
| RequiredFields
A struct detailing how a projection is altered by an operator.
|
| VisitorException |
| Class and Description |
|---|
| VisitorException |
| Class and Description |
|---|
| PlanException |
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| Class and Description |
|---|
| PlanValidationException |
| Class and Description |
|---|
| NodeIdGenerator
Generates IDs as long values in a thread safe manner.
|
| Class and Description |
|---|
| CompilationMessageCollector
This class is used for collecting all messages (error + warning) in
compilation process.
|
| VisitorException |
| Class and Description |
|---|
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
| PlanVisitor
A visitor mechanism for navigating and operating on a plan of
Operators.
|
| VisitorException |
| Class and Description |
|---|
| OperatorPlan
A generic graphing class for use by LogicalPlan, PhysicalPlan, etc.
|
Copyright © 2007-2017 The Apache Software Foundation


What are the types of JIA?
There are six types of JIA:
Oligoarthritis: Affects four or fewer joints, typically the large ones (knees, ankles, elbows). Most common subtype of JIA.
Polyarthritis: Affects five or more joints, often on both sides of the body (both knees, both wrists, etc.). May affect large and small joints. Affects about 25% of children with JIA.
Systemic: Affects the entire body (joints, skin and internal organs). Symptoms may include a high spiking fever (103°F or higher) that lasts at least two weeks and rash. Affects about 10% of children with JIA.
Psoriatic arthritis (PsA): Joint symptoms and a scaly rash behind the ears and/or on the eyelids, elbows, knees, belly button and scalp. Skin symptoms may occur before or after joint symptoms appear. May affect one or more joints, often the wrists, knees, ankles, fingers or toes.
Enthesitis-related: Also known as spondyloarthritis. Affects where the muscles, ligaments or tendons attach to the bone (entheses). Commonly affects the hips, knees and feet, but may also affect the fingers, elbows, pelvis, chest, digestive tract (Crohn’s disease or ulcerative colitis) and lower back (ankylosing spondylitis). More common in boys; typically appears in children between the ages of eight and 15.
Undifferentiated: Symptoms don’t match up perfectly with any of the subtypes, but inflammation is present in one or more joints.


- get(String, PrintStream) - Static method in interface agilermi.utility.logging.RMILogger
-
Creates a Logger
using the specified name and the given
PrintStream
on which the logger must print.
- get(Class<?>, PrintStream) - Static method in interface agilermi.utility.logging.RMILogger
-
Creates a Logger
using the name of the specified class and the given
PrintStream
on which the logger must print.
- get(String) - Static method in interface agilermi.utility.logging.RMILogger
-
Creates a Logger
using the specified name
- get(Class<?>) - Static method in interface agilermi.utility.logging.RMILogger
-
Creates a Logger
using the name of the specified class
- getAuthenticator() - Method in class agilermi.core.RMIRegistry
-
Gets the rmiAuthenticator of this registry
- getAuthId() - Method in class agilermi.authentication.AuthenticationGroup
-
- getBufferSize() - Method in class agilermi.communication.gzip.ConitnuousGzipOutputStream
-
- getBufferSize() - Method in class agilermi.communication.gzip.GzipEndpointFactory
-
- getClassLoaderFactory() - Method in class agilermi.core.RMIRegistry
-
Gets the class loader factory used by this registry to decode remote classes
when code mobility is enabled.
- getCodebases() - Method in class agilermi.core.RMIRegistry
-
This will return all the static codebases and all the received codebases
whose classes are currently instantiated.
- getCodebasesSet() - Method in class agilermi.core.RMIClassLoader
-
Gets the set of currently active codebases.
- getCodeDirectory() - Method in class agilermi.codemobility.BasicCodeServer
-
- getDefaultAuthorization() - Method in class agilermi.authentication.StandardRMIAuthenticator
-
- getDefaultCipherSuites() - Method in class agilermi.communication.DefaultSSLServerSocketFactory
-
- getDefaultCipherSuites() - Method in class agilermi.communication.DefaultSSLSocketFactory
-
- getDispositionException() - Method in class agilermi.core.RMIHandler
-
Gets the exception that caused this handler to be disposed.
- getDispositionTime() - Method in class agilermi.core.RMIHandler
-
Gets the time at which this handler has been disposed.
- getHandlerFaultMaxLife() - Method in class agilermi.core.RMIRegistry
-
Gets the
handler
maximum life used to simulate connection
failures.
- getHosts() - Method in class agilermi.authentication.AuthenticationGroup
-
- getInetSocketAddress() - Method in class agilermi.core.RMIHandler
-
Gets the address of the remote process (IP address + TCP port)
- getInputStream() - Method in class agilermi.communication.gzip.GzipEndpoint
-
- getInputStream() - Method in interface agilermi.communication.ProtocolEndpoint
-
Gets the input stream of this end-point
- getInputStream() - Method in class agilermi.communication.stackprotocol.StackProtocolEndpoint
-
- getLatencyTime() - Method in class agilermi.core.RMIRegistry
-
Gets the estimate of the TCP connection latency time given by the developer.
- getLeaseTime() - Method in class agilermi.core.RMIRegistry
-
Gets the lease timeout after that the distributed garbage collection
mechanism will remove a non-named object from the registry.
- getListenerPort() - Method in class agilermi.core.RMIRegistry
-
Gets the port on which the listener was started on last time
- getMethodAlternativeRemoteException(Method) - Method in class agilermi.core.RMIRegistry.MethodAnnotationRegistry
-
Get the exception class alternative to
RemoteException
for the
specified method.
- getMethodAnnotationRegistry() - Method in class agilermi.core.RMIRegistry
-
- getMethodCacheTimeout(Method) - Method in class agilermi.core.RMIRegistry.MethodAnnotationRegistry
-
Gets the caching timeout of the specified method.
- getOutputBufferSize() - Method in class agilermi.communication.gzip.GzipEndpoint
-
- getOutputStream() - Method in class agilermi.communication.gzip.GzipEndpoint
-
- getOutputStream() - Method in interface agilermi.communication.ProtocolEndpoint
-
Gets the output stream of this end-point
- getOutputStream() - Method in class agilermi.communication.stackprotocol.StackProtocolEndpoint
-
- getPassphrase() - Method in class agilermi.authentication.AuthenticationGroup
-
- getRemoteAddress() - Method in class agilermi.core.RMIObjectInputStream
-
- getRemoteExceptionReplace() - Method in class agilermi.core.RMIRegistry
-
- getRemoteInterfaces(String) - Method in class agilermi.core.RMIRegistry
-
Gets the remote interfaces implemented by the class of the remote object
associated to the specified object identifier
- getRemoteInterfaces(Object) - Method in class agilermi.core.RMIRegistry
-
Gets the remote interfaces implemented by the class of the specified object
- getRemoteInterfaces(Class<?>) - Method in class agilermi.core.RMIRegistry
-
Gets the remote interfaces implemented by the specified class and its
super-classes
- getRemoteObject(String) - Method in class agilermi.core.RMIRegistry
-
Gets a published remote object by identifier
- getRemoteObjectId(Object) - Method in class agilermi.core.RMIRegistry
-
Gets the identifier of a remote object published on this registry
- getRemotePort() - Method in class agilermi.core.RMIObjectInputStream
-
- getRmiClassLoader() - Method in class agilermi.core.RMIObjectInputStream
-
- getRmiClassLoader() - Method in class agilermi.core.RMIRegistry
-
Returns the
RMIClassLoader
instance used to load classes from remote
codebase.
- getRMIHandler(String, int) - Method in class agilermi.core.RMIRegistry
-
Gets an
handler
for the specified host.
- getRMIHandler(String, int, boolean) - Method in class agilermi.core.RMIRegistry
-
Gets an
handler
for the specified host.
- getRmiRegistry() - Method in class agilermi.core.RMIObjectInputStream
-
- getSkeletonInvocationCacheSize() - Method in class agilermi.core.RMIRegistry
-
Gets the size of invocations cache for each skeleton.
- getStateConsistencyOnFaultEnabled() - Method in class agilermi.core.RMIRegistry
-
Gets the enabling status of the mechanism that guarantees the status
consistency between stubs and remote objects after a connection fault.
- getStub(String, int, String) - Method in interface agilermi.configuration.StubRetriever
-
- getStub(String, int, String, Class<?>...) - Method in interface agilermi.configuration.StubRetriever
-
- getStub(String) - Method in class agilermi.core.RMIHandler
-
Gets a stub for the specified object identifier representing a remote object
on the remote machine.
- getStub(String, Class<?>...) - Method in class agilermi.core.RMIHandler
-
Gets a stub for the specified object identifier respect to the specified
interfaces, representing a remote object on the remote machine.
- getStub(String, int, String, Class<?>...) - Method in class agilermi.core.RMIRegistry
-
Builds a stub for the specified object identifier on the specified host
respect to the given interface.
- getStub(String, int, String) - Method in class agilermi.core.RMIRegistry
-
Gets a stub for the specified object identifier representing a remote object
on a remote machine.
- getStubHost(Object) - Method in class agilermi.core.RMIRegistry
-
Gets the remote host of the specified RMI stub.
- getStubObjectIdentifier(Object) - Method in class agilermi.core.RMIRegistry
-
Gets the object identifier of the specified RMI stub.
- getStubPort(Object) - Method in class agilermi.core.RMIRegistry
-
Gets the remote host port of the specified RMI stub.
- getStubRetriever() - Method in class agilermi.core.RMIRegistry
-
- getSupportedCipherSuites() - Method in class agilermi.communication.DefaultSSLServerSocketFactory
-
- getSupportedCipherSuites() - Method in class agilermi.communication.DefaultSSLSocketFactory
-
- GzipEndpoint - Class in agilermi.communication.gzip
-
- GzipEndpoint(OutputStream, InputStream, int) - Constructor for class agilermi.communication.gzip.GzipEndpoint
-
- GzipEndpointFactory - Class in agilermi.communication.gzip
-
- GzipEndpointFactory() - Constructor for class agilermi.communication.gzip.GzipEndpointFactory
-
- GzipEndpointFactory(int) - Constructor for class agilermi.communication.gzip.GzipEndpointFactory
-


