Scorecard
GitHub
1
2
3
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5
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7
8
9
Calculate Front Score
Front Nine Score:
10
11
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13
14
15
16
17
18
Calculate Back Score
Back Nine Score:
Calculate Total Score
18 Hole Score:


prtRvIndependent Independent random variables
RV = prtRvIndependent creates a prtRvIndependent object.
prtRvIndependent objects enable the training of independent
versions of a base random variable type on each column of a data
set. By default, prtRvIndependent assumes Gaussian distributed
random variables.
RV = prtRvIndependent('baseRv', VALUE) specifies the type of RV to
be trained on each column of input data. VALUE must specify a
valid prtRV class. By default the baseRv field is a
prtRvIndependent.
RV = prtRvIndependent(PROPERTY1, VALUE1,...) creates a
prtRvIndependent object RV with properties as specified by
PROPERTY/VALUE pairs.
A prtRvIndependent object inherits all properties from the prtRv
class. In addition, it has the following properties:
baseRv - A prtRv object specifying the type of classifier
to create independent versions of.
rvArray - An array of objects of type baseRv that are
generated by calling the MLE method. Can also be
manually set to specify particular parameters.
A prtRvIndependent object inherits all methods from the prtRv class.
The MLE method can be used to estimate the distribution parameters from
data.
Example:
dataSet = prtDataGenUnimodal; % Load a dataset consisting of 2
% classes
% Extract one of the classes from the dataSet
dataSetOneClass = prtDataSetClass(dataSet.getObservationsByClass(1));
mvnRv = prtRvIndependent; % Create a prtRvIndependent
% object, with mvn components
mvnRv = mvnRv.mle(dataSetOneClass); % Compute the maximum
% likelihood estimate from the
% data
indepRv = prtRvIndependent; %Created an indepednent RV
%(default baseRv is gaussian)
indepRv = indepRv.mle(dataSetOneClass);
subplot(2,2,1); mvnRv.plotPdf;
hold on; dataSetOneClass.plot;
title('MVN RV Pdf');
subplot(2,2,2); indepRv.plotPdf;
hold on; dataSetOneClass.plot;
title('Independent Gaussian RV Pdf');
|
|
cdf |
Output the cdf of the random variable evaluated at the points specified |
|
|
crossValidate |
Cross validate prtAction using prtDataSet and cross validation keys. |
|
|
draw |
Draw random samples from the distribution described by the prtRv object |
|
|
get |
get the object properties |
|
|
kfolds |
Perform K-folds cross validation of prtAction |
|
|
logPdf |
Output the log pdf of the random variable evaluated at the points specified |
|
|
mle |
Compute the maximum likelihood estimate |
|
|
optimize |
Optimize action parameter by exhaustive function maximization. |
|
|
pdf |
Output the pdf of the random variable evaluated at the points specified |
|
|
plotCdf |
Plots the CDF of the prtRv |
|
|
plotPdf |
Plot the pdf of the prtRv |
|
|
run |
Run a prtAction object on a prtDataSet object. |
|
|
set |
set the object properties |
|
|
train |
Train a prtAction object using training a prtDataSet object. |


--- layout: post authors: ["Bill Mills"] title: "Announcing the 2015 Instructor and Helper Retreat" date: 2015-09-22 time: "07:30:00" tags: ["Instructor Retreat"] etherpad: https://etherpad.wikimedia.org/p/swc-instructor-helper-retreat-2015 ---
Update: to stay current, please visit the Etherpad at {{page.etherpad}}.
The Mentorship Committee is very excited to announce the first ever Software & Data Carpentry Instructors & Helpers Retreat, happening worldwide on November 14. We're inviting all Software and Data Carpentry instructors and helpers to get together at sites around the world for a day of sharing skills, trying out new lessons and ideas and discussing all things instructor and helper related.
To get an idea of just a few of the things that will be going on, here's a short preview of some of the events the community has requested:
Contributions Workshop: have you ever wanted to contribute something back to the lesson material, but weren't really sure how to do it? We will be running at least two sessions, broadcast on Google Hangouts on Air, walking you through the process of contributing back to Software Carpentry.
Teaching Practice: Python/R users, have you been waiting for a chance to jump into R/Python? Have you never taught one of Software Carpentry lessons before? Or do you have a brand new way to teach one of the lessons you want to try out? There will be plenty of time to give short sessions in front of your peers, to practice teaching new material and get some helpful feedback.
Broadcast Sessions: We'll be asking site hosts & individuals to each arrange a lesson (like the contribution workshop) or discussions in one-hour blocks to be broadcast worldwide on Google Hangouts, so you can interact with your colleagues around the world on topics of interest.
As the date approaches, keep checking back on the event website to see a map of sites worldwide, and a schedule of broadcast sessions.
In order to make the Retreat a success, we want as many sites around the world to participate as we can get, to make it easy for instructors and helpers to get together in their home towns wherever possible. There are three simple steps to hosting a site:
Book a room: your site will need space from 9 AM - 5 PM, your local time, on the day. The room should be able to accommodate however many instructors and helpers you estimate live nearby, and have plugs plus internet connection for everyone!
Arrange a Hangout session: we'd like every local site to lead a one-hour session on the worldwide Google Hangout that we'll be connecting all the sites through. This session could be a tutorial, a discussion, or anything else you imagine. The site host doesn't have to be the one to lead the session - as long as you find someone to do so.
Handle local communications: Before the Retreat, site hosts should reach out to their local communities, to make sure all the instructors and helpers around town hear about the event. On the day, you'll need to provide a connection to the global Google Hangout.
If you're interested in hosting a site, get in touch with the mentorship committee at<EMAIL_ADDRESS>and we'll help you get set up.
If you're not able to attend one of the meetups we're arranging, we invite you to participate remotely via Google Hangouts on Air. All worldwide sessions will be broadcast live on YouTube, and remote participants are welcome to lead a session themselves. Send your session idea to the mentorship committee at<EMAIL_ADDRESS>and we'll get you on the schedule! If you'd like to get some teaching practice in, contact us and we'll help connect you with the closest group, to whom you can teach over a remote connection. Also, we're encouraging everyone to join in the Slack chat room following these steps.
If you're an instructor who would like to practice teaching a lesson you've never taught before, a helper who would like to continue building their teaching and workshop skills right away, or anyone in the community who has ideas for making the instructor and helper experience at Software and Data Carpentry even better, this event is for you - we look forward to seeing you all there! Keep an eye on the event website for updates.


Induction Ceremony
Description
Prior to 2020, university chapters held in-person ceremonies to induct new members. With campus closures and challenges associated with COVID-19 and physical distancing requirements, the Society has created opportunities to celebrate your achievements and socialize with your class of new inductees virtually. We host inspirational speakers and provide an overview of why you were invited to join and how you can benefit from engagement, scholarship, networking, and other professional opportunities. We want to celebrate you and all you have achieved!


About Me
I am a Michigan native who loves to snowboard, golf, and a go for a good jog! I'm always up for a challenge and ready to try something new. Life is boring without new stimuli and opportunities. I'm always out to live life at the fullest!
Hard work comes with dedication and and focus. Hurdles along the way are what makes life so fun. Laugh it off and enjoy the journey!


Differences between Studio 2 and Studio 3
Aptana Studio 3 is a complete rewrite of the Aptana code base, and as such, there are some differences in implementations between the two versions. Notable differences are highlighted below:
Chapters
Code Formatter
There are no PHP, Ruby, ERB and JSON formatters in Studio 2, so Studio 3 formatters can are brand new for these languages. In all of our formatters, we now set the ‘Tab Policy’ to be whatever is set for the editor. In Studio2 the defaults were always set to ‘Spaces Only’ with an indentation and tab size of 4 characters.
New Features
-
A single page for accessing, importing and exporting formatter preferences
-
PHP, JS, Ruby, CSS and HTML all support wrapping comments to a specified length
The remaining differences are a result of us simplifying and removing code which appeared little used. If a beloved option has disappeared from the preferences, please let us know by filing a Lighthouse ticket.
HTML
-
The HTML elements list that "should not take new lines" is a bit different in Studio 3. Studio 3 adds the 'TD' and 'TH' elements to that list.
-
The 'Force Wrap' section no longer exists in Studio 3. Instead, we have only a 'Comments' tab that allow wrapping settings for comments only.
-
The indentation settings were changed as well. Studio 2 did not have any item in its exclusion list, while Studio 3 defines 22 elements that will not cause an increase of indentation.
XML
-
The 'Spaces before attributes on multi-line tags' setting was removed.
-
Force wrap was removed.
-
'Preserve whitespace in CDATA sections' was removed – We do not change the spacing for the moment.
-
'Preserve extra carriage returns' was substituted with a set of 'Blank Lines' settings.
JavaScript
-
"Insert new line before 'if' statement" was removed – We always insert one now.
-
"Insert new line before 'return' statement" was removed – We always insert one now.
-
The 'if else' group settings in the 'Control Statement' is not supported in Studio 3. Many of those settings are actually controlled by the 'New Lines' general settings.
The two items that are removed from the Studio 3 formatter are: "Keep 'then' statement on same line" and "Keep 'return' or 'throw' clause on one line".
-
"'break' statements" indentation control was removed.
-
"Preserve extra carriage returns" was substituted with a set of 'Blank Lines' settings.
-
"Add space after closing paren in function declaration" was removed.
-
"Object initializer" braces location is now controlled by the "Blocks" braces location.


Dedicated and motivated Full-Stack Web Developer, offering a strong educational foundation in front end and back end production environments, with a background in group based coding environments. I am willing to work hard to further my production knowledge.. I believe these attributes would be a great addition to your team and an overall asset to your organization. I look forward to the opportunity of using my skills and strengths to work with you.


