distractionware » Dice related stuff
(
READABLE
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PAX South 2019 Postmortem
(
READABLE
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Immediate-Mode Graphical User Interfaces (2005)
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READABLE
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Dicey Dungeons - PAX South Trailer
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NIGHT, by Jasper Byrne
(
READABLE
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DELETE
Bungie.net
(
READABLE
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Unity’s block of SpatialOS - Improbable
(
READABLE
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distractionware » On a roll
(
READABLE
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All the indies I've played in 2018 are amazing and I need to talk about them
(
READABLE
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2019 Independent Games Festival reveals this year's finalists!
(
READABLE
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Meditations
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Patrick Kavanagh vowed to ‘break every bloody bookshop’ in Dublin over literary snub
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Normal Music: Volume II, by Ian Snyder
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Dicey Dungeons: Terry Cavanagh interview — Wireframe Magazine
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(
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distractionware » When’s the next update coming out?
(
READABLE
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New & popular featured games
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draft-irtf-cfrg-gcmsiv-09 - AES-GCM-SIV: Nonce Misuse-Resistant Authenticated Encryption
(
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caddytls: add TLS 1.3 support by crvv · Pull Request #2399 · caddyserver/caddy
(
READABLE
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Ext4 Disk Layout - Ext4
(
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oss-security - MatrixSSL stack buffer overflow
(
READABLE
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Modern Alternatives to PGP
(
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Isolate containers with a user namespace
(
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Go 1.12 Release Notes - The Go Programming Language
(
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Archive
(
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proposal: x/crypto: deprecate unused, legacy and problematic packages · Issue #30141 · golang/go
(
READABLE
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FiloSottile/mkcert
(
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draft-ietf-acme-acme-18 - Automatic Certificate Management Environment (ACME)
(
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What is a Tor Relay?
(
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Real World Crypto 2019 - Day 1 - Session 1 - Morning - part 1
(
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crypto/x509: root_cgo_darwin and root_nocgo_darwin omit some system certs · Issue #24652 · golang/go
(
READABLE
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Pricing · Plans for every developer
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FiloSottile/mkcert
(
READABLE
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Benjojo - Ben Cartwright-Cox
(
READABLE
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Lecture: A deep dive into the world of DOS viruses | Friday | Schedule 35th Chaos Communication Congress
(
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LocoMocoSec 2019 Project Alloy Grant Application
(
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Go Modules in 2019 - The Go Blog
(
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The Go Programming Language Blog
(
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Salary Negotiation: Make More Money, Be More Valued | Kalzumeus Software
(
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We are Google employees. Google must drop Dragonfly.
(
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crypto/tls: add support for TLS 1.3 · Issue #9671 · golang/go
(
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[PATCH 0/3] namei: implement various scoping AT_* flags
(
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Managering in Terrible Times | Lara Hogan
(
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How to make a racist AI without really trying
(
READABLE
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kernel/git/torvalds/linux.git - Linux kernel source tree
(
READABLE
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CBC 2019
(
READABLE
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Status Report on the First Round of the NIST PQC Standardization Process
This job is unavailable
(
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Docker and kvm containers (from scratch) - redo: a recursive build system
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Real World Crypto 2019
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Classical and quantum computers are vying for superiority
(
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The year in post-quantum crypto
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(
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https://www.lightourfuture.org/getattachment/85484dca-465a-46f4-8c8c-090aeb845d09/FINAL-Action-Plan-for-a-NQI-Apr-3-2018.pdf
NTRU-HRSS-KEM
(
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ImperialViolet - CECPQ2
(
READABLE
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SPY --- Surveillance, Privacy, and You
(
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Exklusiv: Neues Max-Planck-Institut kommt nach Bochum
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The Case Against Quantum Computing - IEEE Spectrum
(
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(
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Quantum algorithms for analysis of public-key crypto | American Inst. of Mathematics
(
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Quantum isogenies: Intro
(
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Mathematics of Public Key Cryptography
(
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(
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PQCrypto重庆康旦
(
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https://cr.yp.to/talks/2018.09.18/slides-djb-20180918-primitives-4x3.pdf
CRYPTO 2018: “Middle Ground” Proposals for a Going-Dark Fix
(
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(
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Overheid.nl | Consultatie Wijziging Wiv 2017
(
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(
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google/randen
(
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Trilinear and found wanting
ANTS 2018 rump session
(
READABLE
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djbsort: Changes
(
READABLE
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Programme
(
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PQCRYPTO ICT-645622