Claude Monet
Oscar-Claude Monet (UK: /ˈmɒneɪ/, US: /moʊˈneɪ, məˈ-/, French: [klod mɔnɛ]; 14 November 1840 – 5 December 1926) was a French painter and founder of impressionist painting who is seen as a key precursor to modernism, especially in his attempts to paint nature as he perceived it. During his long career, he was the most consistent and prolific practitioner of impressionism's philosophy of expressing one's perceptions before nature, especially as applied to plein air (outdoor) landscape painting. The term "Impressionism" is derived from the title of his painting Impression, soleil levant, exhibited in the 1874 Salon des Refusés ("exhibition of rejects") initiated by Monet and his associates as an alternative to the Salon.
Monet was raised in Le Havre, Normandy, and became interested in the outdoors and drawing from an early age. He went on to study at the Académie Suisse, and under the academic history painter Charles Gleyre, where he was a classmate of Auguste Renoir. A key early influence was Eugène Boudin who introduced him to the concept of plein air painting. From 1883, Monet lived in Giverny, also in northern France, where he purchased a house and property and began a vast landscaping project, including a water-lily pond.
Explore


Your original image:
Found {{ faces|length }} Face(s)
Your Data
{% for img in faces %}
{% endfor %}
Top emotion for each face:
Your Results
{% for top_emo in top_emos %}
{{ top_emo }}
{% endfor %}
Upload new File
Upload new File


Stefan Ålund
Engineering manager by day, wannabe coder by night.
Building infrastructure at Spotify, previously manager at Ericsson Research.
Lives in Tallkrogen south of Stockholm, with my wife and three children. Loves golf, all racket sports and drinking coffee.


By default the games contents are in English - United States, so it will
be the template for translations into other languages.
Select a language
In this section you will find the interface contents, such as titles, tutorial instructions,
warnings, buttons, etc.
GamePlay
GamePlay TEXT HERE
Tutorial
Tutorial TEXT HERE
Warnings
Warnings TEXT HERE


 Have you ever missed out on epic party? Wanted to see what is going on around the world? Wanted to feel a festival feeling without being there? With Spotlite, you get chance to discover our World!
Developer
<EMAIL_ADDRESS>Developer
<EMAIL_ADDRESS>Developer
<EMAIL_ADDRESS>Developer
<EMAIL_ADDRESS>Developer
<EMAIL_ADDRESS>Developer
<EMAIL_ADDRESS>Developer
wgoishi@usc.edu


Inter-process communication (IPC) allows communication between different processes. A process is one or more threads running inside its own, isolated address space.
Threads running inside the same process communicate easily with each other; they read and write the same data inside their shared address space.
Threads running inside two different processes can't access each other's data; they need IPC to communicate.
Legato's Low-Level Messaging API and Interface Definition Language provide IPC services without all the coding, packing/unpacking, and security headaches that come with using other methods directly (e.g., network sockets or named pipes).
Legato has built-in IPC features. The language-independent, function-call-oriented IPC approach is automatically handled with the ifgen tool and the Build.
By default, each app runs in its own sandbox. When an app is constructed, all the IPC services it needs are declared. At runtime, the Supervisor and the Service Directory enforce that only those approved IPC services are accessed by the app.
Using language-independent IPC makes components inherently more reusable, creates opportunities for function isolation in different processes or different app sandboxes, and automatically creates debugging trace points.
Another approach Legato uses for IPC is through low-level messaging APIs: C Runtime Library. This let's you custom build IPC to suit your needs.
Related info
Interface Definition Language
Use IPC
Definition Files
Services APIs
Copyright (C) Sierra Wireless Inc. Use of this work is subject to license.


‘Kamehameha’ Goku’s Signature move translates to ‘Turtle Destructive Waves’
In whole of Dragon Ball Z, Goku has only killed two villains…
Yakon and Kid buu!
In japan, May 9th is officially recognized as “Goku Day”
Cell is the only villain in dbz that Goku didn’t ‘Beat’
So remember beating and killing are two different things!
Piccolo is one of the only two characters to kill Goku!
Goku has participated in 6 World Martial Arts Tournament and has won only once!
Tao is the first villain to actually beat Goku in a hand to hand combact
Master Roshi, the creator of Kamehameha took 50 years to master the technique whereas Goku did it in his first attempt after watching roshi do it!
Every Z Fighter was stronger than Goku! Yes even Yamcha!
"You see when you take life, you live deep in fear that your life will be taking away as well, we all need to read what we do there's question about it. Because when you harm others, you only just harming yourself."
- Omega Shenron | Dragon Ball GT
If you have time, you should read more about this incredible alien being on his Wikipedia entry.


| 7 | (A) | thoghe Cesare sakles w... ... ... ..... ...... |
| 7 | (C) | Thougħ Sesar sakeles were . he þat synne hated |
| 7 | (D) | If Cesar is sakles | þat oft synne hatid |
| 7 | (E) | Thow cesar gyltles were . that myche synne hatede . |
| (Ex) | ---- no text ---- | |
| 7 | (L) | þey sesar sakles were þat oft synne hatide |
| 7 | (P) | þof Cesar sakles war þat oft syn hated |
| 7 | (U) | Thof Cesar sakles were / that oft synne hated |
| (V) | ---- no text ---- |


This is the second panel of the basic tab example. This is the second panel of the basic tab example.
The art and science of hiding information by embedding messages within other, seemingly harmless messages. Steganography works by replacing bits of useless or unused data in regular computer files (such as graphics, sound, text, HTML, or even floppy disks ) with bits of different, invisible information. This hidden information can be plain text, cipher text, or even images.
Steganography sometimes is used when encryption is not permitted. Or, more commonly, steganography is used to supplement encryption. An encrypted file may still hide information using steganography, so even if the encrypted file is deciphered, the hidden message is not seen.
This is the second panel of the basic tab example. This is the second panel of the basic tab example.
Encode Image Comming soon.
Decode Image Comming soon.


Showing suggestion for keyword
| Suggestion | Search Volume | CPC | DIFF | |
|---|---|---|---|---|
| Black suits | 500 | 4.1 | 0.23 | |
| Tuxedo | 2500 | 4.0 | 0.35 | |
| Tuxedo | 2500 | 4.0 | 2 |
0.23
Golden Keyword Ratio
| Google Serp | DA | PA | Links |
|---|---|---|---|
| google.com/keyword | 4 | 5 | 6 |
| google.com/keyword | 4 | 5 | 6 |
| google.com/keyword | 4 | 5 | 6 |
| google.com/keyword | 4 | 5 | 6 |


| has_build_tools {pkgbuild} | R Documentation |
has_build_tools
returns a logical, check_build_tools
throws
an error. with_build_tools
checks that build tools are available,
then runs code
in an correctly staged environment.
If run interactively from RStudio, and the build tools are not
available these functions will trigger an automated install.
has_build_tools(debug = FALSE) check_build_tools(debug = FALSE, quiet = FALSE) with_build_tools(code, debug = FALSE, required = TRUE) local_build_tools( debug = FALSE, required = TRUE, .local_envir = parent.frame() )
debug |
If |
quiet |
if |
code |
Code to rerun in environment where build tools are guaranteed to exist. |
required |
If |
.local_envir |
|
Errors like running command '"C:/PROGRA~1/R/R-34~1.2/bin/x64/R" CMD config CC' had status 127
indicate the code expected Rtools to be on the system PATH. You can
then verify you have rtools installed with has_build_tools()
and
temporarily add Rtools to the PATH with_build_tools({ code })
.
It is possible to add Rtools to your system PATH manually; you can use
rtools_path()
to show the installed location. However because this
requires manual updating when a new version of Rtools is installed and the
binaries in Rtools may conflict with existing binaries elsewhere on the PATH it
is better practice to use with_build_tools()
as needed.
has_rtools
has_build_tools(debug = TRUE) check_build_tools()