GenInteraction has a set of instance fields; all are listed in GenInteraction Instance Fields
. Any objects of
GenInteractionClass
or one of its subclasses will contain these instance fields, along with the instance fields of
GenClass
.
Code Display 7-1 GenInteraction Instance Fields
@instance GenInteractionType GII_type = GIT_ORGANIZATIONAL;
typedef ByteEnum GenInteractionType; #define GIT_ORGANIZATIONAL 0 #define GIT_PROPERTIES 1 #define GIT_PROGRESS 2 #define GIT_COMMAND 3 #define GIT_NOTIFICATION 4 #define GIT_AFFIRMATION 5 #define GIT_MULTIPLE_RESPONSE 6
@instance GenInteractionVisibility GII_visibility = GIV_SUB_GROUP;
typedef ByteEnum GenInteractionVisibility; #define GIV_NO_PREFERENCE 0 #define GIV_POPUP 1 #define GIV_SUB_GROUP 2 #define GIV_CONTROL_GROUP 3 #define GIV_DIALOG 4 #define GIV_POPOUT 5
@instance GenInteractionAttrs GII_attrs = 0;
typedef ByteFlags GenInteractionAttrs; #define GIA_NOT_USER_INITIATABLE 0x80 #define GIA_INITIATED_VIA_USER_DO_DIALOG 0x40 #define GIA_MODAL 0x20 #define GIA_SYS_MODAL 0x10
GII_
type
describes the function of the GenInteraction.
GII_
visibility
describes the visual implementation of the GenInteraction. Typically, this affects where and how the object and its children are arranged within the UI. A GenInteraction's visibility may also affect the behavior of the children, though this is generally a function of the GII_
type
field.
GII_
attrs
define attributes that affect how a GenInteraction is initiated, and whether input to other parts of the application (or system) is affected.
Code Display 7-2 GenInteraction Hints
/* * Hints that affect Properties GenInteractions. These hints are described in the * GIT_PROPERTIES GenInteraction section. */
@vardata void HINT_INTERACTION_SINGLE_USAGE; @vardata void HINT_INTERACTION_COMPLEX_PROPERTIES; @vardata void HINT_INTERACTION_SIMPLE_PROPERTIES; @vardata void HINT_INTERACTION_RELATED_PROPERTIES; @vardata void HINT_INTERACTION_UNRELATED_PROPERTIES; @vardata void HINT_INTERACTION_SLOW_RESPONSE_PROPERTIES; @vardata void HINT_INTERACTION_FAST_RESPONSE_PROPERTIES; @vardata void HINT_INTERACTION_REQUIRES_VALIDATION;
/* Hints that affect all types of GenInteractions. */
@vardata void HINT_INTERACTION_FREQUENT_USAGE; @vardata void HINT_INTERACTION_INFREQUENT_USAGE; @vardata void HINT_INTERACTION_MAKE_RESIZABLE; @vardata void HINT_INTERACTION_CANNOT_BE_DEFAULT; @vardata void HINT_INTERACTION_MODAL; @vardata void HINT_INTERACTION_NO_DISTURB; @vardata void HINT_INTERACTION_DEFAULT_ACTION_IS_NAVIGATE_TO_NEXT_FIELD; @vardata void HINT_CUSTOM_SYS_MENU; @vardata void HINT_INTERACTION_MAXIMIZABLE; @vardata void HINT_INTERACTION_POPOUT_HIDDEN_ON_STARTUP; @vardata void HINT_INTERACTION_DISCARD_WHEN_CLOSED;
HINT_INTERACTION_FREQUENT_USAGE indicates that the GenInteraction is frequently used, and the specific UI may alter default functionality to reflect this. In most cases, this prevents dialog boxes from being automatically dismissed when the user is done interacting with them.
HINT_INTERACTION_INFREQUENT_USAGE indicates that the GenInteraction is infrequently used. In some specific UIs, this prevents sub-menus from automatically cascading.
HINT_INTERACTION_MAKE_RESIZABLE indicates that this GenInteraction may be resized even if it not normally allowed to do so. This hint usually only applies to dialog boxes.
HINT_INTERACTION_CANNOT_BE_DEFAULT indicates that this GenInteraction should not be activated as a system default. This hint prevents children of this GenInteraction from being activated as system defaults also. You should use this hint to mark groups of objects that may be potentially destructive; the user will be prevented from accidentally activating any objects in the GenInteraction.
HINT_INTERACTION_MODAL indicates that this GenInteraction (a dialog box) should be application modal. This hint should be used in place of GIA_MODAL in cases where modality is not needed for functionality, but is needed to present a cleaner UI to the user. Ideally, you should be able to go back and remove these hints by reworking the UI at some later time.
HINT_INTERACTION_NO_DISTURB indicates that this GenInteraction, if initiated, should be brought on-screen without disturbing the focus of the application. Usually, this hint is placed on notification type dialog boxes (such as new-mail notifications) so that the dialog box doesn't irritate the user by drawing away the focus.
HINT_INTERACTION_DEFAULT_ACTION_IS_NAVIGATE_TO_NEXT_FIELD indicates that the default action for this Interaction group is to navigate to the next field. If something activates the GenInteraction's default action (for example by double-clicking within its confines) objects within the Interaction will not be activated; the focus will travel to the next field.
HINT_CUSTOM_SYS_MENU indicates that this GenInteraction menu is a custom system menu. Depending on the specific UI, the standard system menu will be added as a sub-menu of the custom system menu. This hint takes an integer value that specifies the child position to place the standard system menu (0 being the first position).
HINT_INTERACTION_MAXIMIZABLE indicates that this GenInteraction should be maximizable. This hint also allows the GenInteraction to become restorable to its non-maximizable state.
HINT_INTERACTION_POPOUT_HIDDEN_ON_STARTUP indicates that the GIV_POPOUT GenInteraction should be initially off-screen.
HINT_INTERACTION_DISCARD_WHEN_CLOSED
indicates that the GenInteraction object (which must be a dialog box) can be discarded from memory when it is brought off-screen. This is an optimazation designed to free up memory. If the GenInteraction contains this hint, it must also be marked GIA_NOT_USER_INITIATABLE (to prevent it from being referenced), and contain a one-way upward generic link only. The dialog and all of its children must reside in their own block marked
nonDetachable
and
discardable
. (There should also be no other objects in that block, of course.)
Code Display 7-3 GenInteraction Optional Attributes
/* Optional Attributes. */
@vardata byte ATTR_GEN_INTERACTION_GROUP_TYPE; /* GenInteractionGroupType */
typedef ByteEnum GenInteractionGroupType; #define GIGT_FILE_MENU 0 #define GIGT_EDIT_MENU 1 #define GIGT_VIEW_MENU 2 #define GIGT_OPTIONS_MENU 3 #define GIGT_WINDOW_MENU 4 #define GIGT_HELP_MENU 5 #define GIGT_PRINT_GROUP 6
@vardata void ATTR_GEN_INTERACTION_OVERRIDE_INPUT_RESTRICTIONS; @vardata void ATTR_GEN_INTERACTION_ABIDE_BY_INPUT_RESTRICTIONS; @vardata void ATTR_GEN_INTERACTION_POPPED_OUT; @vardata void ATTR_GEN_INTERACTION_POPOUT_NOT_CLOSABLE;
ATTR_GEN_INTERACTION_GROUP_TYPE
indicates that this GenInteraction (typically a menu) is a special group that the specific UI should be aware of. This optional attribute takes a
GenInteractionGroupType
as its argument. For more information on these standard menus, see Standard Interactions (Menus)
.
ATTR_GEN_INTERACTION_OVERRIDE_INPUT_RESTRICTIONS instructs the specific UI to override any input restrictions in place on a modal dialog box. Many dialog types (GIT_PROGRESS, GIT_NOTIFICATION, GIT_AFFIRMATION and GIT_MULTIPLE_RESPONSE) override these input restrictions by default anyway; this hint is for use in cases where this override is not provided.
ATTR_GEN_INTERACTION_ABIDE_BY_INPUT_RESTRICTIONS instructs the specific UI to abide by any input restrictions in place on a modal dialog box. In general, this changes the default behavior for many dialog types (GIT_PROGRESS, GIT_NOTIFICATION, GIT_AFFIRMATION and GIT_MULTIPLE_RESPONSE) which normally override any input restrictions be default.
ATTR_GEN_INTERACTION_POPPED_OUT indicates that a GIV_POPOUT GenInteraction is in its popped-out state. Absence of this optional attribute indicates that the popout is in its popped-in state. This attribute can be set initially, in which case the Popout will appear popped out. This attribute is also set internally by the UI whenever the state of the GIV_POPOUT changes.
ATTR_GEN_INTERACTION_POPOUT_NOT_CLOSABLE indicates that a GIV_POPOUT, when popped out in its dialog box state, will not be closable; you will only be able to pop it back into its sub-group state.


Kryptonite
Caktus Group
Caktus is a team of sharp web developers and designers who use Django to create high quality web applications. Our passion is bringing our clients' ideas to life by using a process of agile and iterative development to deliver a solid product. We can architect a solution from the beginning or augment your existing internal team to assist with development. In addition to planning, designing, and building fantastic web apps for our clients we also provide developer training. Visit our website to learn more about how we can collaborate on your next project.
Platinum
Caktus Group
Caktus is a team of sharp web developers and designers who use Django to create high quality web applications. Our passion is bringing our clients' ideas to life by using a process of agile and iterative development to deliver a solid product. We can architect a solution from the beginning or augment your existing internal team to assist with development. In addition to planning, designing, and building fantastic web apps for our clients we also provide developer training. Visit our website to learn more about how we can collaborate on your next project.
Caktus Group
Caktus is a team of sharp web developers and designers who use Django to create high quality web applications. Our passion is bringing our clients' ideas to life by using a process of agile and iterative development to deliver a solid product. We can architect a solution from the beginning or augment your existing internal team to assist with development. In addition to planning, designing, and building fantastic web apps for our clients we also provide developer training. Visit our website to learn more about how we can collaborate on your next project.