(
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D. J. Bernstein / Talks
(
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djbsort: Intro
(
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Information on RFC 8391 » RFC Editor
(
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(
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Security in Times of Surveillance
(
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(
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EP2537284B1 - Cryptographic method for communicating confidential information - Google Patents
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(
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Selected Areas in Cryptography (SAC) 2018 | University of Calgary |
(
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Eurocrypt 2018 rump session
(
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(
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NIST PQCrypto Classic McEliece submission
(
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PQCrypto 2018 Conference : Florida Atlantic University - Charles E. Schmidt College of Science
(
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Pitching security vs. privacy is asking the wrong question
(
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Veiligheid versus privacy: een valse tegenstelling
(
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(
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Security in Times of Surveillance
(
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(
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(
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https://cr.yp.to/talks/2016.03.09/slides-djb-20160309-a4.pdf
Cortex-A7 Processor - ARM
(
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Post-Quantum Cryptography
(
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Post-Quantum Cryptography
(
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CBC Workshop 2018 : Florida Atlantic University - Charles E. Schmidt College of Science
(
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LatticeHacks: Intro
(
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Comments on HK17
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Comments on RaCoSS
(
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SPHINCS+
(
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The ROBOT Attack
(
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Twisted Pair
(
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Male Novum - Mod for The End is Nigh (Trailer)
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Nicalis
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The Binding of Isaac: Four Souls – Studio71 Games
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S1E47 – Fucked Up – “David Comes To Life” - That Record Got Me High
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Spicy Piggy - Apps on Google Play
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BOI: Four Souls + Expansion Pack
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Discord - Free voice and text chat for gamers
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21st Annual Independent Games Festival Awards Audience Award
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Discord - Free voice and text chat for gamers
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Salad Fingers 11: Glass Brother
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The Binding of Isaac: Four Souls Game
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IBM's 360 and Early 370 Systems
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My name is Frankenstein - Young Frankenstein
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All documents - European Patent Register
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Cache tables
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Bloomberg - Are you a robot?
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(
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Amiga music: Jester - Elysium
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nothings/stb
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NASM Manual
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Open Letter From New York State Budget Director Robert Mujica Regarding Amazon
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Joe Rogan Experience #1245 - Andrew Yang
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zeux.io - Flavors of SIMD
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now publishers - The Bias Bias in Behavioral Economics
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Efficient Generation of Points that Satisfy Two-Dimensional Elementary Intervals (JCGT)
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EGSR 2019
(
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sigAsia2018Course
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Giljoo Nam
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Position-Free Monte Carlo Simulation for Arbitrary Layered BSDFs
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MC VOLUME RENDERING COURSE - Jaroslav Křivánek
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NVIDIA Turing Vulkan/OpenGL extensions
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(
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Efficient Unbiased Rendering of Thin Participating Media (JCGT)
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blueberrymusic/DeepLearningBook-Resources
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Breaking Down Barriers – Part 5: Back To The Real World
(
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SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
(
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(
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SIGGRAPH 2018 Links - Self Shadow
(
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siggraph course: path tracing in production
(
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(
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Introduction to DirectX RayTracing
(
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Advances in Real-Time Rendering in Games, SIGGRAPH 2018
(
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Fast Product Importance Sampling of Environment Maps
AliceVision | Photogrammetric Computer Vision Framework
(
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RenderMan: An Advanced Path Tracing Architecture for Movie Rendering
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(
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Real-Time Rendering, Fourth Edition
(
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The Design and Evolution of Disney’s Hyperion Renderer | ACM Transactions on Graphics (TOG)
(
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Arnold Renderer | Autodesk | Research
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Workday
View-warped Multi-view Soft Shadowing for Local Area Lights (JCGT)
(
READABLE
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Sharing | Technology
(
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ProgressiveMultiJitteredSampling