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BITS Voting DApp: Voter Dashboard
Make sure to select and vote for each post from the drop down menu.
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Top 10 trending phones of week 46
by ChipWeek 46 brought us quite a few changes among the most popular smartphones in the database. Xiaomi no longer controls all of the top 6, but it still has the most phones in the chart.
This time it's the Redmi Note 8 Pro reclaiming the top, after the Mi Note 10 series lost some of the hype that came with their announcement.
In second we have a Samsung phone that still just a rumor - the Galaxy A51. Not quite shocking though, given that the Galaxy A50 is by far the longest serving member of our top 10 and it's still ranking as high as sixth.
The Mi Note 10 Pro is down from the top to the lowest rostrum step, edging out stablemates Redmi Note 8 and Mi Note 10.
In seventh we have the Chinese version of the Mi Note 10 - the Mi CC9 Pro, which is followed by the newly announced HTC Desire 19s. It's been a while since we had a phone by the Taiwanese company in the top 10 and it's good to see it back even if it's unlikely to stay very long.
The final two spots again go to the two Realme phones - 5 Pro and X2 Pro, which have reversed places this time around.
This means we are losing the vivo S5 and the Redmi Note 8T.
Xiaomi Redmi Note 8 Pro
RANK: 1 / WAS: 3
Samsung Galaxy A51
RANK: 2 / NEW IN
Xiaomi Mi Note 10 Pro
RANK: 3 / WAS: 1
Xiaomi Redmi Note 8
RANK: 4 / WAS: 6
Xiaomi Mi Note 10
RANK: 5 / WAS: 2
Samsung Galaxy A50
RANK: 6 / WAS: 7
Xiaomi Mi CC9 Pro
RANK: 7 / WAS: 4
HTC Desire 19s
RANK: 8 / NEW IN
Realme 5 Pro
RANK: 9 / WAS: 10
Realme X2 Pro
RANK: 10 / WAS: 9


Puppy
L
ve
Filter By Breed
See All The Love!
Show Some Love!
Add Puppy Love!
Select Dog Breed
Select Dog Breed
Picture
Create Love


Create member
Your username:
Your ID:
Room ID:
The room is
Join room
Create room
Leave room
Lock room


${room} % for day, bookings in bookings.items(): ${day} % for booking in bookings: ${booking['title']} ${booking['description']} ${booking['begin_date']} - ${booking['end_date']} % endfor % endfor


Welcome to SIT 725 WEEK3 PRAC 4
This is a demo application that tries to use a few components from materialize and through this practical we try to have some fun with Materialize and its components
Coffeemore_vert
Coffeeclose
Hello There! I just wanted to say Have a nice coffee break. See ya!


Week Number
-Time Inspector
Inspector Name :
Staff No :
Vehicle Reg :
Mileage Brought Forward:
Total Mileage on Submission:
Start Date (Monday):
Summary:
Declaration by claimant: I delcare that the details given are correct and that the travelling and incidental expenses have been incurred solely on NIFCC business. I hold a valid Driver's License and my motor insurance policy covers the use of my car on official duties. A current insurance certificate has been furnished to NIFCC for all vehicles used by be on NIFCC business.


Popular Areas in ocean integrated thematic unit
Ocean Thematic Unit
Class Ocean Website. The class puts together a website to correlate with the thematic unit on the ocean. Links to websites about the ocean, including hurricanes .
http://v_clinton.tripod.com/teach/id6.html
Thematic Units - Ocean
Ocean - Thematic Units, Lesson Plans and Teacher Resources.
http://thematicunits.theteacherscorner.net/ocean.php
Ocean unit - Pinterest
Diving In- great BB idea for exploring life in the ocean . Shark Unit Study - Lots of links to printables and activities for a Shark Unit . Integrated Thematic Unit .
http://pinterest.com/Teach/ocean-unit/
Ocean Unit - Pinterest
Katie is using Pinterest, an online pinboard to collect and share .
http://pinterest.com/kryzenga/ocean-unit/
Ocean Animals
This kindergarten classroom website has a completeIntegrated thematic unit on ocean life. You can find language arts, science, math, songs and fingerplays, .
http://www.teachingfirst.net/ocean.htm
ProTeacher! Oceans lesson plans for elementary school teachers in ...
. programs and thematic units, information about lobsters, ocean layers, waves, . and the countries that border them with this integrated thematic unit source .
http://www.proteacher.com/110054.shtml
Under the Sea Ocean Unit - Lessons, Activity Sheets, and MORE!
An Ocean and Sea Life Unit For Teachers! Great Books and Products about the Ocean · Literature and Reading Activities · Writing Activities · Math Activities .
http://www.teachingheart.net/ocean.html


Pragmatic & Simple – Mourinho's Style In 5 Pictures
by SL SocialAs a manager, Jose Mourinho is as straightforward as they come, and he often takes the pragmatic approach when it comes to his tactics on the field. That seems to have filtered through to his fashion sense as he keeps everything together in a simple manner. Check it out!
All eyes will be on Tottenham Hotspur this weekend, with fans keen to see how Mourinho gets on in his new job. The former Manchester United boss is currently the talk of the town in Premier League football circles, with his announcement as Spurs' new boss becoming a trending topic online.
Download The Soccer Laduma Social Media App & Earn Airtime for Selfies!
As far as fashion is concerned, Jose is far behind the likes of Pep Guardiola and Diego Simeone when it comes to putting an outfit together as a simple jacket and scarf will usually do for the Portuguese tactician.
Even while on holiday, it appears that a pair of sneakers and sunglasses is as edgy as it comes for Mourinho.
To see some of Jose's looks, scroll through the gallery above!
Do you think Mourinho will bring success to the London club?


We monetize services!
- disintermediate granular markets
- deploy e-business synergies
- scale innovative content
- morph web-enabled markets
- orchestrate integrated mindshare
- synergize back-end experiences
- generate dot-com paradigms
- aggregate distributed models