 It is reset daily at midnight Eastern. It runs the tip of the master branch of Tsugi. You can test applications on this site, learn how to administer a Tsugi instance, or use it for demonstrations.
" slides: - slide_html: "This is a free, hosted developer instance of Tsugi. It is reset daily at midnight Eastern. It runs the tip of the master branch of Tsugi. You can test applications on this site, learn how to administer a Tsugi instance, or use it for demonstrations.
" - slide_html: "


Hi, I'm Shruti!
shru-thī, she/her
{ tech enthusiast fascinated by the intersections between social empowerment and digital media }


public class BoardController
extends java.lang.Object
| Modifier and Type | Class and Description |
|---|---|
static class |
BoardController.ViewState
enum for the state of the view during the game
|
| Modifier and Type | Field and Description |
|---|---|
private javafx.scene.control.ToggleButton |
cell1 |
private javafx.scene.control.ToggleButton |
cell10 |
private javafx.scene.control.ToggleButton |
cell11 |
private javafx.scene.control.ToggleButton |
cell12 |
private javafx.scene.control.ToggleButton |
cell13 |
private javafx.scene.control.ToggleButton |
cell14 |
private javafx.scene.control.ToggleButton |
cell15 |
private javafx.scene.control.ToggleButton |
cell16 |
private javafx.scene.control.ToggleButton |
cell17 |
private javafx.scene.control.ToggleButton |
cell18 |
private javafx.scene.control.ToggleButton |
cell19 |
private javafx.scene.control.ToggleButton |
cell2 |
private javafx.scene.control.ToggleButton |
cell20 |
private javafx.scene.control.ToggleButton |
cell3 |
private javafx.scene.control.ToggleButton |
cell4 |
private javafx.scene.control.ToggleButton |
cell5 |
private javafx.scene.control.ToggleButton |
cell6 |
private javafx.scene.control.ToggleButton |
cell7 |
private javafx.scene.control.ToggleButton |
cell8 |
private javafx.scene.control.ToggleButton |
cell9 |
private javafx.scene.shape.Circle |
circleTokens |
private javafx.scene.shape.Circle |
circleTool1 |
private javafx.scene.shape.Circle |
circleTool2 |
private javafx.scene.shape.Circle |
circleTool3 |
private javafx.scene.text.Text |
costTool1 |
private javafx.scene.text.Text |
costTool2 |
private javafx.scene.text.Text |
costTool3 |
private static int |
DEFAULT |
private javafx.scene.control.ToggleButton |
dice1 |
private javafx.scene.control.ToggleButton |
dice2 |
private javafx.scene.control.ToggleButton |
dice3 |
private javafx.scene.control.ToggleButton |
dice4 |
private javafx.scene.control.ToggleButton |
dice5 |
private javafx.scene.control.ToggleButton |
dice6 |
private javafx.scene.control.ToggleButton |
dice7 |
private javafx.scene.control.ToggleButton |
dice8 |
private javafx.scene.control.ToggleButton |
dice9 |
private int |
diceValue |
private DraftPool |
draftPool |
private javafx.scene.control.Button |
exit |
private java.io.InputStream |
fileStream |
private static BoardController.ViewState |
guiState |
private javafx.scene.image.ImageView |
imageCell1 |
private javafx.scene.image.ImageView |
imageCell10 |
private javafx.scene.image.ImageView |
imageCell11 |
private javafx.scene.image.ImageView |
imageCell12 |
private javafx.scene.image.ImageView |
imageCell13 |
private javafx.scene.image.ImageView |
imageCell14 |
private javafx.scene.image.ImageView |
imageCell15 |
private javafx.scene.image.ImageView |
imageCell16 |
private javafx.scene.image.ImageView |
imageCell17 |
private javafx.scene.image.ImageView |
imageCell18 |
private javafx.scene.image.ImageView |
imageCell19 |
private javafx.scene.image.ImageView |
imageCell2 |
private javafx.scene.image.ImageView |
imageCell20 |
private javafx.scene.image.ImageView |
imageCell3 |
private javafx.scene.image.ImageView |
imageCell4 |
private javafx.scene.image.ImageView |
imageCell5 |
private javafx.scene.image.ImageView |
imageCell6 |
private javafx.scene.image.ImageView |
imageCell7 |
private javafx.scene.image.ImageView |
imageCell8 |
private javafx.scene.image.ImageView |
imageCell9 |
private javafx.scene.image.ImageView |
imageDice1 |
private javafx.scene.image.ImageView |
imageDice2 |
private javafx.scene.image.ImageView |
imageDice3 |
private javafx.scene.image.ImageView |
imageDice4 |
private javafx.scene.image.ImageView |
imageDice5 |
private javafx.scene.image.ImageView |
imageDice6 |
private javafx.scene.image.ImageView |
imageDice7 |
private javafx.scene.image.ImageView |
imageDice8 |
private javafx.scene.image.ImageView |
imageDice9 |
private int |
increase |
private static int |
indexPattern |
private static int |
indexPatternEndOne |
private static int |
indexPatternEndTwo |
private static int |
indexPatternStartOne |
private static int |
indexPatternStartTwo |
private static int |
indexPool |
private int |
indexPosition |
private static int |
indexTool |
private java.util.logging.Logger |
log |
private static GuiController |
mainController |
private javafx.scene.control.Button |
next |
private int |
numberDice |
private javafx.scene.layout.AnchorPane |
pane |
private javafx.scene.image.ImageView |
panelWindow |
private javafx.scene.image.ImageView |
patternCard |
private javafx.scene.image.ImageView |
patternPlayer2 |
private javafx.scene.image.ImageView |
patternPlayer3 |
private javafx.scene.image.ImageView |
patternPlayer4 |
private javafx.scene.control.ToggleGroup |
patternToggleGroup |
private javafx.scene.control.ToggleGroup |
poolToggleGroup |
private int |
prevPoolSize |
private javafx.scene.image.ImageView |
privateCard |
private javafx.scene.image.ImageView |
privateCardZoom |
private javafx.scene.image.ImageView |
publicCard1 |
private javafx.scene.image.ImageView |
publicCard2 |
private javafx.scene.image.ImageView |
publicCard3 |
private javafx.scene.image.ImageView |
publicCardZoom1 |
private javafx.scene.image.ImageView |
publicCardZoom2 |
private javafx.scene.image.ImageView |
publicCardZoom3 |
private javafx.scene.control.Button |
reconnect |
private javafx.scene.control.Button |
roll |
private int |
round |
private javafx.scene.control.ToggleButton |
round1 |
private javafx.scene.control.ToggleButton |
round2 |
private javafx.scene.control.ToggleButton |
round3 |
private javafx.scene.control.ToggleButton |
round4 |
private javafx.scene.control.ToggleButton |
round5 |
private javafx.scene.control.ToggleButton |
round6 |
private javafx.scene.control.ToggleButton |
round7 |
private javafx.scene.control.ToggleButton |
round8 |
private javafx.scene.control.ToggleButton |
round9 |
private static java.lang.String |
roundMsg |
private javafx.scene.control.ToggleGroup |
roundToggleGroup |
private RoundTracker |
roundTracker |
private javafx.scene.control.Button |
skip |
private javafx.scene.control.TextArea |
textGame |
private javafx.scene.control.TextField |
textPrivateSingle |
private javafx.scene.text.Text |
tokensNumber |
private javafx.scene.image.ImageView |
toolCard1 |
private javafx.scene.image.ImageView |
toolCard2 |
private javafx.scene.image.ImageView |
toolCard3 |
private javafx.scene.image.ImageView |
toolCard4 |
private javafx.scene.image.ImageView |
toolCard5 |
private javafx.scene.image.ImageView |
toolCardZoom1 |
private javafx.scene.image.ImageView |
toolCardZoom2 |
private javafx.scene.image.ImageView |
toolCardZoom3 |
private javafx.scene.image.ImageView |
toolCardZoom4 |
private javafx.scene.image.ImageView |
toolCardZoom5 |
private javafx.scene.control.TextField |
txtPlayer2 |
private javafx.scene.control.TextField |
txtPlayer3 |
private javafx.scene.control.TextField |
txtPlayer4 |
private javafx.scene.control.TextField |
txtTokens |
| Constructor and Description |
|---|
BoardController() |
| Modifier and Type | Method and Description |
|---|---|
private void |
cleanDraftPool() |
private void |
disablePool()
method that handle the enable of the draft pool
|
private void |
disablePrivate()
method that handle the disable of the private card
|
private void |
disablePublic()
method that handle the disable of the public card
|
private void |
disableTool()
method that handle the disable of the tool card
|
private void |
enablePool()
method that handle the enable of the draft pool
|
private void |
enablePrivate()
method that handle the enable of the private card
|
private void |
enablePublic()
method that handle the enable of the public card
|
private void |
enableTool()
method that handle the enable of the tool card
|
(package private) void |
endOtherTimer(java.lang.String playerName)
method that alter the other player the timer of ther turn of the playername is ende
|
(package private) void |
endTimer()
method that alter the player that the time for his turn is ended
|
(package private) void |
errorMatchDice()
method that show the error match of the color of dice of the tool card and the one chose by the player
|
(package private) void |
errorStateDice()
method that provide to the player the event that he used a wrong dice and updated the game scene
|
(package private) void |
errorStateTool()
method that set the error state of a tool card in the game
|
(package private) void |
exitButtonSelected()
method that handle the click of the exit button to set a player in standby state and exit from the current match
|
protected DraftPool |
getDraftPool()
method that provide the caller the state of the draft pool
|
protected RoundTracker |
getRoundTracker()
method that provide the caller the state of the draft pool
|
(package private) void |
handleCellEvent()
method that handle the cell clicked by the player on the pattern card depending on the state of the game
|
(package private) void |
handleDicePool()
method that handle the dice clicked by the player in the draft pool depending on the state of the game
|
private void |
handleOtherPattern(boolean disable)
method that handle the disable of the pattern card of the other player
|
private void |
handlePattern(boolean disable)
method that handle the disable of the pattern card of the player
|
(package private) void |
handlePrivateUnzoom()
method that handle the click for the unzoom of the private card
|
(package private) void |
handlePrivateZoom()
method that handle the click for the zoom of the private card
|
(package private) void |
handleRoundButton()
method that handle the round button clicked by the player on the round tracker depending on the state of the game
|
private void |
handleRoundTracker(boolean disable)
method that handle the disable of the round tracker
|
(package private) void |
handleTool1(javafx.scene.input.MouseEvent event)
method that handle the click of the tool card 5 in the board and manage what to do
depending on the state of the game
|
(package private) void |
handleTool2(javafx.scene.input.MouseEvent event)
method that handle the click of the tool card 5 in the board and manage what to do
depending on the state of the game
|
(package private) void |
handleTool3(javafx.scene.input.MouseEvent event)
method that handle the click of the tool card 5 in the board and manage what to do
depending on the state of the game
|
(package private) void |
handleTool4(javafx.scene.input.MouseEvent event)
method that handle the click of the tool card 4 in the board and manage what to do
depending on the state of the game
|
(package private) void |
handleTool5(javafx.scene.input.MouseEvent event)
method that handle the click of the tool card 5 in the board and manage what to do
depending on the state of the game
|
(package private) void |
handleUnzoomPublic1()
method that handle the click for the unzoom of the public card 1
|
(package private) void |
handleUnzoomPublic2()
method that handle the click for the unzoom of the public card 2
|
(package private) void |
handleUnzoomPublic3()
method that handle the click for the unzoom of the public card 3
|
(package private) void |
handleUnzoomTool1()
method that handle the click for the unzoom of the tool card 1
|
(package private) void |
handleUnzoomTool2()
method that handle the click for the unzoom of the tool card 2
|
(package private) void |
handleUnzoomTool3()
method that handle the click for the unzoom of the tool card 5
|
(package private) void |
handleUnzoomTool4()
method that handle the click for the unzoom of the tool card 4
|
(package private) void |
handleUnzoomTool5()
method that handle the click for the unzoom of the tool card 5
|
(package private) void |
handleUpdatePattern2()
method that handle the click of the pattern card of enemy player 2
|
(package private) void |
handleUpdatePattern3()
method that handle the click of the pattern card of enemy player 3
|
(package private) void |
handleUpdatePattern4()
method that handle the click of the pattern card of enemy player 4
|
(package private) void |
handleZoomPublic1()
method that handle the click for the zoom of the private card
|
(package private) void |
handleZoomPublic2()
method that handle the click for the zoom of the private card
|
(package private) void |
handleZoomPublic3()
method that handle the click for the zoom of the private card
|
void |
initialize()
method that initialize the board game scene, load from file the image and set the settings depending on the
game mode set by the player at the start of the game
|
private void |
loadDiceOnPattern(int indexPattern,
java.lang.String fileName)
method that load from file the dice position on the pattern card
|
private javafx.scene.image.Image |
loadImage(java.lang.String fileName)
helper method to load image from file
|
private void |
loadImageOther(java.lang.String filename,
int id)
helper method to load image from file for a specific player
|
private void |
loadOtherPattern()
method that load the other pattern of the player from file
|
private void |
loadPanel()
method that load the panel for the player from file
|
private void |
loadPattern()
method that load the patter card for the player from file
|
private void |
loadPrivate()
method that load the private for the player from file
|
private void |
loadPublicCard()
method that load the public card for the player from file
|
private void |
loadTokensNumber()
method that load the tokens for the player
|
private void |
loadToolCard()
method that load the tool card for the game from file
|
(package private) void |
nextButtonSelected()
method that handle the click of the next button at the end of a move made by the player to send the input
to the server and change the state of the game
|
(package private) void |
reconnectButtonSelected()
method that handle the click of the reconnect button to set a player again in the match from which he decides to
exit
|
private void |
removeDiceOnPattern(int index)
method that remove the image of the dice from the pattern card of the player
|
(package private) void |
rollButtonSelected()
method that handle the click of the roll button to shuffle the dice in the draft pool
|
(package private) void |
setDiceValue(int diceValue)
method that set the new dice value that the player decided for the dice removed from the bag
|
private void |
setDraftPool(DraftPool draftPool)
method that allow the caller to set the draft pool t based on the input of the user
|
private static void |
setGuiState(BoardController.ViewState state)
method that allow the caller to set the gui state of the board view
|
protected void |
setIncrease(int increase)
method that set the increase or decrease command for the grozing pliers tool card
|
private static void |
setIndexPattern(int indexPattern)
method that allow the caller to set the current index cell box based on the input of the user
|
private static void |
setIndexPatternEndOne(int indexPatternEndOne)
method that allow the caller to set the first end index of the box list based on the input of the user
|
private static void |
setIndexPatternEndTwo(int indexPatternEndTwo)
method that allow the caller to set the second end index of the box list based on the input of the user
|
private static void |
setIndexPatternStartOne(int indexPatternStartOne)
method that allow the caller to set the first index of the box list based on the input of the user
|
private static void |
setIndexPatternStartTwo(int indexPatternStartTwo)
method that allow the caller to set the second index of the box list based on the input of the user
|
private static void |
setIndexPool(int indexPool)
method that allow the caller to set the current index pool based on the input of the user
|
(package private) void |
setIndexPosition(int index)
method that set the index for the position of the dice in the current round list
|
private static void |
setIndexTool(int indexTool)
method that allow the caller to set the current index tool based on the input of the user
|
(package private) static void |
setMainController(GuiController mainController)
static method that allow the caller to set the gui controller of the main board