(
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KIT - Computergrafik - Publikationen - Gradient Estimation for Real-Time Adaptive Temporal Filtering
(
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Cube-to-sphere projections for procedural texturing and beyond (JCGT)
(
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Computer Graphics Group » Acquisition and Validation of Spectral Ground Truth Data for Predictive Rendering of Rough Surfaces
(
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Stratified sampling of projected spherical caps
(
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(
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Program | High-Performance Graphics 2018
(
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A Composite BRDF Model for Hazy Gloss
(
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ACES 1.1 now available
(
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Combining Analytic Direct Illumination and Stochastic Shadows
(
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(
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Robust Solving of Optical Motion Capture Data by Denoising - Ubisoft Montréal
(
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DD18 Presentation - Raytracing in Hybrid Real-Time Rendering
(
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A reciprocal formulation of non-exponential radiative transfer. 1: Sketch and motivation
(
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A Radiative Transfer Framework for Spatially-Correlated Materials
(
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GPU-Centered Font Rendering Directly from Glyph Outlines
2018-i3D-ProgrammabilityOfGraphicsPipelines.key
Materials for Masses: SVBRDF Acquisition with a Single Mobile Phone Image
(
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Technical Papers - SIGGRAPH 2018
(
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Alpha Distribution - Cem Yuksel
(
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A Multi-Faceted Exploration (Part 3) - Self Shadow
(
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DynaKelvinlets
(
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Efficient Rendering of Layered Materials using an Atomic Decomposition with Statistical Operators
(
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Moment-Based Order-Independent Transparency
(
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Single-shot compressed ultrafast photography at one hundred billion frames per second | Nature
GDC Retrospective and Additional Thoughts on Real-Time Raytracing
(
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The Ray + Raster Era Begins - an R&D Roadmap for the Game Industry (Presented by NVIDIA)
(
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CausticConnections
(
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(
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Breaking Down Barriers – Part 2: Synchronizing GPU Threads
(
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KIT - Computergrafik - Publikationen - Reweighting Firefly Samples for Improved Finite-Sample Monte Carlo Estimates
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Welcome | I3D 2018
(
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Claybook_Simulation_Raytracing_GDC18.pptx
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GDC 2018 Presentation Slides - Shiny Pixels: Real-Time Raytracing at SEED
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Schedule | GDC 2020 | Session not found.
(
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Real-Time Rendering · “Real-Time Rendering, 4th Edition” available in August 2018
(
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NVIDIA Nsight Graphics
(
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Monte Carlo methods for volumetric light transport simulation
(
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Experiments with DirectX Raytracing in Northlight
(
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NVIDIA Developer
(
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SEED - Project PICA PICA - Real-time Raytracing Experiment using DXR (DirectX Raytracing)
(
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Choose & Download | Intel® System Studio
(
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pervognsen/bitwise
(
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Schedule | GDC 2020 | Session not found.
(
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A new microflake model with microscopic self-shadowing for accurate volume downsampling
(
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Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces | Shiny 3D Graphics Research
(
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Schedule | GDC 2020 | Session not found.
(
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kayru/RayTracedShadows
(
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Brain Disease Is Common in Former Football Players: Study
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Page not found - 99% Invisible
(
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Edge.org
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WIRED
(
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Manifold Garden - Performance, Design, and Music System
(
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Manifold Garden
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Music System for Manifold Garden
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LUNARK
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Manifold Garden
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Unity Careers
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Manifold Garden Dev Update #16 - Fixes, Music System and Design
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Steam :: Manifold Garden :: Graphics Improvements, New Music System, and Dev Update Video #16
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How to Be a Tree by zaphos
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Treachery in Beatdown City Trailer - FIGHT SOMEONE! 🤜👊🤛
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spite/looper
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Forgotten Key prepares for shutdown
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The Epic Games Store as described by Sergey Galyonkin (SteamSpy Creator, Currently At Epic) (Update: Sergey Clarifying Points on Twitter)
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Manifold Garden Dev Update #15 - Before vs After of Recent Changes
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Eastshade Official Trailer 2
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Manifold Garden - Development Update 13
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Architectural Capricci 2014 – 2018 – Emily Allchurch
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BELOW for Xbox One: Explore. Survive. Discover. | Xbox
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Level Design Timelapse - Decemember 12, 2018
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Join the Manifold Garden Discord Server!