It's very importanxt that you understand the libraries used by RAW Framework
otherwise you will only see the framework in action but you will not be
able to modify the generated code or the templates to suit your needs,
so please visit the
prerequisites page and follow the links in that page.
The framework takes a solution template as an starting point for your application.
localhost\\SQLEXPRESS
by convention the name of your new application should match the name of the database, RAW framework by default will try to use Windows authentication
to log in to the database, if you don't want it that way, you can modify the connection strings present in two
appsettings.json
files located in the following folders:
rawc buildGen
Linux
and Docker
is supported, just update the connection strings mentioned above.
Before you begin, be sure to have all the prerequisites installed.
This is tutorial is based on the Contoso University tutorial by Microsoft.
The database from the Contoso University tutorial from Microsoft is a little bit different to the one that we are going to use for this tutorial, the main difference is on some data types and that we use views to represent Students and Instructors instead of letting Entity Framework to automatically filter the data
Our DB Schema is represented in the following image. A script to create the schema and sample data can be found here
Open a command prompt and navigate to a directory where your solution will be created, and run the following command:
rawc newApp
A name for your app will be asked, in this case we will use "ConUniv" as the name, remember that by default
the scaffolding and the application is going to look for a database named as your solution's name on your local SQL Server Express instance, in this case is ConUniv
, a folder with the same name as your application will
be created and contains everything you need to start building your application. Type cd ConUniv
and open the ConUniv.sln file with
Visual Studio 2015 or open the folder ConUniv.Web with Visual Studio Code, this is the Solution structure that you will see:
To start scaffolding we need to generate the models for the tables and views that we will be using, type the following commands to do it:
rawc new:model[Course]
rawc new:model[Instructor]
rawc new:model[Student]
rawc new:model[Department]
rawc new:model[CourseInstructor]
rawc new:model[Enrollment]
rawc new:model[OfficeAssignment]
If you want to generate models for the whole database(only tables, not views) type the following command:
rawc new:full_db_models
Sometimes it's easier to generate all the models and then remove it the ones that you don't need.
If you navigate to your solution, you will notice that the models were added to the [ApplicationName].DataLayer project, under the Models
folder.
Open one of the models, Department.cs
for instance, and you will see that the model's properties have been decorated with some attributes,
Those decorators are used only when the UI is generated, so if you want to change them, do it before you generate the UI.
We will change a couple of them now, edit the Instructor
and the Student
files, we will replace the attributes added to the Discrimitator
field,
we don't want the user to edit that field, so we replace them with the Hidden
attribute and we will make the property readonly, the property in both classes should look like this respectively:
For more information about all the available decorators go here.
At this point we could generate with the framework the controllers, repositories, views and javascript files that we need to have CRUD functionality for each one of the models, for isntance, the following command will generate all the code for the Course model:
rawc crudFor[Course]
Most of modern web applications use ajax to get and push data to the server but scaffolding solutions don't implement ajax calls, also many .Net code generators use helpers like HTML helpers or the new Tag helpers for the UI, Tag helpers was a huge improvement over HTML helpers but still are not enough for a few reasons:
rawc new:repository[Course]
rawc new:repository[Instructor]
rawc new:repository[Student]
rawc new:repository[Department]
rawc new:repository[CourseInstructor]
rawc new:repository[Enrollment]
rawc new:repository[OfficeAssignment]
All the repositories were added to the [ApplicationName].DataLayer project, under the Repositories
folder.
The repositories help us to interact with the database, we create a repository for each table or view that we want
to interact with, repositories inherit from the RepositoryBase
class and you can override any of it's methods if you need or you can modify the base class also.
At this point we can create our ViewModel, for convention we strongly suggest that all the ViewModels must be located in the [ApplicationName].BusinessLayer project, under the ViewModels
folder.
Create these two ViewModels in the proper folder:
In the DepartmentViewModel we notice a few things:
NeedletailViewModel
attribute. If this attribute is missing, the RAW framework generator will not work.ViewModelAutoLoadAndSaveAsync
. This is to let RAW load and save data automatically.Autocomplete
attribute. This attribute tells the generator how that field will be populated in the UI, in this case an autocomplete functionality is used to enter the data. rawc new:crudFor[InstructorViewModel]
rawc new:repository[DepartmentViewModel]
Before run the app, we are going to make a couple of small adjustments on two methods inside the InstructorController
class, this changes are only for a better UX.
If you remeber, we used the Autocomplete attribute in the DepartmentViewModel
class, this attribute allows the user to select a record from a list of records that match a search criteria, in this example, the InstructorID field is filled with a search by the instructor's FirstName, we will make a small adjustment so the user can also search by the LastName, to do this we need to change the GetTextForAutocomplete
and Search
methods in the InstructorController
class, the new version of the methods should look like this:
Run the app, on the home page you will see a couple of links to navigate to the Departments and Instructors generated functionality.
Go to Department list and edit one of the existing records, you will see comething like this:
Go to Instructor list and edit one of the existing records, you will see comething like this:
With a few small changes in a couple of minutes we can improve it like this:
Use RAW Framework as an starting point, we encourage you to modify the
code and the templates to suit your needs. The templates used to generate
everything are located under the
Templates
folder in the same folder that contains your solution.
This is the list of available commands and their usage.
rawc buildGen
rawc newApp
rawc new:model[table name]
rawc new:full_db_models
rawc new:repository[model name]
rawc new:controller[model name]
rawc new:view[model name,view type, true/false(use bs_grid)]
rawc new:view[Instructor,index,true]
rawc new:crudFor[model name]
rawc new:script[model name]
rawc build
rawc buildGen
rawc run
rawc help
A list of available attributes for models and ViewModels.
TableKey
Hidden
Between
Email
GreatherThan
LessThan
Length
MaxLen
MinLen
Phone
RegularExp
Required
ZipCode
Catalog
HasMany
HasMany(local list, foreign key, referenced table, referenced key)
HasManyNtoN
HasManyNtoN(local list, foreign key, relation table, relation table foreign key, relation table referenced key, referenced table, referenced key)
HasOne
HasOne(local object, foreign key, referenced table, referenced key)
Autocomplete
Autocomplete(foreign key, referenced table, referenced field, search field, display field, order by field)
SelectFrom
SelectFrom(local list, foreign key, referenced table, referenced key, display field)
Select
.Select
.Select
For this sample, we are going to use the Northwind database that can be downloaded from here.
These are going to be the models for the samples:
public class Order
{
[TableKey(CanInsertKey = false)]
public int OrderID { get; set;}
public string CustomerID { get; set;}
public int EmployeeID { get; set;}
public DateTime OrderDate { get; set;}
public DateTime RequiredDate { get; set;}
public DateTime? ShippedDate { get; set;}
public int ShipVia { get; set;}
public decimal Freight { get; set;}
public string ShipName { get; set;}
public string ShipAddress { get; set;}
public string ShipCity { get; set;}
public string ShipRegion { get; set;}
public string ShipPostalCode { get; set;}
public string ShipCountry { get; set; }
}
public class OrderDetails
{
public int OrderID { get; set; }
public int ProductID { get; set; }
public decimal UnitPrice { get; set; }
public int Quantity { get; set; }
public float Discount { get; set; }
}
*The [TableKey] attribute indicates which field/property is the primary key in the database, you need to indicate if the primary key is automatically created using the “CanInsertKey” variable.
To access the Orders table we need to instantiate an object indicating the connection string and the table.
var needleTailContext = new DBTableDataSourceBase<order, int >("connectionString", "Orders");
//Or
using (var needleTailContext = new DBTableDataSourceBase<order, int >("connectionString", "Orders"))
{
//the code to access the DB here
}
Samples of the most common methods:
* There are also methods to execute stored procedures and execute scalar.
//Get all rows
var orders = needleTailContext.GetAll();
//Get a single row
var order = needleTailContext.GetSingle( where : new { OrderID = 11072 });
//Get many rows
var ordersS = needleTailContext.GetMany(where: new { CustomerID_Like = "LIN" });
//More filters and ordering
var ordersS = needleTailContext.GetMany(where: new { CustomerID_Like = "INO", Or_CustomerID_StartsWith = "FR" }, orderBy: new { OrderDate = "DESC" });
//Adding a new row
var sNewO = new Order { CustomerID = "BONAP", EmployeeID = 4, OrderDate = DateTime.Now, RequiredDate = DateTime.Now.AddDays(20), ShipVia = 1, Freight = 120, ShipName = "12, rue des Bouchers", ShipCity = "Marseille", ShipPostalCode = "13008", ShipCountry = "France" };
sNewO.OrderID = needleTailContext.Insert(sNewO);
//Updating a row, use this when you want to update many rows or when don't want to update all the row's columns
needleTailContext.UpdateWithWhere(values: new { Quantity = 10 }, where: new { OrderID = 11065 });
//Use this when you want to update a single row with all its properties, this can only be used if you defined a TableKeyneedleTailContext.Update(currentOrder);
//Delete one or many rows
needleTailContext.Delete(where: new { OrderID = sNewO.OrderID });
//Joins, this returns a DynamicEntity objects, this is easy to use but has performance issues.
var items = needleTailContext.Join("Orders.OrderID,Orders.CustomerID,Orders.OrderDate,[Order Details].ProductID,[Order Details].UnitPrice,[Order Details].Quantity","Inner Join [Order Details] on Orders.OrderID = [Order Details].OrderID AND Orders.CustomerID like '%INE%'", string.Empty,string.Empty, null);
//Joins using typed entities(user defined classes), this way is very fast but you need to define classes.
var items = needleTailContext.JoinGetTyped<orderdetailsjoin>("Orders.OrderID,Orders.CustomerID,Orders.OrderDate,[Order Details].ProductID,[Order Details].UnitPrice,[Order Details].Quantity","Inner Join [Order Details] on Orders.OrderID = [Order Details].OrderID AND Orders.CustomerID like '%INE%'", string.Empty,string.Empty, null);
All the methods have their Async
version and a few overloads.
The following are prefixes and suffixes that you can add to the field name in the where
var ordersS = needleTailContext.GetMany(where: new { CustomerID_EndsWith = "LIN" });
var ordersS = needleTailContext.GetMany(where: new { CustomerID_StartsWith = "ABC" });
var ordersS = needleTailContext.GetMany(where: new { UnitPrice_MoreThan = 10 });
var ordersS = needleTailContext.GetMany(where: new { UnitPrice_LessThan = 5 });
var ordersS = needleTailContext.GetMany(where: new { CustomerID_Like = "LIN" });
var ordersS = needleTailContext.GetMany(where: new { City_Not = "Seattle" });
needleTailContext.GetMany(where: new { CustomerID_Like = "INO", And_CustomerID_StartsWith = "FR" })
needleTailContext.GetMany(where: new { CustomerID_Like = "INO", Or_CustomerID_StartsWith = "FR" })
needleTailContect.GetMay(where : new {CustomerID_In = new string[] {"KEY1","KEY2"} } );
AND
clause.


This is the beginning of my website home page. It will eventually contain a list of links to all my blogs.
WIP


LOCALARCHITECTURE adds geometric extension to lausanne's new apostolic church
by sofia lekka angelopoulouLOCALARCHITECTURE has extended lausanne’s new apostolic church, conceiving the new addition in a way that honors and preserves the spatial concepts of the existing building, while at the same time adds a contemporary quality of lightness and openness. the extension, which took place alongside a renovation of the existing structure in order to combine the qualities of the old with a forward-looking vision, saw the old façade replaced by a geometric, exposed concrete construction, lightly colored and textured. expressing a simple and direct materiality, the new façade makes a strong statement of the building’s identity.
all images by matthieu gafsou
‘the extension of lausanne’s new apostolic church was designed to draw out the existing building’s intrinsic qualities,’ notes LOCALARCHITECTURE. ‘we felt is was essential to follow the clear diagonal lines that underpin the organization of its spaces and circulation flows, and which are its defining feature.’ the building’s new form comprises two wings extending from the corners of the church, which enlarge the foyer at ground level towards the new entrance. one of these triangular wings incorporates the existing elevator and meets the tip of the other wing, which houses the new multipurpose hall.
a covered piazza in front of the church is created at the point where the two wings meet, forming a spot in the south-west corner where the new entrance is located. ‘the church looks as though borne aloft on wings – wings that are opening, to welcome visitors,’ explains the local architecture studio. ‘symbolically this new image suggests openness and flight, connecting earth and heaven.’
the existing foyer has been expanded at ground level, while the main circulation flow with its corner staircases has been retained in order to preserve the spirit of the existing building. these staircases were restored and fitted with lighter and more transparent balustrades. the spacious new foyer gives a clear view of the various activities taking place and welcomes the community in a dynamic space that is open to the outside world.
the exterior façade was redesigned to meet the new energy efficiency standards now in force, as well as to deliver optimal thermal comfort for the building’s users. the old façade has been replaced with an exposed concrete construction, lightly colored and textured: the building expresses a simple and direct materiality, making a strong statement of identity.
project info:
architect: LOCALARCHITECTURE
team: antoine robert-grandpierre, manuel bieler, laurent saurer, constant pasquier
client: neuapostolische kirche schweiz (NAK)
construction management: LOCALARCHITECTURE
structural engineering: ingphi SA
energy engineering: effin’art
light design: etienne gillabert, paris
location: chemin de la batelière 5, lausanne (VD)
built area: 624 m2
volume: 2’116 m3