|
(package private) void |
setNumberDice(int numberDice)
method that set the number of dice the player decided to move for the tap wheel tool card
|
protected void |
setRound(int round)
method that set the round based on the game state
|
protected void |
setRoundTracker(RoundTracker roundTracker)
method that allow the caller to set the round tracker based on the input of the user
|
private void |
setToken(int token)
method that set the new number of tokens to the player depending on the state
|
private void |
setToolCost()
method that set the cost of the tool card in the view
|
(package private) void |
showRank(java.util.List<Player> playerList,
boolean ended)
method that show to the player the final rank at the end of a match
|
(package private) void |
skipButtonSelected()
method that handle the click of the skip button to skip the turn
|
(package private) void |
textChooseMsg()
method that provide to the player the choose of what to do next in the game
|
(package private) void |
textCopperFoilMsg()
method that provide the player what to do next for the use of the copper foil burnisher tool card
|
(package private) void |
textCorkBackedMsg()
method that provide the player what to do next for the use of the cork backed straightedge tool card
|
(package private) void |
textEglomiseMsg()
method that provide the player what to do next for the use of the eglomise brush tool card
|
(package private) void |
textFluxBrushMsg()
method that provide the player what to do next for the use of the flux brush tool card
|
(package private) void |
textFluxRemoverMsg(DiceColor color)
method that provide the player what to do next for the use of the flux remover tool card
|
(package private) void |
textGlazingHammerMsg()
method that provide the player what to do next for the use of the glazing hammer tool card
|
(package private) void |
textGrindingStoneMsg()
method that provide the player what to do next for the use of the grinding stone tool card
|
(package private) void |
textGrozingMsg()
method that provide the player what to do next for the use of the grozing pliers tool card
|
(package private) void |
textLathekinMsg()
method that provide the player what to do next for the use of the lathekin tool card
|
(package private) void |
textLensCutterMsg()
method that provide the player what to do next for the use of the lens cutter tool card
|
(package private) void |
textMoveMsg()
method that provide to the player the move to do next in the game
|
(package private) void |
textRollMsg()
method that show to the player that have the task to draft the die from the bag and shuffle them
|
(package private) void |
textRunningPliersMsg()
method that provide the player what to do next for the use of the running pliers tool card
|
private void |
textTapWheelFirstDice()
method that provide the player what to do next for chose the first dice to move
|
(package private) void |
textTapWheelMsg()
method that provide the player what to do next for the use of the tap wheel tool card
|
private void |
textTapWheelSecondDice()
method that provide the player what to do next for chose the second dice to move
|
(package private) void |
textToolSinglePlayerMsg()
method that provide the player what to do next for the use of a tool card
|
(package private) void |
toolMoveMsg()
method that provide to the player the move of the tool card to do next in the game
|
private void |
unvisibleDraftPool(int size)
method that let the draft pool become unvisible when it's not used in the game
|
private void |
updateCost(int toolIndex)
method that update the cost of the tool card at a specified index
|
(package private) void |
updateDraftPool(DraftPool draftPool)
method that update the draft pool of the scene depeding on the state of the game
|
(package private) void |
updateOtherTurn(java.lang.String name)
method that update the turn of the game, notify the player that's the turn of the player of the name passed
as parameter
|
(package private) void |
updatePattern(PatternCard patternCard)
method that update the pattern card of the player depending on the update of the card with the new dices
|
(package private) void |
updateRound(int round)
method that update the current round of the game in the scene
|
(package private) void |
updateRoundTracker(RoundTracker roundTracker)
method that update the round tracker on the scene depending on the current round tracker of the game
|
private void |
updateToolCard()
method that update the tool card depending on the game play mode
|
(package private) void |
updateTurn()
method that update the current turn of the game in the scene to the current player
|
private final java.util.logging.Logger log
private static final java.lang.String roundMsg
private static final int DEFAULT
private static GuiController mainController
private static int indexPool
private static int indexPattern
private static int indexPatternStartOne
private static int indexPatternEndOne
private static int indexPatternStartTwo
private static int indexPatternEndTwo
private static int indexTool
private static BoardController.ViewState guiState
private java.io.InputStream fileStream
private DraftPool draftPool
private RoundTracker roundTracker
private int prevPoolSize
private int increase
private int indexPosition
private int round
private int diceValue
private int numberDice
private javafx.scene.control.TextField textPrivateSingle
private javafx.scene.image.ImageView toolCard4
private javafx.scene.image.ImageView toolCard5
private javafx.scene.image.ImageView toolCardZoom4
private javafx.scene.image.ImageView toolCardZoom5
private javafx.scene.shape.Circle circleTool1
private javafx.scene.shape.Circle circleTool2
private javafx.scene.shape.Circle circleTool3
private javafx.scene.shape.Circle circleTokens
private javafx.scene.control.TextField txtPlayer2
private javafx.scene.control.TextField txtPlayer3
private javafx.scene.control.TextField txtPlayer4
private javafx.scene.control.TextField txtTokens
private javafx.scene.layout.AnchorPane pane
private javafx.scene.image.ImageView panelWindow
private javafx.scene.image.ImageView patternCard
private javafx.scene.image.ImageView patternPlayer2
private javafx.scene.image.ImageView patternPlayer3
private javafx.scene.image.ImageView patternPlayer4
private javafx.scene.image.ImageView privateCard
private javafx.scene.text.Text tokensNumber
private javafx.scene.image.ImageView toolCard1
private javafx.scene.image.ImageView toolCard2
private javafx.scene.image.ImageView toolCard3
private javafx.scene.image.ImageView publicCard1
private javafx.scene.image.ImageView publicCard2
private javafx.scene.image.ImageView publicCard3
private javafx.scene.control.TextArea textGame
private javafx.scene.control.Button next
private javafx.scene.control.Button skip
private javafx.scene.control.Button exit
private javafx.scene.control.Button reconnect
private javafx.scene.control.Button roll
private javafx.scene.control.ToggleGroup patternToggleGroup
private javafx.scene.control.ToggleButton cell1
private javafx.scene.image.ImageView imageCell1
private javafx.scene.control.ToggleButton cell2
private javafx.scene.image.ImageView imageCell2
private javafx.scene.control.ToggleButton cell3
private javafx.scene.image.ImageView imageCell3
private javafx.scene.control.ToggleButton cell4
private javafx.scene.image.ImageView imageCell4
private javafx.scene.control.ToggleButton cell5
private javafx.scene.image.ImageView imageCell5
private javafx.scene.control.ToggleButton cell6
private javafx.scene.image.ImageView imageCell6
private javafx.scene.control.ToggleButton cell7
private javafx.scene.image.ImageView imageCell7
private javafx.scene.control.ToggleButton cell8
private javafx.scene.image.ImageView imageCell8
private javafx.scene.control.ToggleButton cell9
private javafx.scene.image.ImageView imageCell9
private javafx.scene.control.ToggleButton cell10
private javafx.scene.image.ImageView imageCell10
private javafx.scene.control.ToggleButton cell11
private javafx.scene.image.ImageView imageCell11
private javafx.scene.control.ToggleButton cell12
private javafx.scene.image.ImageView imageCell12
private javafx.scene.control.ToggleButton cell13
private javafx.scene.image.ImageView imageCell13
private javafx.scene.control.ToggleButton cell14
private javafx.scene.image.ImageView imageCell14
private javafx.scene.control.ToggleButton cell15
private javafx.scene.image.ImageView imageCell15
private javafx.scene.control.ToggleButton cell16
private javafx.scene.image.ImageView imageCell16
private javafx.scene.control.ToggleButton cell17
private javafx.scene.image.ImageView imageCell17
private javafx.scene.control.ToggleButton cell18
private javafx.scene.image.ImageView imageCell18
private javafx.scene.control.ToggleButton cell19
private javafx.scene.image.ImageView imageCell19
private javafx.scene.control.ToggleButton cell20
private javafx.scene.image.ImageView imageCell20
private javafx.scene.control.ToggleGroup roundToggleGroup
private javafx.scene.control.ToggleButton round1
private javafx.scene.control.ToggleButton round2
private javafx.scene.control.ToggleButton round3
private javafx.scene.control.ToggleButton round4
private javafx.scene.control.ToggleButton round5
private javafx.scene.control.ToggleButton round6
private javafx.scene.control.ToggleButton round7
private javafx.scene.control.ToggleButton round8
private javafx.scene.control.ToggleButton round9
private javafx.scene.control.ToggleGroup poolToggleGroup
private javafx.scene.control.ToggleButton dice1
private javafx.scene.image.ImageView imageDice1
private javafx.scene.control.ToggleButton dice2
private javafx.scene.image.ImageView imageDice2
private javafx.scene.control.ToggleButton dice3
private javafx.scene.image.ImageView imageDice3
private javafx.scene.control.ToggleButton dice4
private javafx.scene.image.ImageView imageDice4
private javafx.scene.control.ToggleButton dice5
private javafx.scene.image.ImageView imageDice5
private javafx.scene.control.ToggleButton dice6
private javafx.scene.image.ImageView imageDice6
private javafx.scene.control.ToggleButton dice7
private javafx.scene.image.ImageView imageDice7
private javafx.scene.control.ToggleButton dice8
private javafx.scene.image.ImageView imageDice8
private javafx.scene.control.ToggleButton dice9
private javafx.scene.image.ImageView imageDice9
private javafx.scene.image.ImageView privateCardZoom
private javafx.scene.image.ImageView publicCardZoom1
private javafx.scene.image.ImageView publicCardZoom2
private javafx.scene.image.ImageView publicCardZoom3
private javafx.scene.image.ImageView toolCardZoom1
private javafx.scene.image.ImageView toolCardZoom2
private javafx.scene.image.ImageView toolCardZoom3
private javafx.scene.text.Text costTool1
private javafx.scene.text.Text costTool2
private javafx.scene.text.Text costTool3
protected DraftPool getDraftPool()
protected RoundTracker getRoundTracker()
static void setMainController(GuiController mainController)
mainController
- to setprivate static void setGuiState(BoardController.ViewState state)
state
- of the gameprivate static void setIndexPool(int indexPool)
indexPool
- of the draft poolprivate static void setIndexTool(int indexTool)
indexTool
- of the tool listprivate static void setIndexPattern(int indexPattern)
indexPattern
- of the patternprivate static void setIndexPatternStartOne(int indexPatternStartOne)
indexPatternStartOne
- of the patternprivate static void setIndexPatternEndOne(int indexPatternEndOne)
indexPatternEndOne
- of the patternprivate static void setIndexPatternStartTwo(int indexPatternStartTwo)
indexPatternStartTwo
- of the patternprivate static void setIndexPatternEndTwo(int indexPatternEndTwo)
indexPatternEndTwo
- of the patternprivate void setDraftPool(DraftPool draftPool)
draftPool
- currentprotected void setRoundTracker(RoundTracker roundTracker)
roundTracker
- currentprotected void setIncrease(int increase)
increase
- decision of the player to increase or decrease a dicevoid setIndexPosition(int index)
index
- of the dice in the roundvoid setDiceValue(int diceValue)
diceValue
- of the dicevoid setNumberDice(int numberDice)
numberDice
- to moveprotected void setRound(int round)
round
- currentprivate void setToolCost()
public void initialize() throws java.io.IOException
java.io.IOException
void handleTool4(javafx.scene.input.MouseEvent event)
event
- of the clickvoid handleTool5(javafx.scene.input.MouseEvent event)
event
- of the clickvoid handleUnzoomTool4()
void handleUnzoomTool5()
void handleCellEvent()
void handleDicePool()
void handleRoundButton() throws java.io.IOException
java.io.IOException
void handleTool1(javafx.scene.input.MouseEvent event)
event
- of the clickvoid handleTool2(javafx.scene.input.MouseEvent event)
event
- of the clickvoid handleTool3(javafx.scene.input.MouseEvent event)
event
- of the clickvoid handleUnzoomTool1()
void handleUnzoomTool2()
void handleUnzoomTool3()
void handlePrivateZoom()
void handlePrivateUnzoom()
void handleZoomPublic1()
void handleZoomPublic2()
void handleZoomPublic3()
void handleUnzoomPublic1()
void handleUnzoomPublic2()
void handleUnzoomPublic3()
void handleUpdatePattern2() throws java.io.IOException
java.io.IOException
- if something goes wrongvoid handleUpdatePattern3() throws java.io.IOException
java.io.IOException
- if something goes wrongvoid handleUpdatePattern4() throws java.io.IOException
java.io.IOException
- if something goes wrongvoid rollButtonSelected()
void nextButtonSelected()
void skipButtonSelected()
void exitButtonSelected()
void reconnectButtonSelected()
void updateRound(int round)
round
- current of the gamevoid updateTurn()
void updateOtherTurn(java.lang.String name)
name
- of the player in the current turnvoid textRollMsg()
void updateDraftPool(DraftPool draftPool) throws java.io.IOException
draftPool
- updatedjava.io.IOException
- if something goes wrongprivate void setToken(int token)
token
- number of tokensvoid updatePattern(PatternCard patternCard)
patternCard
- the card updatedprivate void updateCost(int toolIndex)
toolIndex
- of the cardvoid updateRoundTracker(RoundTracker roundTracker)
roundTracker
- updatedvoid textChooseMsg() throws java.io.IOException
java.io.IOException
- if something goes wrongvoid errorStateDice()
void textMoveMsg() throws java.io.IOException
java.io.IOException
- if something goes wrongvoid errorStateTool()
void toolMoveMsg()
void endTimer()
void endOtherTimer(java.lang.String playerName)
playerName
- the player of which the turn is endedvoid showRank(java.util.List<Player> playerList, boolean ended) throws java.io.IOException
playerList
- of the gameended
- state of the gamejava.io.IOException
void textGrozingMsg()
void textEglomiseMsg()
void textCopperFoilMsg()
void textLathekinMsg()
void textLensCutterMsg()
void textFluxBrushMsg()
void textGlazingHammerMsg()
void textRunningPliersMsg()
void textCorkBackedMsg()
void textGrindingStoneMsg()
void textFluxRemoverMsg(DiceColor color)
void textTapWheelMsg()
private void textTapWheelFirstDice()
private void textTapWheelSecondDice()
void textToolSinglePlayerMsg() throws java.io.IOException
java.io.IOException
void errorMatchDice()
private void loadDiceOnPattern(int indexPattern, java.lang.String fileName) throws java.io.IOException
indexPattern
- of the box listfileName
- the name of the cardjava.io.IOException
- if something goes wrongprivate void removeDiceOnPattern(int index)
index
- of the dice in the patternprivate void cleanDraftPool()
private void unvisibleDraftPool(int size)
size
- of the current draft poolprivate void handleRoundTracker(boolean disable)
disable
- stateprivate void handleOtherPattern(boolean disable)
disable
- stateprivate void handlePattern(boolean disable)
disable
- stateprivate void enablePool()
private void disablePool()
private void disablePrivate()
private void enablePrivate()
private void disablePublic()
private void enablePublic()
private void enableTool()
private void disableTool()
private void loadPanel() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate void loadPrivate() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate void loadPattern() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate void loadTokensNumber()
private void loadPublicCard() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate void loadToolCard() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate void updateToolCard()
private void loadOtherPattern() throws java.io.IOException
java.io.IOException
- if something goes wrongprivate javafx.scene.image.Image loadImage(java.lang.String fileName)
fileName
- of the cardprivate void loadImageOther(java.lang.String filename, int id)
filename
- of the cardid
- of the player