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Manifold Garden - Development Update 12
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(
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AirNow
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Khronos OpenGL® Registry - The Khronos Group Inc
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The 10 Secrets to Indie Game Success (and Why They Do Not Exist)
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Foundations of Game Engine Development
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The Transvoxel Algorithm for Voxel Terrain
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The 31st - A Game by Terathon Software
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Slug Font Rendering Library
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pervognsen/bitwise
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compiletime.md
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clion.md
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research!rsc: Using Uninitialized Memory for Fun and Profit
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allocators.ion
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http://www.math.harvard.edu/~mazur/preprints/when_is_one.pdf
dbg.el
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lccwin32.doc
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namemap2.ion
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ion_const.md
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asan_clang_cl.md
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std.ion.c
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asdf.ion
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A short and readable single .vcxproj file that opens and builds in Visual Studio 2012, 2013, 2015, 2017 and 2019 with good default settings.
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sharkdp/hyperfine
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urish/web-bluetooth-polyfill
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---
layout: page
title: "About"
description: "Something about me."
header-img: "img/about-bg.jpg"
---
| Name |
Cong Bao |
| English Name |
Bill |
| Gender |
Male |
| DoB |
23 Jul, 1996 |
My hobbies
- Computer
-
Since grade 3 in primary school.
- Dad bought the first PC at home.
- Interested in early computer games.
- Often dismantled and assembled the computer after it's scrap.
- Attended the Adobe Flash lessons in primary school.
- Learnt more about computer in later studies.
- Programming
-
Since Middle School.
- Learnt some knowledges about Frontpage and Visual Basic in middle school class.
- Learnt some simple script languages by myself in high school and made some visual novel games.
- Finished learning C language after graduation from high school.
- Studied several kinds of programming languages and made some simple games.
- Interested in artificial intelligence since grade 2 in high school.
- Musical
Instrument
-
Since primary school.
- Learnt electronic piano for six years in primary school.
- Learnt chinese bamboo flute in middle school.
- Interested in guitar and have learning it since graduation from high school.
- Came to be the essential in my free time.
- Travelling
-
Since kindergarten.
- Mon loves travelling and always bring me along.
- Almost go for trip every season.
- Have travelled to most of provinces in China and many cities.
- Love the feeling that alone on the way.
- Anime
-
Since grade 2 in high school.
- Watched the first anime in my high school.
- Have watched over 200 animes till now.
- Always record the anime I have watched and gave evaluations.
- Swimming
-
Since primary school.
- Attended swimming lessons in primary school.
- Swimming every week for 5 years since grade 2 in middle school.
- Participated in swimming matches for some times.


Quick-Click
A simple video game written in vanilla JavaScript, HTML5 and CSS3.
It's no longer maintained,
but it still mostly works.
You should visit
my new site
at webdevjeff.us.
A simple video game written in vanilla JavaScript, HTML5 and CSS3.
An open-source CSS3 stylesheet that instantly styles any app, without relying on classes or id's.
Oct. 18, 2015
As programming languages go, Ruby is object-oriented in a big way. Everything in Ruby is an object, and everything you do to anything is a method called on an object. Tying these objects and methods together are special object categories, called classes. Every object belongs to some class…
Sept. 20, 2015
One of the biggest questions about immersive web development programs, commonly called “coding bootcamps,” is how their graduates compare to graduates from traditional college CS programs. Bootcamp critics claim that there’s no way you can learn as much in 10 or 12 weeks…
In February, 2016, I became a graduate of the Dev Bootcamp web development immersive program. Over the course of about five months—half remote, half on-campus in New York City's financial district—my classmates and I became full-stack web developers, skilled in Ruby, Ruby on Rails, and Sinatra; Javascript and jQuery; HTML5 and CSS3; as well as a wide array of related tools and libraries. But even more important, we learned to learn new technology efficiently and effectively, and become able to apply it meaningfully in hours or days, rather than weeks or months.
In addition to technical skills, DBC's program also includes an extensive curriculum it calls Engineering Empathy, which covers "soft-skill" topics ranging from self-awareness to group dynamics, from communication to diversity. DBC graduates are well-prepared to collaborate, to offer and accept useful feedback, and to navigate difficult conversations productively. Software development is a team sport these days, and it's going to be dominated by developers who know how to be team players.
In the years before Dev Bootcamp, I've worked as a teacher, a photographer, a writer and editor, and even as a game designer. Throughout my career, all of my work has revolved around creative communication and problem-solving, and I'm excited to bring that background to the internet as a web developer.
I've lived and worked in Austin, TX, San Mateo, CA, and Phoenix, AZ, but for the past two decades, I've been in New York City. I settled in historic City Island, the Bronx — New York City's maritime community — in 2007, with my wife and daughter.