Class: ActiveRecord::ConnectionAdapters::AlterTable
Do not use. This class is for internal use only.
| Relationships & Source Files | |
| Extension / Inclusion / Inheritance Descendants | |
|
Subclasses:
|
|
| Inherits: | Object |
| Defined in: | activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb |
Class Method Summary
- .new(td) ⇒ AlterTable constructor
Instance Attribute Summary
- #adds readonly
- #check_constraint_adds readonly
- #check_constraint_drops readonly
- #foreign_key_adds readonly
- #foreign_key_drops readonly
Instance Method Summary
Constructor Details
.new(td) ⇒ AlterTable
# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 539
def initialize(td) @td = td @adds = [] @foreign_key_adds = [] @foreign_key_drops = [] @check_constraint_adds = [] @check_constraint_drops = [] end
Instance Attribute Details
#adds (readonly)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 535
attr_reader :adds
#check_constraint_adds (readonly)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 537
attr_reader :check_constraint_adds, :check_constraint_drops
#check_constraint_drops (readonly)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 537
attr_reader :check_constraint_adds, :check_constraint_drops
#foreign_key_adds (readonly)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 536
attr_reader :foreign_key_adds, :foreign_key_drops
#foreign_key_drops (readonly)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 536
attr_reader :foreign_key_adds, :foreign_key_drops
Instance Method Details
#add_check_constraint(expression, options)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 558
def add_check_constraint(expression, ) @check_constraint_adds << @td.new_check_constraint_definition(expression, ) end
#add_column(name, type, **options)
[ GitHub ]#add_foreign_key(to_table, options)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 550
def add_foreign_key(to_table, ) @foreign_key_adds << @td.new_foreign_key_definition(to_table, ) end
#drop_check_constraint(constraint_name)
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 562
def drop_check_constraint(constraint_name) @check_constraint_drops << constraint_name end
#drop_foreign_key(name)
[ GitHub ]#name
[ GitHub ]# File 'activerecord/lib/active_record/connection_adapters/abstract/schema_definitions.rb', line 548
def name; @td.name; end


AngularJS Sample Application for: Forms and Validations
Name:
Tell us your name.
E-mail:
Tell us your e-mail.
This is not a valid e-mail.
I agree:
Please agree and sign.
user = {{ user | json }}
valor de "master" = {{ master | json }}


This is an advertisement for chess, i used stock footage from videvo of dramatic shots of chess as well as a brief homage to chess masters.
Feedback: 1)Shorten opening shot/add more shots. 2)Make it more like an advertisement, add selling points
By: videvo
By: videvo
By: The Master by Audionautix is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://audionautix.com/


Adds a menu to a menu bar. Use ADD.MENU to add a custom menu to a built-in or custom menu bar. You can also use ADD.MENU to restore built-in menus you have deleted with DELETE.MENU. ADD.MENU returns the position number in the menu bar of the new menu.
Syntax
ADD.MENU(bar_num, menu_ref, position1, position2)
Bar_num is the menu bar to which you want a menu added. Bar_num can be the ID number of a built-in or custom menu bar. See ADD.COMMAND for a list of ID numbers for built-in menu bars.
Menu_ref is an array or a reference to an area on the macro sheet that describes the new menu or the name of a deleted built-in menu you want to restore.
Menu_ref must be made up of at least two rows and two columns of cells. The upper-left cell of menu_ref specifies the menu title, which is displayed in the menu bar. In the following example, the range A3:E10 is a valid menu_ref.
The rest of the first column indicates the names of the commands. The corresponding rows in the second column give the names of the macros that run when the commands are chosen.
You can also specify status-bar text and Help topics in the fourth and fifth columns of menu_ref. In Microsoft Excel for the Macintosh, you can specify shortcut keys in the third column of menu_ref.
Position1 specifies the placement of the new menu. Position can be the name of a menu, as text, or the number of a menu. Menus are numbered from left to right starting with 1. Menus are added to the left of the position specified.
Use a hyphen (-) to represent a line separating commands on a menu. If you want to place a command before the second separator on a menu, use two hyphens (--), three hyphens for the third separator, and so on.
If position1 is omitted, the menu is added to the end of the menu bar.
If there is already a menu at position1, that menu is shifted to the right and the new menu is added in its place.
If you are using ADD.MENU to restore a deleted built-in menu, you can use the position argument to put it back in its original place on the menu bar. For example, to restore the Data menu on the worksheet and macro sheet menu bar, use position 7. If position1 is omitted, the menu is added to the right of the last menu restored.
Position2 specifies the placement of a submenu.
Use a hyphen (-) to represent a line separating commands on a menu. If you want to place a command before the second separator on a menu, use two hyphens (--), three hyphens for the third separator, and so on.
Position2 can be a number indicating the position of the submenu on the menu. Commands are numbered from the top of the menu starting with 1 and include separators.
Position2 can also be the name, as text, of an existing command above which you want to add the new command.
If position2 is omitted, the command is added to the main menu, not the submenu.
Example
The following macro formula adds a new menu to the end of the worksheet menu bar, where A10:B15 is the menu_ref describing the menu:
ADD.MENU(1, A10:B15)
Related Functions
ADD.BAR Adds a menu bar
ADD.COMMAND Adds a command to a menu
DELETE.MENU Deletes a menu
ENABLE.COMMAND Enables or disables a menu or custom command
Return to index


Happiness scored according to economic production, social support, etc.
The World Happiness Report is a landmark survey of the state of global happiness. The first report was published in 2012, the second in 2013, the third in 2015, and the fourth in the 2016 Update. The World Happiness 2017, which ranks 155 countries by their happiness levels, was released at the United Nations at an event celebrating International Day of Happiness on March 20th. The report continues to gain global recognition as governments, organizations and civil society increasingly use happiness indicators to inform their policy-making decisions. Leading experts across fields – economics, psychology, survey analysis, national statistics, health, public policy and more – describe how measurements of well-being can be used effectively to assess the progress of nations. The reports review the state of happiness in the world today and show how the new science of happiness explains personal and national variations in happiness.
What countries or regions rank the highest in overall happiness and each of the six factors contributing to happiness? And what determines how happy a country is? The saying "money doesn't buy your happiness", is this true? The answers on these questions are shown beneath.
Dataset: The World Happiness ReportWhat makes a country happy? The United Nations considers the answer with its annual World Happiness Report, ranking a total of 155 countries and 10 regions. Key ingredients for well-being include longer healthy years of life, more social support, trust in government, higher GDP per capita, and generosity.
In this chart is shown how many/which countries are being ranked in each region.
The world is divided in regions and it countries. But which country is the happiest? And is this in correlation with how much capital it has?
In this plot are the happiness and Economy (GDP per Capita) shown for every country.
Happiness is not equally distributed across the world. The reason for the variations across the world are dependent on multiple factors i.e. the factors mentioned earlier.
On the right, a choropleth map is shown. The map shows the happiness scores of the residents of that region. The intensity of the color is based on the Happiness score of the country.
The happiness scores and rankings use data from the Gallup World Poll. The scores are based on answers to the main life evaluation question asked in the poll. This question, known as the Cantril ladder, asks respondents to think of a ladder with the best possible life for them being a 10 and the worst possible life being a 0 and to rate their own current lives on that scale. The scores are from nationally representative samples for the years 2013-2016 and use the Gallup weights to make the estimates representative.
The columns following the happiness score estimate the extent to which each of six factors – economic production, social support, life expectancy, freedom, absence of corruption, and generosity – contribute to making life evaluations higher in each country than they are in Dystopia, a hypothetical country that has values equal to the world’s lowest national averages for each of the six factors. They have no impact on the total score reported for each country, but they do explain why some countries rank higher than others.
Filter on:
The most happiest country is Switzerland. As shown in the visualization above, its not one factor which determines how happy the country is but multiple factors. does'nt have a factor which they stand out but most of it are high which makes Switzerland Top 1 Happiest Country of the WORLD!
As Helliwell et al (2013, 2015, 2016) emphasize, happiness is the product of many facets of society. Income per capita matters, as economists emphasize, but so too do social conditions, work conditions, health, pollution, and values (e.g. generosity). The libertarian argument that economic freedom should be championed above all other values decisively fails the happiness test: there is no evidence that economic freedom per se is a major direct contributor of human well-being above and beyond what it might contribute towards per capita income and employment. Individual freedom matters for happiness, but among many objectives and values, not to the exclusion of those other considerations. Sustainable development and related holistic concepts (such as Pope Francis’s integral human development) are a better overarching guide to human wellbeing than the single-minded pursuit of income, or economic freedom, or other one-dimensional objective.
"Christmas is the spirit of giving without a thought of getting. It is happiness because we see joy in people. It is forgetting self and finding time for others. It is discarding the meaningless and stressing the true values."