LTI of Magic API
All of the information on LTI of Magic is programmatically available. You can call the API to get the current information out. You can also help add to the magic by registering your learning platform here. Then not only can your users see the apps and ratings, but they can also post app ratings back to LTI of Magic through your platform. Find out how at the bottom of the page
Introduction
APIs are cool. This one returns paginated JSON responses. There's no auth required for anything other than posting comments and reviews. All pagination information is included in the JSON response body.
App List
Returns a list of all known apps. Includes some summary information around the number of ratings and comments, as well as all information needed to configure and place the apps in a learning system.
GET /api/v1/apps
{ "meta": { "next": "http://url.for/more/objects/if/any" }, "objects": [ { "id": "unique_identifier", "name": "Human Readable App Name", "extensions": ["multiple", "values"], // possible values: editor_button, resource_selection, user_nav, course_nav, account_nav "added": "2012-03-27T00:00:00Z", "avg_rating": 3.5, "banner_url": "http://example.com/240x125.png", "logo_url": "http://example.com/72x72.png", "launch_url": "http://example.com/app.launch", "any_key": true, "short_description": "Short app description", "comments_count": 21, "ratings_count": 45, "preview": { "url":"/twitter.html", "height":475 }, "categories": ["list of", "human-readable", "category names"], "levels": ["multiple", "values"], // possible values: "K-6th Grade", "7th-12th Grade", "Postsecondary" "description": "Longer app description", "config_url": "http://more.info/available/below" }, { ... }, { ... } ] }
Optional parameters
level |
optional | Filter to only apps that are marked for the
specified grade level. The levels are available
on the home page, and are
all ,
K-6th Grade ,
7th-12th Grade , and
Postsecondary
|
category |
optional | Filter to only apps that are categorized for
the specified category. The categories are available
on the home page, and are
all ,
Community ,
Content ,
Math ,
Open Content ,
Science ,
Study Helps ,
Textbooks/eBooks , and
Web 2.0
|
recent |
optional | Filters to only apps have been added in the past 24 weeks. If less than 6 apps have been added in the last 24 weeks, it will go back farther until at least 6 apps are returned. Setting this value to anything other than an empty string will apply the filter. |
platform |
optional | Filters to only apps that can be used in
the specified platform. This is a bit of a placeholder
parameter, since right now there are only two
options, Canvas and anything other
than Canvas . As more apps and extensions
are added, more platforms will be explicitly supported.
|
extension |
optional | Filters to only apps that support the
specified extension. Available extensions are
all ,
editor_button ,
resource_selection ,
user_navigation , and
course_navigation
|
Most of the information is consistent across all apps. preview
is an optional value, and there are some possible configuration options
listed below:
Possible Configuration Return Values
config_directions |
This app doesn't have a standardized way to configure it, so instead it will return some HTML code containing directions on how to manually configure the app. |
config_url
|
If
If { "name": "query_parameter_key", "description": "Human-readable description", "required": true, "type": "text", // possible values: text, checkbox "value": "default_query_parameter_value" }, { ... }, { ... } |
config_urls |
This value provides a list of configuration URLs rather than
a single configuration URL. { "url": "http://example.com/config.xml", "description": "Human-readable description" }, { ... }, { ... } |
App Details
Returns information on a single app. This doesn't provide any additional information than what's available in the app list response.
GET /api/v1/apps/:app_id
{ "id": "unique_identifier", "name": "Human Readable App Name", // Same as above },
App Reviews List
Returns a paginated list of reviews for the specified app. Reviews may have come from multiple sources, including from the site itself using Twitter logins, or from other platforms/apps that have registered. More information on registering an app is available in the "contributing" section.
GET /api/v1/apps/:app_id/reviews
{ "objects": [ { "user_avatar_url": "http://example.com/user/avatar/50x50.png", "source_name": "Human-readable name of platform/app where user posted", "tool_name": "Human-readable name of the app", "rating": 3, // out of 5 "source_url": "http://example.com/platform_or_app/homepage", "user_name": "User name", "user_url": "http://example.com/user/profile", "id": 1, "comments": "user-provided comments, if any", "created": "Jun 19, 2012" } ], "meta": { "next": "http://example.com/more/reviews" }}
Contributing Reviews
Allows adding ratings and reviews from a registered platform or app. Required/optional fields are listed below. For more information on registering an app, please contact @whitmer.
POST /api/v1/apps/:app_id/reviews
{ "user_avatar_url": "http://example.com/user/avatar/50x50.png", "source_name": "Human-readable name of platform/app where user posted", // Same as above }
Required/optional parameters
access_token |
required | This is the access token provided by this site to the platform/app after registration. This should be kept secret (i.e. server-side only -- don't put it in your JavaScript), otherwise anyone can post comments and ratings as if they were your platform/app. |
rating |
required | This is an integer from 1 to 5. |
user_name |
required | This is the human-readable name for the commenting user within your platform/app. |
user_id |
required | This is the unique identifier for the user. |
user_url |
optional | This is the public profile URL for the user, if any. |
user_avatar_url |
optional | This is the URL to a public avatar image for the commenting user, if any. |
comments |
optional | This is the plaintext comments provided by the user. |


