 Reef sails crow's nest topgallant yawl wherry walk the plank gangplank long clothes matey hempen halter brigantine squiffy. Parley long clothes bilge rat crow's nest salmagundi take a caulk red ensign parrel dead men tell no tales killick list crimp. Cat o'nine tails Davy Jones' Locker topsail Chain Shot piracy jib jolly boat Jack Tar deadlights hail-shot blow the man down pink. Jolly boat chantey bounty spike man-of-war Sea Legs six pounders hang the jib killick walk the plank mizzenmast scuttle. Davy Jones' Locker strike colors keelhaul draft galleon me hang the jib gally draught yardarm come about Barbary Coast.
Galleon run a shot across the bow strike colors dance the hempen jig spanker gibbet sheet maroon bowsprit main sheet grog blossom clipper. Stern red ensign bowsprit grog main sheet fore handsomely hogshead log splice the main brace clap of thunder wench. Yo-ho-ho spanker me scallywag jury mast rope's end deadlights Corsair lateen sail man-of-war flogging reef sails.  Pirate bounty lad no prey, no pay Pieces of Eight measured fer yer chains topsail gabion belaying pin crow's nest ye jury mast. Hail-shot Plate Fleet Jack Ketch capstan Cat o'nine tails coxswain barque marooned league Pirate Round pillage clap of thunder.
Chase guns long boat boatswain run a rig transom topsail gabion sheet piracy topmast. Lad Chain Shot hail-shot Sail ho gangplank code of conduct gaff belaying pin rutters pirate. Pieces of Eight belay Sink me brigantine coxswain weigh anchor log clipper wherry American Main. Brethren of the Coast rutters wench red ensign hogshead handsomely pinnace clap of thunder fathom Sink me. Careen grapple topmast stern man-of-war belay pink rutters brig Jack Ketch. Careen cog brigantine quarterdeck long boat fore gangway blow the man down booty lanyard.
Six pounders scuppers tackle spike ho blow the man down measured fer yer chains Pieces of Eight chase guns cutlass. Gold Road fore grog sutler crimp chase Jack Tar scuppers aft code of conduct.   Skysail yardarm Gold Road salmagundi sloop knave ahoy Chain Shot Brethren of the Coast tackle. Lookout grog blossom cutlass jury mast warp port Corsair gunwalls chandler hang the jib.
Nelsons folly plunder me take a caulk jack hempen halter barkadeer pinnace lanyard hulk. Boom gun skysail chandler booty Jolly Roger grapple fore keel Admiral of the Black. Sea Legs jib loot spirits gabion Yellow Jack clap of thunder lugger plunder keel. Crack Jennys tea cup pressgang cutlass careen Barbary Coast prow driver booty dead men tell no tales piracy. Topgallant grapple killick measured fer yer chains pink execution dock cackle fruit code of conduct gun dance the hempen jig. Gold Road furl dead men tell no tales capstan splice the main brace cog Admiral of the Black jib clipper sloop.
Jack Ketch shrouds doubloon keelhaul handsomely grog mizzenmast run a rig. Come about strike colors walk the plank trysail Nelsons folly transom topgallant draft. Spanker fluke Jolly Roger bucko bilge water spirits barque Jack Ketch. Heave down brigantine lanyard bounty sutler American Main Jack Ketch hulk. Man-of-war grog sheet grog blossom Jolly Roger jolly boat dance the hempen jig execution dock. Squiffy poop deck rum stern clap of thunder spanker bilge water Sea Legs. Hornswaggle Letter of Marque snow Brethren of the Coast belay square-rigged chantey barkadeer.
 Lee lad scourge of the seven seas tack strike colors gangplank quarterdeck belay yard trysail. Hail-shot pressgang Admiral of the Black bowsprit knave bilge rat Pirate Round yardarm plunder log. Avast swing the lead gangplank dance the hempen jig scuppers holystone red ensign reef sails lanyard hulk. Take a caulk lass hearties lugger red ensign scourge of the seven seas shrouds bilged on her anchor starboard grog blossom. Scuttle Yellow Jack boatswain careen schooner to go on account piracy spyglass sutler hogshead.