Welcome to the Platform!¶
Neural MMO [Demo Video] [Github] is a massively multiagent AI research environment inspired by Massively Multiplayer Online Role Playing Games (MMORPGS or MMOs). The long-term goal of our platform is to enable artificial agents to scale to real world intelligence. MMOs are complete macrocosms featuring thousands of agents per persistent world, diverse skilling systems, local and global economies, complex emergent social structures, and ad-hoc high stakes single and team based conflict. Simulating the physical processes of evolution on Earth is computationally infeasible, but we can construct a reasonable and efficient facsimile: we consider MMOs the best proxy for the real world among human games.
Getting Started: Neural MMO extends the OpenAI Gym API to support additional environment complexity: persistence, large/variable agent populations, and hierarchical observation/action spaces. The quickest way to dive in is:
1: Read the Quickstart tutorials
2: Skim the Environment, IO, and Infrastructure modules of the API Reference
3: Hack on your own projects using the /projekt demo model as starter code
4: Join our Discord community for help and discussion!
5: Contribute to the platform! Neural MMO is an active open source project
I actively review issues and pull requests. Discord is the best way to contact me
Overview¶
Agents that scale to the complexity of the real world is one statement of general intelligence. A key perspective of this project is to decouple this task into research and engineering subproblems that, taken together, equal the original objective. The project is divided into four modules along these lines. See Ideology if you find this sort of macro view interesting.
Engineering |
Research |
|---|---|
Blade |
Trinity |
Embyr |
Ethyr |
Research¶
Agents that scale to the complexity of their environment
Trinity: Three layer synchronous + asynchronous distributed computation framework based on Ray and Ascend
Ethyr: Research utilities and prebuilt models. Acts as a “contrib” – submit PRs with your own tools!
Engineering¶
Environments that scale to the complexity of the real world
Blade: The core game environment including the extended OpenAI Gym external API
Embyr: 3D Unity3D based game client. Maintained as an independent repository and not used during training.
Quickstart¶
Installation: The master branch will always contain the latest stable version. Each previous version release is archieved in a separate branch. Other branches are for contributors and developers only: they are not bleeding edge builds and may be flammable.
#Download the Neural MMO environment
#We assume a Python 3.7+ setup with Anaconda pip
git clone https://github.com/jsuarez5341/neural-mmo && cd neural-mmo
#Installation options:
# --no-client: Omit the Embyr 3D Unity client
# --virtual-env: Install in a virtual env
python scripts/setup.py
#Run the pretrained demo model to test the installation
python Forge.py --render
#Open the client in a separate terminal
#You will need to rerun this if you restart the environment
./client.sh
Tutorials¶
Training from scratch¶
Next, we will get familiar with the baseline parameters and train a model from scratch. Open up experiments.py, which contains all of the training configuration options. First, we’ll disable the test mode flags:
LOAD = False
TEST = False
BEST = False
Our baseline was trained on a 12 core machine. Your CPU probably has fewer cores. To use 4 cores instead:
NGOD = 4
You may also want to reduce the batch size (CLUSTER_UPDATES). Now we can train a model:
python Forge.py
If you leave it running, you will see the reward steadily increasing:
This smoothed training curve was produced using the (beta) logging library. The baseline model gets to >28 average lifetime after training for several days on 12 cores. Once you are satisfied, enable testing flags and run with rendering enabled to view learned policies. As a sanity check, agents typically learn not to run into lava first, as indicated by the steep initial learning curve slope.
The IO API¶
On the surface, Neural MMO follows the OpenAI Gym API:
#Core environment and configuration
from forge.blade.core import Realm
from experiments import Experiment, Config
#Define an experiment configuration
config = Experiment('demo', Config).init(TEST=True)
#Initialize the environment and policy
env = Realm(config)
obs, rewards, dones, infos = env.reset()
#Run policy
actions = somePolicy(packet)
#Submit actions
nxtObs, rewards, dones, info = env.step(actions)
#(s, a, r) tuple + rollout boundaries
print(obs, actions, rewards, dones)
However, the actual contents of obs, rewards, dones, info is nonstandard by necessity. Gym isn’t built for multiagent environments – and certainly not for ones with complex hierarchical observation and action spaces:
You’re free to develop your own methods for handling these, but we’ve already done all that work for you. Let’s make use of the core IO libraries:
#Core API
from forge.blade.core import Realm
from forge.blade import IO
#Demo baselines
from experiments import Experiment, Config
#Define an experiment configuration
config = Experiment('demo', Config).init(TEST=True)
#Initialize the environment and policy
env = Realm(config)
obs, rewards, dones, infos = env.reset()
#Process observations
packet, _ = IO.inputs(obs, rewards, dones, config)
#Run policy (fills packet object)
somePolicy(packet)
#Select actions
actions = IO.outputs(packet)
#Submit actions
nxtObs, rewards, dones, info = env.step(actions)
#(s, a, r) tuple + rollout boundaries
print(obs, actions, rewards, dones)
We’re almost done. The IO API handles batching, normalization, and serialization. The only remaining issue is that somePolicy must handle hierarchical data and variable action spaces. Ethyr provides prebuilt IO networks:
This pair of attentional networks is responsible for flattening the input space and indexing the variable length action space. In particular, a is an embedding layer, f and g are soft attention subnetworks, and h is a hard attention subnetwork. You can read more about these in the v1.3 whitepaper. Let’s use these modules to make this example runnable:
#Core API
from forge.blade.core import Realm
from forge.blade import IO
#Demo baselines
from experiments import Experiment, Config
from forge.ethyr.torch.policy import baseline
#Define an experiment configuration
config = Experiment('demo', Config).init(TEST=True)
#Initialize the environment and policy
env = Realm(config)
obs, rewards, dones, infos = env.reset()
policy = baseline.IO(config)
#Process observations
packet, _ = IO.inputs(obs, rewards, dones, config)
flat, lookup = policy.input(packet)
#Select actions
policy.output(packet, flat, lookup)
actions = IO.outputs(packet)
#Submit actions
nxtObs, rewards, dones, info = env.step(actions)
#(s, a, r) tuple + rollout boundaries
print(obs, actions, rewards, dones)
And there you have it! You can insert your own model between the input and output networks without having to deal with nonstandard structured data. However, this only covers the forward pass. We haven’t discussed rollout collection, training, or any population based methods. For a fully featured and well documented example, hop over to /projekt in the environment repo.
Distributed computation with Ascend¶
Ascend is a lightweight wrapper on top of the excellent Ray distributed computing library. The core paradigm is to model each layer of hardware – cluster, server, core – by subclassing the Ascend object. Let’s first implement a remote client (Sword) without using Ascend. In order to keep track of several remote clients, we will also create a server (God).
import ray, time
@ray.remote
class Sword:
def __init__(self, idx):
self.idx = idx
def step(self):
time.sleep(1)
return self.idx
class God:
def __init__(self, n=5):
self.disciples = [Sword.remote(i) for i in range(n)]
def step(self):
clientData = ray.get([d.step.remote() for d in self.disciples])
print(clientData) #[0, 1, 2, 3, 4]
if __name__ == '__main__':
ray.init()
God().step()
Ascend enables us to do all of this without manually writing loops over hardware:
from forge.trinity.ascend import Ascend
import ray, time
@ray.remote
class Sword:
def __init__(self, idx):
self.idx = idx
def step(self):
time.sleep(1)
return self.idx
class God(Ascend):
def __init__(self, n=5):
super().__init__(Sword, n)
def step(self):
clientData = super().step()
print(clientData) #[0, 1, 2, 3, 4]
if __name__ == '__main__':
ray.init()
God().step()
The source is only a few hundred lines and isn’t very useful in toy examples. Ascend really shines in more complex environments that already have too many moving parts:
from forge.trinity.ascend import Ascend, runtime, waittime
import ray, time
@ray.remote
class Sword(Ascend):
def __init__(self, idx):
super().__init__(None, 0)
self.idx = idx
@runtime
def step(self, coef, bias):
time.sleep(1)
return coef*self.idx + bias
class God(Ascend):
def __init__(self, n=5):
super().__init__(Sword, n)
def update(self):
time.sleep(1)
@runtime
def step(self):
asyncHandles = super().distribute(
2,
[4, 3, 2, 1, 0],
shard=(False, True))
self.update()
clientData = super().synchronize(asyncHandles)
print(clientData) #[4, 5, 6, 7, 8]
if __name__ == '__main__':
ray.init()
God().step()
Like before, we have a server interacting with five remote clients. This time, the coef argument is shared among clients while the bias argument is sharded among them. Additionally, we are using the computation time of the clients to perform additional work in the server side update() function. And we are also logging performance statistics, specifically time spent performing useful computation vs time spent waiting, for both layers. The Neural MMO demo has a third infrastructure layer for the cluster. Even in this toy example, Ascend is saving us quite a bit of code.
In the full Neural MMO environment, we use three infrastructure layers, each of which subclasses Ascend:
This simulates the traditional MMO computation paradigm in a research setting. Specifically, we run a cluster of servers, each of which simulates a copy of the environment and distributes agent computations among multiple remote clients. Ascend allows us to implement this framework pythonically in only a few lines of code.
Namesake¶
In formal publications, we refer to our project simply as a (the first) “Neural MMO.” Internally and informally, we call it “Projekt: Godsword” (God-Sword). The name comes from two sources: CD Projekt Red, my personal favorite game dev studio, and OldSchool Runescape, which contains an iconic set of weapons called godswords. The latter is a particularly good model for AI environments; the former is more of a soft flavor inspiration.
Version History¶
The OpenAI only hosts v1.0. My personal Github hosts the latest version in master and all previous versions as separate branches. This documentation page is generated from the latest environment release. Feel free to drop in the Discord #support channel if you are having trouble. You can expect fast fixes to Github issues and even faster replies to Discord PMs.
- v1.3: Prebuilt IO Libraries | [Update Slide Deck]
[Paper]