Instruction:
The code monster is devouring me piece by piece. Help me not to be catched by them.
Monster is evolved every 5 second.
There are 6 levels in total of 30 seconds.
Beat the boss and I will have time to spend with my princess just like Mario.
--


Welcome, = $_SESSION["displayName"] ?> (
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myMovies Xpress!


Gordon Caroll
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Struct LinearMotion
Implements
System.IEquatable<LinearMotion>
Inherited Members
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: Vim.Math3d
Assembly: Vim.Math3D.dll
[DataContract]
public readonly struct LinearMotion : IEquatable<LinearMotion>
Constructors
View SourceLinearMotion((Vector3 velocity, Vector3 acceleration, Single friction))
public LinearMotion((Vector3 velocity, Vector3 acceleration, float friction) tuple)
LinearMotion(Vector3, Vector3, Single)
public LinearMotion(Vector3 velocity, Vector3 acceleration, float friction)
Fields
View SourceAcceleration
[DataMember]
public readonly Vector3 Acceleration
Friction
[DataMember]
public readonly float Friction
MaxValue
public static LinearMotion MaxValue
MinValue
public static LinearMotion MinValue
Velocity
[DataMember]
public readonly Vector3 Velocity
Zero
public static LinearMotion Zero
Methods
View SourceAlmostEquals(LinearMotion, Single)
public readonly bool AlmostEquals(LinearMotion x, float tolerance = 1E-07F)
Create((Vector3 velocity, Vector3 acceleration, Single friction))
public static LinearMotion Create((Vector3 velocity, Vector3 acceleration, float friction) tuple)
Create(Vector3, Vector3, Single)
public static LinearMotion Create(Vector3 velocity, Vector3 acceleration, float friction)
Deconstruct(out Vector3, out Vector3, out Single)
public readonly void Deconstruct(out Vector3 velocity, out Vector3 acceleration, out float friction)
Equals(Object)
public override readonly bool Equals(object obj)
Overrides
System.ValueType.Equals(System.Object)
View Source
Equals(LinearMotion)
public readonly bool Equals(LinearMotion x)
GetHashCode()
public override readonly int GetHashCode()
Overrides
System.ValueType.GetHashCode()
View Source
SetAcceleration(Vector3)
public readonly LinearMotion SetAcceleration(Vector3 x)
SetFriction(Single)
public readonly LinearMotion SetFriction(float x)
SetVelocity(Vector3)
public readonly LinearMotion SetVelocity(Vector3 x)
ToString()
public override readonly string ToString()
Overrides
System.ValueType.ToString()
Operators
View SourceEquality(LinearMotion, LinearMotion)
public static bool operator ==(LinearMotion x0, LinearMotion x1)
Implicit((Vector3 velocity, Vector3 acceleration, Single friction) to LinearMotion)
public static implicit operator LinearMotion((Vector3 velocity, Vector3 acceleration, float friction) tuple)
Implicit(LinearMotion to (Vector3 velocity, Vector3 acceleration, Single friction))
public static implicit operator (Vector3 velocity, Vector3 acceleration, float friction)(LinearMotion self)
Inequality(LinearMotion, LinearMotion)
public static bool operator !=(LinearMotion x0, LinearMotion x1)
Implements
System.IEquatable<T>


JS9 supports the ability to perform local analysis, i.e. tasks executed in your browser (not on the back-end server). This is accomplished by offering access to the image data and region information via a JS9 Public API. Obviously, all of JS9 JavaScript code is available to you within a web page, but the public API is designed to stable and well-documented.
For simple analysis (i.e., no mouse or keyboard event processing), it often is sufficient to define GUI elements directly on the web page, adding Javascript code to interact with these elements and call the public JS9 functions as needed. In particular, the JS9.GetImage() function will return a handle for the currently displayed image and the the various JS9.Region functions allow you to manipulate regions. These routines are described in the JS9 Public API.