Current login user: {{vm.currentUser}}
Admin can see all users but limited user can see only himself.


Home
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Add apartment
Users
Reservations
Profile
Log Out
User details
Email:
New password:
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Please make sure passwords match!
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Spectrometer Manual¶
Here I will provide a usage manual for the spectrometer. For now this only applies to employees at Onsala Space Observatory (OSO). Making the spectrometer publically available might be something to consider for the future. Until then I encourage you to try out OSO:s Small Radio Telescopes.
USRP, Computer and Server initialization¶
The USRP device has to be started before the computer in order for the PCIe communication to function properly. After bootup the PCIe drivers for the device has to be turned on. This can be accomplished by the following commands in the terminal:
cd /bin/niusrprio-installer
sudo ./niusrprio_pcie start
If the device needs to be turned off issue:
sudo ./niusrprio_pcie stop
Before turning it off. The radiometer software is located in the home directory under GNURadio-FFTS (Software_HRC for two channel version else Software_COO3) and the socket server is turned on by issuing the following command:
python Server.py
This will also initialize the USRP and the system is now ready. The listed actions as well as several optimization parameters (including setting up RAM-disk) have been summarized in the script USRP_start.sh located in the home folder. Always initiate this script on system reboot.
The computer can either be controlled locally or remotely. For remote control please generate ssh-keys using ssh-keygen and then issue:
ssh-copy-id user@remoteHost
The server can now be accessed through ssh or vnc. The installed vnc server is x11vnc, I recommend using ssvnc for the client which utilize ssh-keys. To install ssvnc issue:
sudo apt-get install tsvnc
then run:
ssvnc
in your terminal window. SSVNC is also available for Windows systems.
Specifications¶
OS Ubuntu 15.10 Desktop
Back-end: Ettus USRP X310 Motherboard + SBX(120MHz) for COO3 system and dual UBX(160MHz) for HRC replacement system
Interface: GNU Radio with UHD version 3.9.1
IP/PORT: Se internal docs
A/D Master Clock Rate = 120 MHz (COO3) 200 MHz (HRC Replacement) (Configurable at host i.e 184.32 MHz, 200 MHz, 120 MHz)
FFT Channels: 8192*2^(-n), where n zero or positive integer.
Integration time COO3: Integer multiples of 5 seconds are accepted for integrations <= 30 seconds Above 30 seconds only integer multiples of 30 seconds is accepted. Integrations >= 30 seconds is recommended for switched measurements for optimal processing performance. Processing time is <= 3% of integration time at 120 MHz. Total power measurements have significantly lower processing time <0.3%.
Integration time HRC Replacement: There are no limitations on integration times <= 1000s, above that only integer multiples of 60 seconds accepted (due to RAM-limitations). However you can of course make any integration time possible by creating appropriate loops in your control program, i.e. BIFROST. Processing time may vary depending on whether switched or unswitched measurements are used. Please use the “state?” command to make sure no overlapping occurs between two measurements. Proccessing time guidelines are however less than 3% for switched measurements and significantly lower for SR=DV=1 measurements.
Center frequency: Range 400-4400 MHz SBX-120, 10-6000 MHz UBX-160
USRP Gain settings: Range 0-31.5 dB (automatic adjustment recommended)
Clock source: External, 10 MHz square wave recommended
Time source: Ettus USRP Internal (alt external, GPSDO)
Recommended bandwidths [MHz]¶
CO-O3 System:
120 60 30 20 15 12 10 7.5 5 2.5 2 1.5 1 0.7 0.5 0.3 0.1
HRC Replacement:
50 25 20 10 5 2.5 2 1 0.8 0.5 0.2
Listed bandwidths are confirmed for 8k FFT:s. If other bandwidths are desired possibilities exist. Note: Switched measurements have confirmed functionality for bandwidths >= 20 MHz. Other bandwidths are possible, make a request to the GNURadio-FFTS and it will answer with closest possible value. Even decimations of the Master Clock Rate = 200 MHz are however recommended for the best filter characteristics. The upper limit is 50 MHz for the two channel edition GNURadio-FFTS and 120 MHz for COO3 system.
List of commands¶
Communication with the FFTS is handled by a socket server. Invalid commands will return an error message. The following commands are accepted.:
command value
e.g
conf:fft:channels 8192
Control:
meas:init #initilize measurement
meas:adjust #set gain automatically, se code explanation for detailed information
meas:stop #abort measurement
conf:usrp:bw #configure Ettus USRP bandwidth
conf:time:obs #integration time
conf:fft:channels #configure FFT channels
conf:usrp:cfreq #configure center frequency
conf:usrp:gain #manual gain setting
State variables:
state? #state of spectrometer i.e. integrating, adjusting, ready
read:settings? #returns configured settings and general information
conf:usrp:bw? #return configured bandwidth
conf:usrp:gain? #return USRP gain
conf:usrp:cfreq? #return center frequency
conf:fft:channels? #return FFT channels
conf:time:obs? #return set integration time
Read data CO-O3:
meas:read:sig? #read signal spectrum
meas:read:ref? #read reference spectrum
meas:read:sr? #read signal-reference spectrum
meas:read:srr? #read (signal-reference)/reference spectrum
meas:read:hist? #read sample values from latest meas:adjust, plot in a histogram to observe the sample distribution
Read data HRC Replacement: (Replace x with desired channel i.e. 0 or 1)
meas:read:sig_chx? #read signal spectrum
meas:read:ref_chx? #read reference spectrum
meas:read:sr_chx? #read signal-reference spectrum
meas:read:srr_chx? #read (signal-reference)/reference spectrum
meas:read:hist_chx? #read sample values from latest meas:adjust, plot in a histogram to observe the sample distribution
Effective bandwidth and offsets¶
The figure shows an example of a power spectrum at 120 MHz. Observe the filter roll off at band edges, implies that effective bandwidth is less than theoretical set bandwidth. In this case a configured bandwidth of 120 MHz quadrature returns approximately an effective bandwidth of 105 MHz. Ettus lists an effective bandwidth of approximately 80% of the Nyquist bandwidth which seems to be in accordance with the experimental results. E.g a set bandwidth of 20 MHz (+-10MHz from center) will result in an effective bandwidth of approximately 16 MHz (+-8MHz from center). Raw data may contain a center spike due to DC offset in the A/D converters, as shown in the figure. Interpolate the spike to obtain a clean spectrum.