Blade: We have improved and streamlined the previously unstable and difficult to use IO libraries and migrated them here. The new API provides framework-agnostic IO.inputs and IO.outputs functions that handle all batching, normalization, serialization. Combined with the prebuilt IO networks in Ethyr, these enable seamless interactions with an otherwise complex structured underlying environment interface. We have made corresponding extensions to the OpenAI Gym API to support variable length actions and arguments, as well as to better signal episode boundaries (e.g. agent deaths). The Quickstart guide has been updated to cover this new functionality as part of the core API.
Trinity: Official support for sharding environment observations across multiple remote servers; performance and logging improvements.
Ethyr: A Pytorch library for dynamically assembling hierarchical attention networks for processing NMMO IO spaces. We provide a few default attention modules, but users are also free to use their own building blocks – our library can handle any well defined PyTorch network. We have taken care to separate this PyTorch specific functionality from the core IO libraries in Blade: users should find it straightforward to extend our approach to TensorFlow and other deep learning frameworks.
Embyr: Agents now display additional information overhead, such as when they are immune to attacks or when they have been frozen in place.
A reasonable 8-population baseline model trained on 12 (old) CPU cores in a day.
Improved and expanded official documentation
New tutorials covering distributed computation and the IO API
The Discord has grown to 80+! Join for active development updates, the quickest support, and community discussions.
- v1.2: Unity Client and Skilling | [Update Slide Deck]
Blade: Skilling/professions. This persistent progression system comprises Hunting, Fishing (gathering skills) and Constitution, Melee, Range, Mage (combat skills). Skills are improved through usage: agents that spend a lot of time gathering resources will become able to gather and store more resources at a time. Agents that spend a lot of time fighting will be able to inflict and take more damage. Additional bug fixes and enhancements.
Trinity: Major new infrastructure API: Ascend – a generalization of Trinity. Whereas v1.1 Trinity implemented cluster, server, and node layer APIs with persistence, synchronous/asynchronous, etc… Ascend implements a single infrastructure “layer” object with all the same features and more. Trinity is still around and functions identically – it has just been reimplemented in ~10 lines of Ascend. Additional bug fixes and features; notable: moved environment out of Trinity.
Ethyr: Streamlined and simplified IO api. Experience manager classes have been redesigned around v1.2 preferred environment placement, which places the environment server side and only communicates serialized observations and actions – not full rollouts. Expect further changes in the next update – IO is the single most technically complex aspect of this project and has the largest impact on performance.
Embyr: Focus of this update. Full client rewrite in Unity3D with improved visuals, UI, and controls. The new client makes visualizing policies and tracking down bugs substantially easier. As the environment progresses towards a more complete MMO, development entirely in THREE.js was impractical. This update will also speed up environment development by easing integration into the front end.
Baseline model is improved but still weak. This is largely a compute issue. I expect the final model to be relatively efficient to train, but I’m currently low on processing power for running parallel experiments. I’ll be regaining cluster access soon.
Official documentation has been updated accordingly
20+ people have joined the Discord. I’ve started posting frequent dev updates and thoughts here.
- v1.1: Infrastructure and API rework, official documentation and Discord | [Update Slide Deck]
Blade: Merge Native and VecEnv environment API. New API is closer to Gym
Trinity: featherweight CPU + GPU infrastructure built on top of Ray and engineered for maximum flexibility. The differences between Rapid style training, tiered MPI gradient aggregation, and even the v1.0 CPU infrastructure are all minor usage details under Trinity.
Ethyr: New IO api makes it easy to interact with the complex input and output spaces of the environment. Also includes a killer rollout manager with inbuilt batching and serialization for communication across hardware.
Official github.io documentation and API reference
Official Discord
End to end training source. There is also a pretrained model, but it’s just a weak single population foraging baseline around 2.5x of random reward. I’m currently between cluster access – once I get my hands on some better hardware, I’ll retune hyperparameters for the new demo model.
- v1.0: Initial OpenAI environment release | [Blog] [Paper]
Blade: Base environment with foraging and combat
Embyr: THREE.js web client
Trinity: CPU based distributed training infrastructure
Ethyr: Contrib library of research utilities
Basic project-level documentation
End to end training source and a pretrained model
Ideology¶
The dual problem formulation mentioned in the Quickstart guide is core to the guiding ideology of the project. Depending on your own personal conception of where the field is as the moment, this may seem like a practical philosophy, AGI cultism, or anything in between. Regardless, see this Two Pager for a more thorough overview of the project approach and objective.
The discussion of failure modes below is mostly intended to dissuade skepticism, which thus far I’ve found correlates perfectly with lack of familiarity with MMOs. If you are very familiar with MMOs + current AI research and are still skeptical, please contact me on the Discord – I’d love to hear your views.
Failure Modes¶
Evaluation can be somewhat difficult in our setting but is not a major blocker. For smaller experiments, we find population size and resource utilization to be reasonable metrics of success. For larger experiments with sufficient domain randomization, Tournaments (as described in the accompanying paper) allow for cross validation of approaches.
- We are currently aware of three failure cases for the project:
Computational infeasibility
“Agents that scale to their environment” is too hard
“Environments that scale to the real world” is too hard
The first failure case is a serious risk, but is shared among all areas of the field. This project is not uniquely compute intensive – in fact, it is one of few environments where it is straightforward to train reasonable policies on a single CPU. If scale is the main issue here, it is likely shared among most if not all other approaches.
- The second problem is probably most familiar to researchers as exploration. Given a cold start, how can agents bootstrap both to better policies and to better exploration strategies? This is a hard problem, but it is unlikely to kill the project because:
The third problem probably appears most likely to many researchers, but least likely to anyone who has spent a significant amount of time in MMOs. Here is a map of the NYC subway:
Actually, it’s a quest map of Runescape, a particular MMO that our environment is loosely based upon. Each quest is a puzzle in itself, takes anywhere from several minutes to several hours to complete, is part of an interconnected web of prerequisites of other quests, and provides different incentives for completion ranging from equipment to unlockable content to experience in a tightly connected set of skills:
In a massive open world:
The most complex class of games considered to date is MOBAs (Massive Online Battle Arenas, e.g. Dota, Quake CTF), which are round based, take on order of an hour, and are mechanically intensive. Achieving 99 in all skills and acquiring the best gear in Runescape takes, at minimum, several thousand hours. In a tournament setting where attacking other players is allowed everywhere, moment-to-moment gameplay is less important than balancing the risks and rewards of any potential strategy–especially in the presence of hundreds of other players attempting to do the same. There is almost certainly still a complexity gap from MMOs to the real world, but we believe it is much smaller than that in environments currently available.
While our environment is nowhere near the level of complexity of a real MMO yet, it does contain key properties of persistence, population scale, and open-endedness. As agents begin to reach the ceiling of the current environment, we plan on continuing development to raise the ceiling.
Authorship, License, Disclaimer¶
I, Joseph Suarez, am the primary author of Neural MMO. I plan to continue development for at least the duration of my EECS PhD at MIT or until someone convinces me that there is a better way to solve AGI. Everything written in the source and documentation is my own opinion. I do not speak for OpenAI, MIT, Clare, Phillip, Igor, or anyone else involved in the project.
- 2019 (fall): Neural MMO development continues at MIT. as the main project of my PhD
I am continuing my role as the primary developer
Phillip Isola resumes project oversight as my adviser
We are beginning to get open source contributions
- 2018 (fall): Independent development results in v1.1 and v1.2:
I ran the project solo. These versions are derivative works and are MIT sublicensed in my name
- 2018 (spring): Neural MMO development continues during a 6-month internship at OpenAI, culminating in the v1.0 environment (MIT licensed to OpenAI) and THREE.js client (MIT licensed to Joseph Suarez and Clare Zhu) release:
I continued my role as the primary developer
Yilun Du assisted with running experiments and particularly in setting up tournaments for the v1.0 release
Phillip Isola and Igor Mordatch managed and advised the project
The v1.0 environment is registered to OpenAI and available under the MIT license
The legacy THREE.js client was developed independently as a collaboration between myself and Clare Zhu. It was originally created as follow-up work for the paper and blog post, but we ended up merging it in. This is also the reason that the project is split into two repositories. It is registered to us jointly and is available under the MIT license
- 2017 (summer): Neural MMO development begins:
I started Neural MMO as an independent side project
I (Joseph Suarez) retain ownership of this smaller original code base and game kernel, along with associated ideas. I created these before my affiliations with OpenAI and MIT
- Open source contributors, listed by time since latest contribution. Discord handle have been used for individuals who have not granted explicit permission to display their real names:
Jack Garbus: Major contributions to the logging framework, feedback on the documentation and tutorials
@tdimeola: Feedback on the documentation and tutorials
@cehinson: Mac build of the Unity3D client
Assets¶
Some assets used in this project belong to Jagex, the creators of Runescape, such as
We currently use them for flavor as an homage to the game that inspired the project. We believe these fall under fair use as a not-for-profit project for the advancement of artificial intelligence research – however, we are more than happy to remove them upon request. We do own the 2D and 3D files for agents, represented by three neurons.