The js9onchange.html demo web page illustrates these simple capabilities. It shows how to run a task every time a region changes, i.e. when it is moved, resized, or deleted. This is accomplished by setting the JS9.Regions.opts.onchange parameter to a function (if you are setting via JavaScript) or a string routine name (if you are setting via json in the prefs file):
// via JavaScript JS9.Regions.opts.onchange = myRegionChanged;or:
// from within js9prefs.js { ... "Regions.opts": {"onchange": "myRegionChanged"} ... }The calling sequence of the xeqonchange function is:
function myRegionChanged(im, xreg)where im is the image handle of the currently displayed image, and xreg is an object containing information about the changed region:
function myRegionChanged(im, xreg){ var obj, v; obj = JS9.GetImageData(true, {display: im}); # get data value at the center of the region v = obj.data[Math.floor(xreg.y-0.5) * obj.width + Math.floor(xreg.x-0.5)]; console.log("cen: %s,%s val: %s", xreg.x.toFixed(2), xreg.y.toFixed(2), v); };Note that you can turn off region change processing for individual regions or for all regions by means of the xeqonchange menu option in a given region's context menu or the global Regions menu, respectively.
The js9onchange.html demo web page also shows how server-side JS9 analysis tasks can be executed directly from the web page using HTML elements (buttons, forms, etc.) instead of the Analysis menu. See Server-side Analysis Tasks for more information.
For anything other than the simplest analysis, you can write a JS9 Plugin module. A plugin is a Javascript module that contains a constructor function to create a plugin GUI, and, optionally, one or more event callbacks to process desired events. When the file is loaded, the plugin should call RegisterPlugin() to make itself known to JS9. Plugin modules should be stored in the js9/plugins directory (or in a sub-directory therein) and should be loaded into JS9-enabled web pages after js9.js itself is loaded.
To create instances of the plugin GUI, the constructor function gets called for each plugin div defined on the web page. The this context is seeded with a few JS9 properties, including:
A JS9 plugin is registered at the end of the module using the JS9.RegisterPlugin() public routine:
JS9.RegisterPlugin(xclass, xname, func, opts)where:
This class/name separation has been made so that multiple plugins can be written as part of one class and processed together as part of that class, e.g., displayed together in the View and Help menus.
The optional opts object contains the following optional elements:
The opts object allows you to specify callback functions that get triggered by various JS9 events. The calling sequence of these functions depends on the callback type. The defined callback types and their standard callbacks are:
You can globally toggle execution of all plugin callbacks by setting the value of the JS9.globalOpts.xeqPlugins property to true or false.
In addition to these standard callbacks, JS9 also supports an extended set of image callbacks that get triggered when internal JS9 routines are called. These callbacks are only active if the JS9.globalOpts.extendedPlugins property is set to true (which is the default).
Finally, JS9 supports the onregionsmove callback if the JS9.globalOpts.intensivePlugins property is set to true (the default is false). Executing this callback requires that the region parameters be updated continually as the mouse moves. Such an update is a relatively intensive operation, so the intensivePlugins property should only be enabled if you need it.
Please let us know if you require a callback to be associated with another JS9 function.
Each callback function gets executed when the specified event takes place. The im object is the JS9 image handle, which can be passed to the display parameter of public API calls to specify the JS9 display (necessary when there is more than one display on the page);
function onimdisplay(im){ arr = JS9.GetRegions({display: im}); }The ipos object contains the one-indexed image position of the mouse:
function onmousemove(im, ipos){ var obj, v; obj = JS9.GetImageData(true, {display: im}); # get data value at the mouse position v = obj.data[Math.floor(ipos.y-0.5) * obj.width + Math.floor(ipos.x-0.5)]; console.log("ipos=%s,%s val=%s", ipos.x.toFixed(2), ipos.y.toFixed(2), v); };The evt object is the jQuery event that triggered the callback.
The on[layer]change callback gets passed the same xreg object as is used for the JS9.GetRegions() routine and the JS9.Regions.opts.onchange parameter:
function myRegionChanged(im, xreg){ var obj, v; obj = JS9.GetImageData(true, {display: im}); # get data value at the center of the region v = obj.data[Math.floor(xreg.y-0.5) * obj.width + Math.floor(xreg.x-0.5)]; console.log("cen: %s,%s val: %s", xreg.x.toFixed(2), xreg.y.toFixed(2), v); };
Holding down the Shift key (where available) will turn off execution of all mouse event callbacks. This allows you to move the mouse to a specific location, and then move away without triggering a callback. The xeqonchange menu option in the Regions menu and each region's context menu can be used to turn off execution of the region onchange callback. The former does this globally, the latter only for the specific region.