See what we can do in the field of technology. We are not the geeks of everything, beloware few of the topics we can call ourselves as wizards.
We are big fans of technology who wish to code and teach the innovtion. Select the below categories and let us know in which you or your college is interested in. We'd like to hear from you
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Building Responsive Webpages (Static)
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Deatil about the IDE annd the basics of JAVA
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Building dynamic web apps and web pages with MySQL Databases
Included in
HybridDevelopment
Firebase & JavaScript
Building highly scalable app without a single line of server side coding
Included in
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Dynamic Website Application for the fast development - CMS
Included in
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A crucial part after development of any softwares which is to check its quality
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On a daily basis, we communicate with a lot of people - family, friends, office colleagues and often with end customers. A lot of this communication is in the form of asking questions and getting answers.
Many organisations face the issue of missed deadlines. The reasons for this might be a one-off case or repeated scenarios. Today, we'll try to understand how can we optimize full-stack product delivery as a team
At LocoNav, we have been maintaining a decently large (yet manageable) monolith Rails application. Initially, all of our backend stack was in Ruby. With time, our ingestion layer was rewritten in Golang, the data layer was moved to Java but the...
A regular day in the life of software engineer includes a lot of work - discussing status of things, writing new code, fixing customer issues, mentoring others and so on. Specifically, if we talk about fixing customer issues, they could be of two kinds
Most of the software engineers have a strong (theoratical) grip on OOPs concepts right from the college days but few still struggle to apply them while working. If you are someone who see a large number of small classes in your codebase that are well...
Is reviewing code part of your daily job? Unless you've got a super nice team (that doesn't actually exist), you must have faced most of these aspects while reviewing your peer's code.
Over the years, has your speed of development improved?. Ofcourse, it would be much better than what it was when you were straight outside college. But have you significantly improved each year?
If you are a software developer, you must have spent a considerable part of your time debugging the code you, or someone else wrote. At times, it is quite frustrating to debug code due to...
I'm starting this blog to give back my learnings to the community. I've thanklessly contributed much less in the past as I was mostly occupied with my work. This was primarily because I got a chance to work only in ...


One quick and easy way to make cash in bug bounty job is subdomain takeover. The goal is to thief a forgetted/unused subdomain of your target and put a PoC in place. If you are able to do that, that means that instead of a plain text file, an attacker could replicate the true site of the victim and deals with phishing. This way he could trick users and even the employees of the company to grab useful datas like credentials, this can also have really huge impact on the companies reputation.
First of all you have to find a list of subdomains of your target. To perform that task, you simply can use a tool like TheHarvester or DNSRecon.
Then for each subdomains you should check if it is an alias or not, I personnally use the command host
:
$ host rencontres.leparisien.fr
rencontres.leparisien.fr is an alias for www.pointscommuns.com.
www.pointscommuns.com has address <IP_ADDRESS>
if yes, and if the alias destination is an external domain, then you should check this expiry date of this domain. Because if this domain has expired, that means an attacker could buy it through a registrar like Gandi for a small amount. Then put a fake look alike website in place and finally start social engineering by impersonating the vulnerable company.
To perform all those tests, I wrote a PHP script that takes a subdomains list as an argument. Usage is:
Usage: php dnsexpire.php [OPTIONS] -f <subdomain|input file>
Options:
-a set alert for result output, default=30 days
-f subdomains list source file
-h print this help
Examples:
php dnsexpire.php -f example.com
php dnsexpire.php -a 10 -f dns.txt
Output is:
The code is available on my GitHub repository so give it a try!


"The people thought they were just being rewarded for treating others as they like to be treated, for obeying stop signs and curing diseases, for mailing letters with the address of the sender... Don't wake me, I plan on sleeping in..."
"Nothing Better" is a great track on this album, too...
Review by Adam Rifkin, February 2005


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EBD - Easton Bible DIctionary
Agee
AGEE
"AGEE "fugitive, the father of Shammah, who was one of David’s mighty men (
2 Samuel 23:11
)
"AGEE "fugitive, the father of Shammah, who was one of David’s mighty men (2 Samuel 23:11)


PractitionerRole/Role-OT
Role-OT
PractitionerRole/Role-PT
Role-PT
PractitionerRole/Role-RN
Role-RN
PractitionerRole/provider-role-pcp
provider-role-pcp


MY FRIEND, MY NAME IS ALEXEI I. BORIS,PERSONAL SECRETARY TO MR.BORIS MIKHAIL KHODORKOVSKY,THE ARRESTED CHAIRMAN/CEO OF YUKOS OIL AND BANK MENATEP SPB IN RUSSIA. I HAVE THE DOCUMENTS OF A LARGE AMOUNT OF FUNDS WHICH HE HANDED OVER TO ME BEFORE HE WAS DETAINED AND NOW BEEN TRIED IN RUSSIA FOR FINANCING POLITICAL PARTIES(the Union of Right Forces, led by Boris Nemtsov, and Yabloko, a liberal/social democratic party led by Gregor Yavlinsky) OPPOSED TO THE GOVERNMENT OF MR.VLADMIR PUTIN,THE PRESIDENT THERE HAS BEEN A BULK FREEZING OF RUSSIAN BANK ACCOUNTS LINKED TO THE YUKOS COMPANY THAT IS WHY FOREIGN AID IS REQUIRED. PRESENTLY, THE RUSSIAN COURT HAS FROZEN THE ASSETS OF YUKOS DUE TO AN UNPAID TAX CLAIM DURING 2000 AND THE COMPANY MAY BE FORCED INTO BANKRUPTCY.  KHODORKOVSKY. FEAR OF ARREST HAS FORCED ALL THE FIRM'S TOP EXECUTIVES TO REMAIN OUTSIDE RUSSIA. MY BOSS HAS THEREFORE INSTRUCTED ME IN CONFIDENCE TO LOOK FOR A REPUTABLE AND CAPABLE INDIVIDUAL WHO CAN ASSIST US RECEIVE THE TOTAL AMOUNT OF FUNDS TO BE RE- PROFILLED IS TWO HUNDRED AND SIXTEEN MILLION DOLLARS (USD$216,000,000.00) AND YOU WILL BE PAID 0.8% FOR YOUR MANAGEMENT SERVICES.AS SOON AS I RECEIVE YOUR ACCEPTANCE,I WILL SEND YOU THE NECESSARY DETAILS PLEASE REPLY THROUGH MY PRIVATE EMAIL ADDRESS<EMAIL_ADDRESS>YOURS SINCERELY, ALEXEI BORIS NB:YOU CAN READ MORE OF HIS ORDEAL FROM: http://newsfromrussia.com/main/2005/03/29/58914.html http://www.interfax.ru/e/B/politics/28.html?id_issue=11261041 http://www.supportmbk.com http://www.nationmaster.com/encyclopedia/Mikhail-Khodorkovsky


Traveling the USA a trucker by day and coder with every spare moment.
Perfecting my skills to make a better life and opportunity to do something great!
Check out my github portfolio


{% block app %} {% endblock %} {% block content %} This is the content for the base file and you will see this if its not overridden! If block content tag is used in child template it will override contents inside the block {% endblock %}