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--- title: HolonomicConstraint layout: doxygen comments: false sidebar: doxygen_sidebar topnav: topnav tags: false ---
HolonomicConstraint: represents a group of holonomic constraints of a dynamical systems. More...
Public Member Functions | |
| HolonomicConstraint (DynamicalSystem model, h,SymExpression name, varargin) | |
| The class constructor function. More... | |
| function obj = | configure (load_path) |
| configure the derivatives and Jacobian of the actual/desired outputs functions More... | |
| function nlp = | imposeNLPConstraint (nlp) |
impose holonomic objaints as NLP objaints in the trajectory optimization problem nlp of the dynamical system More... | |
| function [ Jh , dJh ] = | calcJacobian (x, dx) |
| calculate the holonomic constraints, Jacobian and its time derivatives More... | |
| function h = | calcConstraint (colvec x) |
| calculate the holonomic constraints More... | |
| function | saveExpression (export_path, varargin) |
| export the symbolic expressions of the constraints matrices to MX binary files More... | |
| function | export (char export_path,varargin varargin) |
| export the symbolic expressions of the constraints matrices and vectors and compile as MEX files. More... | |
| function obj = | setJacobian (SymExpression jac) |
| Jacobian matrix sets the Jacobian matrix of the holonomic constraints if it is provided directly by the users. More... | |
| function obj = | setDerivativeOrder (integer degree) |
| RelativeDegree sets the highest derivative order of holonomic constraints in order to enforce as bilateral constraints of the system. More... | |
| function obj = | setConstrLabel (cellstr label) |
| OutputLabel sets the naming labels of outputs. More... | |
| function name = | validateName (name) |
| Name. More... | |
Public Attributes | |
| integer | Dimension |
| The dimension of the virtual constraints. More... | |
| SymVariable | Param |
The symbolic representation of constant parameter value hd that the holonomic constraints associated wtih. More... | |
| SymVariable | Input |
| The symbolic representation of the input variables associated with the holonomic constraints. More... | |
| char | Name |
| The name of the virtual constraints. More... | |
| char | ConstrLabel |
| The label of the holonomic constraint. More... | |
| integer | DerivativeOrder |
| The highest order of derivatives to enforce the holonomic constraints. This is the same as the relative degree of a virtual constraint. More... | |
| SymFunction | ConstrExpr |
| The holonomic constraint expression. More... | |
| SymFunction | ConstrJac |
| The Jacobian matrix of the holonomic constraitns. More... | |
| SymFunction | ConstrJacDot |
| The Jacobian matrix of the holonomic constraitns. More... | |
| char | ParamName |
The name of the parameter variable hd associated with the holonomic constraints. More... | |
| char | InputName |
| The name othe input variables (external forces, etc.) associated with the holonomic constraints. More... | |
| h_name | |
| Jh_name | |
| dh_name | |
| dJh_name | |
| ddh_name | |
| Public Attributes inherited from handle | |
| addlistener | |
| Creates a listener for the specified event and assigns a callback function to execute when the event occurs. More... | |
| notify | |
| Broadcast a notice that a specific event is occurring on a specified handle object or array of handle objects. More... | |
| delete | |
| Handle object destructor method that is called when the object's lifecycle ends. More... | |
| disp | |
| Handle object disp method which is called by the display method. See the MATLAB disp function. More... | |
| display | |
| Handle object display method called when MATLAB software interprets an expression returning a handle object that is not terminated by a semicolon. See the MATLAB display function. More... | |
| findobj | |
| Finds objects matching the specified conditions from the input array of handle objects. More... | |
| findprop | |
| Returns a meta.property objects associated with the specified property name. More... | |
| fields | |
| Returns a cell array of string containing the names of public properties. More... | |
| fieldnames | |
| Returns a cell array of string containing the names of public properties. See the MATLAB fieldnames function. More... | |
| isvalid | |
| Returns a logical array in which elements are true if the corresponding elements in the input array are valid handles. This method is Sealed so you cannot override it in a handle subclass. More... | |
| eq | |
| Relational functions example. See details for more information. More... | |
| transpose | |
| Transposes the elements of the handle object array. More... | |
| permute | |
| Rearranges the dimensions of the handle object array. See the MATLAB permute function. More... | |
| reshape | |
| hanges the dimensions of the handle object array to the specified dimensions. See the MATLAB reshape function. More... | |
| sort | |
| ort the handle objects in any array in ascending or descending order. More... | |
Protected Attributes | |
| DynamicalSystem | Model |
| The dynamical system model. More... | |
| SymFunction | h_ |
| The holonomic constraint expression. More... | |
| SymFunction | Jh_ |
| The Jacobian matrix of the holonomic constraint expression. More... | |
| SymFunction | dh_ |
| The first order derivative of the holonomic constraint expression The first order derivative of the Jacobian matrix of the holonomic constraint expression. More... | |
| dJh_ | |
| SymFunction | ddh_ |
| The second order derivatives of the holonomic constraints expression. More... | |
HolonomicConstraint: represents a group of holonomic constraints of a dynamical systems.
A holonomic constraint is defined as a function of state variables that equals to constants, i.e., h(x) == hd
Copyright (c) 2016-2017, AMBER Lab All right reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted only in compliance with the BSD 3-Clause license, see http://www.opensource.org/licenses/bsd-license.php
|
inline |
The class constructor function.
| model | the dynamical system model in which the virtual constraints are defined |
| h | the symbolic expression of the constraints |
| name | the name of the virtual constraints |
| varargin | optional parameters. In details Required Parameters for varargin:
|
| function h = HolonomicConstraint.calcConstraint | ( | colvec | x | ) |
calculate the holonomic constraints
| x | the states |
| dx | the first order derivatives |
| h | the value of the holonomic constraint |
calculate the holonomic constraints, Jacobian and its time derivatives
| x | the states |
| dx | the first order derivatives |
| Jh | the first-order Jacobian of the constraint |
| dJh | the time derivative of the Jacobian matrix |
| function obj = HolonomicConstraint.configure | ( | load_path | ) |
configure the derivatives and Jacobian of the actual/desired outputs functions
| load_path | the path from which symbolic expressions can be loaded |
export the symbolic expressions of the constraints matrices and vectors and compile as MEX files.
| export_path | the path to export the file |
| varargin | variable input parameters export ( ..., Vars, File, ForceExport, BuildMex, Namespace )
|
| function TrajectoryOptimization nlp = HolonomicConstraint.imposeNLPConstraint | ( | nlp | ) |
impose holonomic objaints as NLP objaints in the trajectory optimization problem nlp
of the dynamical system
| nlp | the trajectory optimization NLP |
| function obj = HolonomicConstraint.saveExpression | ( | export_path, | |
| varargin | |||
| ) |
export the symbolic expressions of the constraints matrices to MX binary files
| export_path | the path to export the file |
| varargin | variable input parameters saveExpression ( ..., ForceExport )
|
|
inline |
OutputLabel sets the naming labels of outputs.
| label | the cell array of labels |
|
inline |
RelativeDegree sets the highest derivative order of holonomic constraints in order to enforce as bilateral constraints of the system.
| degree | derivative order |
|
inline |
Jacobian matrix sets the Jacobian matrix of the holonomic constraints if it is provided directly by the users.
| jac | the jacobian matrix |
|
inline |
Name.
| HolonomicConstraint.ConstrExpr |
The holonomic constraint expression.
Dependent
set to true. | HolonomicConstraint.ConstrJac |
The Jacobian matrix of the holonomic constraitns.
Dependent
set to true. | HolonomicConstraint.ConstrJacDot |
The Jacobian matrix of the holonomic constraitns.
Dependent
set to true. | HolonomicConstraint.ConstrLabel |
The label of the holonomic constraint.
SetAccess = Protected, GetAccess = Public
|
protected |
The second order derivatives of the holonomic constraints expression.
| HolonomicConstraint.ddh_name |
| HolonomicConstraint.DerivativeOrder |
The highest order of derivatives to enforce the holonomic constraints. This is the same as the relative degree of a virtual constraint.
SetAccess = Protected, GetAccess = Public
|
protected |
The first order derivative of the holonomic constraint expression The first order derivative of the Jacobian matrix of the holonomic constraint expression.
| HolonomicConstraint.dh_name |
| HolonomicConstraint.Dimension |
The dimension of the virtual constraints.
SetAccess = Protected, GetAccess = Public
|
protected |
| HolonomicConstraint.dJh_name |
|
protected |
The holonomic constraint expression.
| HolonomicConstraint.h_name |
| HolonomicConstraint.Input |
The symbolic representation of the input variables associated with the holonomic constraints.
SetAccess = Protected, GetAccess = Public
| HolonomicConstraint.InputName |
The name othe input variables (external forces, etc.) associated with the holonomic constraints.
Dependent
set to true.
|
protected |
The Jacobian matrix of the holonomic constraint expression.
| HolonomicConstraint.Jh_name |
|
protected |
The dynamical system model.
| HolonomicConstraint.Name |
The name of the virtual constraints.
SetAccess = Protected, GetAccess = Public
| HolonomicConstraint.Param |
The symbolic representation of constant parameter value hd
that the holonomic constraints associated wtih.
SetAccess = Protected, GetAccess = Public
| HolonomicConstraint.ParamName |
The name of the parameter variable hd
associated with the holonomic constraints.
Dependent
set to true.


--- layout: post title: 'Review: Brazil: Five Centuries of Change' date: 2012-07-17 00:01:39.000000000 -05:00 type: post parent_id: '0' published: true password: '' status: publish categories: [] tags: [] meta: _wpas_done_facebook: '1' _wpas_done_twitter: '1' author: login: dreamessenceonthemove email<EMAIL_ADDRESS>display_name: darribas first_name: Daniel last_name: Arribas-Bel permalink: "/2012/07/17/review-brazil-five-centuries-of-change/" ---
Brazil: Five Centuries of Change by Thomas E. Skidmore
My rating: 3 of 5 stars
I picked up this book one week before visiting the country to get a bit of background on a then completely unknown part of the World. The book does a decent job at that. Starting with the Portuguese gives a long term perspective that I certainly enjoyed and gives the author the chance to dig into the the deep reasons of some of the main characteristics of today's Brazil. The main drawback I found is that, although the book's not very dry, it has been written by a hardcore historian, not a journalist or traveler. Expect to get all the dates, names and events, but maybe not a good human reconstruction of what it was like to live in the Brazil of the past.