The divArgs is an array specifying arguments to pass to the constructor function, when a div element is found in the web page. For example, the Panner and Magnifier plugins pass a width and height to the constructor in this way.
The menuItem is a string which specifies the name that will be used in the View menu when a plugin div is not found on the web page. If no menuItem is specified, the plugin will not appear in the View menu.
Furthermore, the menu property can be used to change the menu in which the above-mentioned menuItem plugin will be placed. For example, an Imexam plugin situates its plugins in the Analysis menu instead of the View menu. NB: At the moment, only the View and Analysis menus are supported for placement.
The winDims is an array specifying the width and height of the light window that will get created for this plugin via the View menu. If the winDims dimensions is specified as [0, 0], the plugin is virtual and is active all the time. This is useful in cases where you simply want to define callback routines for one or more JS9 actions. See the example below.
The winTitle is a string specifying the title of the light window. The default is no title.
You can add HTML (e.g., command buttons) to the light window titlebar by putting an HTML string into the toolbarHTML property. The panner and magnifier use this technique to add zoom buttons. You also can add HTML onto a web page plugin div, but in this case, where the HTML is placed depends on the value of the toolbarSeparate property. If the value of toolbarSeparate is true, then a titlebar is created above the plugin and the HTML is added to it. Otherwise, the HTML is placed in top of the plugin itself.
The help property specifies the pathname of an html file that will be placed in the Help menu. This pathname should be relative to the plugins directory.
Within a callback, you can use the JS9 Public API to manipulate data, as detailed in the JS9 Public API.
A final example: if you want changes of contrast/bias in one JS9 display to trigger similar changes in all other displays, you can do this:
JS9.RegisterPlugin("MyPlugins", "allconstrastbias", function(){return;}, {onchangecontrastbias: function(im){ var i, tim, obj; JS9.globalOpts.xeqPlugins = false; obj = JS9.GetColormap({display: im}); for(i=0; i<JS9.displays.length; i++){ tim = JS9.displays[i].image; if( tim && (tim !== im) ){ JS9.SetColormap(obj.contrast, obj.bias, {display: tim}); } } JS9.globalOpts.xeqPlugins = true; }, winDims: [0, 0]});Here, a virtual plugin is created with no user interface. It thus is active all of the time. The plugin defines a single action that gets triggered when the contrast/bias is changed. This action changes the contrast/bias of all other displays. Note that the JS9.globalOpts.xeqPlugins property is set to false temporarily to avoid recursion.


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This is a DP problem. The properties of a tree that we are interested in are depth and number of nodes, so we'll make a table: table[i][j] contains the number of trees with depth i and number of nodes j. Given the constraints of the task, j must be odd. How do you construct a tree? From smaller trees, of course. A tree of depth i and j nodes will be constructed from two smaller trees and one more node.
With i and j already chosen, we chose k, which is the number of nodes in the left subtree. Then the number of nodes in the right subtree is known, j-k-1. For depth, at least one subtree has to have depth i-1 so that the new made tree would have depth i. There are three possibilities: the left subtree can have depth i-1 and the depth of the right subtree can be smaller, the right subtree can have depth i-1 and the depth of the left subtree can be smaller, or they can both have depth i-1.
The truth is that once we are constructing trees of depth i, we use smaller trees, but we only care if those are of depth i-1 or smaller. So, let another array, smalltrees[i-2][j] contain number of trees of any depth smaller than i-1, not just i-2. Now, knowing all this, we contruct our tree from three possible ways:
table[i][j] += smalltrees[i-2][k]*table[i-1][j-1-k]; // left subtree smaller than i-1, right is i-1 table[i][j] += table[i-1][k]*smalltrees[i-2][j-1-k]; // left subtree is i-1, right smaller table[i][j] += table[i-1][k]*table[i-1][j-1-k]; // both i-1
In addition, if the number of nodes in the left subtree is smaller than the number of nodes in the left subtree, we can count the tree twice, as different tree can be constructed by swapping left and right subtree.
Total running time is O(K*N^2),with very favorable constant factor.