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--- layout: post status: publish published: true title: Upgrading Firmware on ESXi author: display_name: iguy login: iguy email<EMAIL_ADDRESS>url: '' author_login: iguy author_email<EMAIL_ADDRESS>wordpress_id: 436 wordpress_url: http://itsjustanotherlayer.com/?p=436 date: !binary |- MjAxMC0wNi0xNyAxMzoxNToxNCAtMDUwMA== date_gmt: !binary |- MjAxMC0wNi0xNyAxODoxNToxNCAtMDUwMA== categories: - VMware tags: - emulex - ESX - esxi - firmware comments: - id: 116 author: PiroNet author_email<EMAIL_ADDRESS>author_url: http://deinoscloud.wordpress.com date: !binary |- MjAxMC0wNi0yMyAxMzo1MDo0NyAtMDUwMA== date_gmt: !binary |- MjAxMC0wNi0yMyAxODo1MDo0NyAtMDUwMA== content: ! 'Nice trick! Eventually if you have HP servers, you could boot up from the HP Firmware CD and upgrade the HBAs but also any other firmware on that server...' - id: 117 author: Peter Van Geem author_email<EMAIL_ADDRESS>author_url: '' date: !binary |- MjAxMC0wOC0wNSAwODo0NTozMCAtMDUwMA== date_gmt: !binary |- MjAxMC0wOC0wNSAxMzo0NTozMCAtMDUwMA== content: You could still use HBAnywhere on ESXi, as the Emulex CIM providers are included in ESXi & the HBAnywhere client contains the CIM components to talk to ESXi ... - id: 118 author: iguy author_email<EMAIL_ADDRESS>author_url: http://www.itsjustanotherlayer.com date: !binary |- MjAxMC0wOC0xMiAyMDo1MDo0MyAtMDUwMA== date_gmt: !binary |- MjAxMC0wOC0xMyAwMTo1MDo0MyAtMDUwMA== content: This didn't work initially. I will do this test again and see if it works going forward. The issue is now I need a secondary system to apply the updates from when doing a build. That complicates automation quite a bit. - id: 119 author: Eddie Green author_email<EMAIL_ADDRESS>author_url: '' date: !binary |- MjAxMC0xMi0xNSAxMDowNDozNCAtMDYwMA== date_gmt: !binary |- MjAxMC0xMi0xNSAxNjowNDozNCAtMDYwMA== content: ! 'pironet, this only works with hardware that is native to the system...optional hardware Fw update files cannot be added to the HP smart update because they are the incorrect file types that the linux system looks for in the dir structure on the DVD/Cd. for instance the LPE12000 is NOT supported by HP under VMware...they claim that ESX uses the driver that loads the FW and that a FW update is not required(this is total BS). this came directly from the HP storage works website. Permalink...this doesn''t work either ...because you need a console in order to be able to create the dirs and other comands required to run HBanywhere. the console is not robust enough in ESXi to do this... I am working on a solution for this at the moment...However, the one presented here thus far seem to be the best and along the same lines as mine which is installing Windows 2003 server to a USB drive and installing hbanywhere to it..from there I can take Fw files and utilities at will and add them to the USB install and run them..the caveat so far..the usb image has to be the same as the hardware you are updating..this solution can also be used on HP ILO''s as well, by creating an ISO of the USB key and connecting to the ILO and mounting the ISO image and booting the server from it..it is basically the same as this solution with an added function of being able to install other utilities to it without having to repackage the whole image. Franly, Vmware needs to build the console BACK into ESXi, period. They really do not know, or seem to care, how limited systems administration/maintenance is without it..did we really need this added security?' - id: 120 author: iguy author_email<EMAIL_ADDRESS>author_url: http://www.itsjustanotherlayer.com date: !binary |- MjAxMC0xMi0xNSAxNTo0NTo1NSAtMDYwMA== date_gmt: !binary |- MjAxMC0xMi0xNSAyMTo0NTo1NSAtMDYwMA== content: ! "@Eddie Green - One issue with your solution of Windows 2003 server is the licensing issue. WinPE is free for this style usage. Your solution requires a Server License and technically can only be used once every 90 days per license you have due to the reassignment clause unless you assign a license to the physical server which can not then be used in a VM instance. \n\nThe process of creating the WinPE image is fairly quick and automated. I've updated the image with new drivers/firmware versions and rebuilt the entire ISO image in a matter of 10 mins. I'm continuing to work on this and improve it to be more hands off than it is today." - id: 121 author: Eddie Green author_email<EMAIL_ADDRESS>author_url: '' date: !binary |- MjAxMC0xMi0xNSAxNjoxNDo1NCAtMDYwMA== date_gmt: !binary |- MjAxMC0xMi0xNSAyMjoxNDo1NCAtMDYwMA== content: ! 'What I want to know...is how did you get this to work with the AIK. I have dl''d and reconfigured for my files...and three times now I have come up with the setupElxAll-x86.exe not installing on the PE image. I have tried to install it ma nually and it keeps coming back with a target version check of vista 0 requires vista SP1 or better. Without this winLpconfg does not install. so riddle me that one batman? My next experiment with this is to try copying the winlpconfig file and running it manually just to see if I can get it to work form the command line.' - id: 122 author: VMware ESXi + LPe12000 en Dell PE M610 « Los foros de virtualización en español author_email: '' author_url: http://www.josemariagonzalez.es/foros/topic/vmware-esxi-lpe12000-en-dell-pe-m610 date: !binary |- MjAxMi0wNC0xMCAxNDoyMDoyNyAtMDUwMA== date_gmt: !binary |- MjAxMi0wNC0xMCAxOToyMDoyNyAtMDUwMA== content: ! '[...] HBA, las HBA son LPe12000 (al parecer son hechas para Dell (M1000)). Me encontré con este enlace http://itsjustanotherlayer.com/2010/06/upgrading-firmware-on-esxi/ que parecer ser una solución, alguien se ha topado con este tipo de casos? Me refiero al caso [...]' - id: 745 author: Todd Major author_email<EMAIL_ADDRESS>author_url: '' date: !binary |- MjAxMi0xMi0yNyAxNzoxODozMiAtMDYwMA== date_gmt: !binary |- MjAxMi0xMi0yNyAyMzoxODozMiAtMDYwMA== content: ! "I am having a hard time creating the ISO using the CustomEmulexWinPE.cmd. \ Can you e-mail me the script? I am having problems with the spacing and missing backslashes.\r\n\r\nThanks a bunch !" ---
A bane of any system administrator's existence is the constant stream of firmware updates to fix various bugs and issues that occur. One of these HBA Firmware updates is a fairly common issue where a new LUN or Target is not being discovered without a reboot. With Emulex there is a set of tools called the HBAanywhere that can be installed onto ESX Classic. Then you can perform an Emulex HBA Firmware upgrade without having to reboot the ESX Host.
Example script:
cd /usr/sbin/hbanywhere
./hbacmd listhbas
./hbacmd download 00:00:01:02:03:04:05 zd282a4.all
./hbacmd hbaattributes 00:00:01:02:03:04:05
With this you have just updated the firmware to 2.82a4 on an LPe11000-M4 card.
With ESXi it isn't that easy since hbacmd isn't available. The solution I came up with is to create a bootable WinPE CD with the Emulex Tools and firmware available on it.
This script expects you to have the Windows AIK installed locally. Just update this script to point at the appropriate locations of the listed files.
CustomEmulexWinPE.cmd - Run this to create a bootable ISO that will install the Emulex WinPE utilities & drivers and then attempt to upgrade the 10G CNA & LPe12000 cards in the system.
call "C:Program FilesWindows AIKToolsPEToolspesetenv.cmd"
call copype x86 EmulexWinPE
imagex /mountrw Winpe.wim 1 mount
mkdir mountEmulex
xcopy "setupElxAll-x86.exe" mountEmulex
xcopy /s "Firmware" mountEmulex
del mountWindowsSystem32startnet.cmd
xcopy "startnet.cmd" mountWindowsSystem32startnet.cmd
peimg /prep mountWindows
imagex /unmount mount /commit
copy winpe.wim ISOsourcesboot.wim
oscdimg -n -betfsboot.com ISO EmulexWinPE.iso
startnet.cmd - This runs on boot and will attempt to update the 10G CNA & the Emulex LPe12000 cards in the system.
wpeinit
EmulexsetupElxAll-x86.exe /q
cd "Program FilesEmulexUtilelxApp"
winlpcfg download a=lpe12000-m8 i=emulexlpe12000ud111a5.all
winlpcfg download a=lpe12000-m8 i=emulexlpe12000ub202a2.prg
winlpcfg download n=1 i=emulexoce10102s1462001.ufi
winlpcfg download n=2 i=emulexoce10102s1462001.ufi
winlpcfg download n=3 i=emulexoce10102s1462001.ufi
winlpcfg download n=4 i=emulexoce10102s1462001.ufi
winlpcfg listhba
Once this script is done running you'll have a EmulexWinPE.iso that you can mount and boot off of. It will automatically run and upgrade the firmware of the Emulex devices.
This basic setup should allow you to do anything scripting wise you need to do in a Windows environment to update the hardware configuration or run various diagnostics tests outside of ESXi.
Download Locations:
setupElxAll-x86.exe
Windows AIK
Emulex Firmware - Download as needed and update the location you copy it to your WinPE ISO file in the Startnet.cmd and in the CustomEmulexWinPE.cmd.


I live, breathe, and eat code! While I'm most comfortable on the front-end side of the stack, I've also been known
to Node my self around the Web as well.
Checkout my portfolio below or view my
Github profile to see some examples of my projects that didn't make it here.
I'm a passionate developer who has a hunger for challenges and enjoys learning new languages. Hopefully you will
too.
 — Rick Osborne


YouTube Music 3.43 fixes adaptive icons, adds dark settings
by Abner LiYouTube Music for Android gained adaptive icons this May, but an update in recent weeks broke the implementation. Version 3.43 addresses that issues and adds a dark theme for settings.
Before this release, Android 10 Pixel owners that used an icon shape other than circle — “device default” — just had the logo placed in a white teardrop, squircle, or rounded rectangle. This was an inelegant solution that shrunk and minimized the app’s branding.
Version 3.43 addresses YouTube Music’s adaptive icons issue today, and also tweaks the implementation so that the YouTube Music logo better uses the shape by being edge-to-edge. It’s a minor change, but a pleasant visual detail.
May 3.15 adaptive icons
November 3.42 adaptive icons
Meanwhile, there’s a darker look for settings. The app already has a gray background, but that did not extend to preferences. This is not a dark theme in the strictest sense as there is no light equivalent when the Android 10 option is disabled. Google removed the “General” header, and pitched from dark green toggles to blue accents.
There are no other changes this release with YouTube 3.43 widely rolling out via the Play Store.
More about YouTube Music:
- Google’s FreddieMeter AI Experiment rates how well you sing ‘Bohemian Rhapsody’
- New YouTube Music playlists celebrate ‘Songs of the decade’
- YouTube Music rolling out desktop PWA with keyboard shortcuts
- YouTube Music 3.39 for Android adds homescreen widget
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- NAME
- Tcl_GetInt, Tcl_GetDouble, Tcl_GetBoolean - convert from string to integer, double, or boolean
- SYNOPSIS
- #include <tcl.h>
- int
- Tcl_GetInt(interp, src, intPtr)
- int
- Tcl_GetDouble(interp, src, doublePtr)
- int
- Tcl_GetBoolean(interp, src, boolPtr)
- ARGUMENTS
- DESCRIPTION
- KEYWORDS
Tcl_GetInt, Tcl_GetDouble, Tcl_GetBoolean - convert from string to integer, double, or boolean
#include <tcl.h>
int
Tcl_GetInt(interp, src, intPtr)
int
Tcl_GetDouble(interp, src, doublePtr)
int
Tcl_GetBoolean(interp, src, boolPtr)
- Tcl_Interp *interp (in)
-
Interpreter to use for error reporting.
- const char *src (in)
-
Textual value to be converted.
- int *intPtr (out)
-
Points to place to store integer value converted from src.
- double *doublePtr (out)
-
Points to place to store double-precision floating-point
value converted from src.
- int *boolPtr (out)
-
Points to place to store boolean value (0 or 1) converted from src.
These procedures convert from strings to integers or double-precision
floating-point values or booleans (represented as 0- or 1-valued
integers). Each of the procedures takes a src argument,
converts it to an internal form of a particular type, and stores
the converted value at the location indicated by the procedure's
third argument. If all goes well, each of the procedures returns
TCL_OK. If src does not have the proper syntax for the
desired type then TCL_ERROR is returned, an error message is left
in the interpreter's result, and nothing is stored at *intPtr
or *doublePtr or *boolPtr.
Tcl_GetInt expects src to consist of a collection
of integer digits, optionally signed and optionally preceded by
white space. If the first two characters of src
after the optional white space and sign are
“0x”
then src is expected to be in hexadecimal form; otherwise,
if the first such character is
“0”
then src
is expected to be in octal form; otherwise, src is
expected to be in decimal form.
Tcl_GetDouble expects src to consist of a floating-point
number, which is: white space; a sign; a sequence of digits; a
decimal point; a sequence of digits; the letter
“e”;
a signed decimal exponent; and more white space.
Any of the fields may be omitted, except that
the digits either before or after the decimal point must be present
and if the
“e”
is present then it must be followed by the exponent number.
Tcl_GetBoolean expects src to specify a boolean
value. If src is any of 0, false,
no, or off, then Tcl_GetBoolean stores a zero
value at *boolPtr.
If src is any of 1, true, yes, or on,
then 1 is stored at *boolPtr.
Any of these values may be abbreviated, and upper-case spellings
are also acceptable.
boolean, conversion, double, floating-point, integer
Copyright © 1995-1997 Roger E. Critchlow Jr.
Copyright © 1989-1993 The Regents of the University of California.
Copyright © 1994-1996 Sun Microsystems, Inc.


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