#include <cstdio> #include <cstdlib> #include <cassert> #define MOD 9901 using namespace std; int table[101][202],N,K,c; int smalltrees[101][202]; FILE *fin=fopen("nocows.in","r"); FILE *fout=fopen("nocows.out","w"); int main() { fscanf (fin,"%d %d",&N,&K); table[1][1]=1; for (int i=2;i<=K;i++) { for (int j=1;j<=N;j+=2) for (int k=1;k<=j-1-k;k+=2) { if (k!=j-1-k) c=2; else c=1; table[i][j]+=c*( smalltrees[i-2][k]*table[i-1][j-1-k] // left subtree smaller than i-1 +table[i-1][k]*smalltrees[i-2][j-1-k] // right smaller +table[i-1][k]*table[i-1][j-1-k]);// both i-1 table[i][j]%=MOD; } for (int k=0;k<=N;k++) { // we ensure that smalltrees[i-2][j] in the next i smalltrees[i-1][k]+=table[i-1][k]+smalltrees[i-2][k]; // iteration contains the number smalltrees[i-1][k]%=MOD; // of trees smaller than i-1 and with j nodes } } fprintf (fout,"%d\n",table[K][N]); return 0; }


Tue Nov 14 10:53:55 2017. You can adapt this file completely to your
liking, but it should at least contain the root toctree
directive.
QuickStart¶
Good tools make system performance tuning quicker, easier and cheaper than if everything is done manually or by experience.
Bestconfig can find better configurations for a specific large-scale system deployed for a given application workload.
- Overview
- BestConfig Tuning – Taking Spark as the example SUT
- Implementing your own sampling/tuing algorithms for BestConfig
Overview
Deployment architecture
Here, “deployment environment” refers to the actual running environment of your applications, while “staging environment” is some environment that is almost the same as the deployment environment but where tests are run without interfering the actual application.
The process of deploying BestConfig
The detailed method of using BestConfig to tune practical system is as the following, which can be showed by a case of spark tuning.
BestConfig Tuning – Taking Spark as the example SUT
Step 1. Deploy shells scripts for system under tune¶
There are 9 shell scripts in BestConfig and they are classified into two groups.
One group consists of 5 shell scripts. They are start.sh, isStart.sh, stop.sh, isClosed.sh and terminateSystem.sh and deployed on the system under tune.
The scripts of start.sh and stop.sh deployed on worker and masternode are different.
Shell scripts (start.sh and stop.sh) on master node
start.sh(master) – this script will start the system on the master node
stop.sh(master) – this script will stop the system on the master node
Shell scripts (start.sh and stop.sh) on worker node
<img src=“https://github.com/zhuyuqing/bestconf/blob/master/doc/pics/start_worker.jpg” align=cen


[1]
the owners are going to have to invest a bit more than they 're spending now.
[2]
the summer the owners are going to have to invest a bit more than they 're spending now.


| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| Class and Description |
|---|
| AttentionVertex
Implements Dot Product Attention using the given inputs.
|
| AttentionVertex.Builder |
| ElementWiseVertex
An ElementWiseVertex is used to combine the activations of two or more layer in an element-wise manner
For example, the activations may be combined by addition, subtraction, multiplication (product), average or by selecting the maximum. |
| ElementWiseVertex.Op |
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| L2NormalizeVertex
L2NormalizeVertex performs L2 normalization on a single input, along the specified dimensions.
|
| L2Vertex
L2Vertex calculates the L2 (Euclidean) least squares error of two inputs, on a per-example basis.
|
| MergeVertex
A MergeVertex is used to combine the activations of two or more layers/GraphVertex by means of concatenation/merging.
|
| PoolHelperVertex
Removes the first column and row from an input.
|
| ReshapeVertex
Adds the ability to reshape and flatten the tensor in the computation graph.
|
| ScaleVertex
A ScaleVertex is used to scale the size of activations of a single layer: this is simply multiplication by a
fixed scalar value
For example, ResNet activations can be scaled in repeating blocks to keep variance under control. |
| ShiftVertex
A ShiftVertex is used to shift the activations of a single layer.
|
| StackVertex
StackVertex allows for stacking of inputs so that they may be forwarded through a network.
|
| SubsetVertex
SubsetVertex is used to select a subset of the activations out of another GraphVertex.
|
| UnstackVertex
UnstackVertex allows for unstacking of inputs so that they may be forwarded through
a network.
|
| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
| Class and Description |
|---|
| ElementWiseVertex.Op |
| Class and Description |
|---|
| GraphVertex
A GraphVertex is a vertex in the computation graph type of neural network.
|
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