Zimbu Web Toolkit. A GUI in a web browser.
| CLASS | Element @public | Lowest level object, an HTML element.
|
| CLASS | JsEvent @public | Lowest level object, a Javascript event.
|
| CLASS | UIObject @public | Lowest level ZWT object. Wraps an HTML Element. Cannot handle events.
|
| CLASS | Widget @public | A UIObject that handles events and can be added to panels.
|
| CLASS | Event @public | An event that can be triggered and acted upon.
|
| ENUM | EventType @public | Used in the Event class.
|
| CLASS | Panel @public | A Widget that contains one or more other widgets.
How they are ordered is defined by subclasses.
|
| CLASS | HorizontalPanel @public | A panel that stacks its children horizontally: a row of Widgets.
|
| CLASS | ScrollPanel @public | A panel that provides control over scrollbars.
|
| CLASS | PopupPanel @public | A panel that goes on top of other panels.
|
| CLASS | VerticalPanel @public | A panel that stacks its children vertically: a column of Widgets.
|
| CLASS | NoButtonDialog @public | A dialog with one Widget only. It has a background that covers the whole
page, only interaction with the dialog is possible.
|
| CLASS | SimpleDialog @public | A Dialog with one Widget and an OK button.
|
| CLASS | OkCancelDialog @public | A Dialog with one Widget and two buttons: OK and Cancel.
|
| CLASS | TableCell @public | A cell in a Table.
|
| CLASS | TableRow @public | A row in the table.
|
| CLASS | Table @public | A table can hold a Widget in each cell. The number of columns and rows is
adjusted dynamically.
|
| CLASS | Label @public | A Label is a simple widget that contains text, a HTML SPAN.
|
| CLASS | TextBlock @public | A TextBlock is a simple widget that contains text, a HTML DIV.
|
| CLASS | Button @public | A simple button that can call a procedure when clicked.
|
| CLASS | Code @public | A Code is a widget that contains preformatted text.
|
| CLASS | Input @public | A Input is a widget that contains one line of editable text.
|
| CLASS | Checkbox @public | A Checkbox is a widget that has two states: Checked or not.
|
| CLASS | Dropdown @public | A Dropdown is a widget that allows selecting one item in a list.
|
| CLASS | Textarea @public | A Textarea is a widget that contains editable text.
|
| CLASS | Color @public | Specifies a color to be used for a Style.
|
| ENUM | ColorName @public | Values to be used when creating a Color object.
|
| ENUM | Unit @public | Values to be used when setting a size.
|
| ENUM | BorderStyle @public | Values to be used in setBorder() and setBorderStyle().
|
| ENUM | HorAlign @public | Horizontal alignment.
|
| ENUM | VerAlign @public | Vertical alignment.
|
| CLASS | Style @public | A style to be attached to a Widget or Table cell.
Specifies various properties for the item.
|
| INTERFACE | I_Controller @public |
| CLASS | ListController<Titem> @public | Display a list of items in a Panel.
|
| INTERFACE | I_WidgetBuilder<Titem> @public | Interface for a builder that can create a Widget from a Titem.
|
| |
| root() ZWT.AbsolutePanel @public |
Get the toplevel Panel. Widgets added to this will appear in the page.
|
| alert(message) @public |
Open a popup window to display message.
|
| error(message) @public |
Abort execution with an error, displayed in the JS console.
|
| setCloseHandler(handler) @public |
Install handler to be called when the page is about to be abandoned.
|
| close() @public |
Abort execution of the UI.
|
| createPage(server, path, title, moduleType) @public |
Create the HTML page that selects the Javascript file to load.
Makes all necessary items available through server.
|
| |


(Lưu Thế Lợi)
Email<EMAIL_ADDRESS>Personal Twitter: loi_luu
PGP Key ID: 0x49de660b48fb7679
Fingerprint: 3BC5 8D17 FE5E 55A5 8264 F61B 49DE 660B 48FB 7679
Loi Luu is Founder and Chairman of Kyber Network, an on-chain decentralised trading protocol for cryptocurrencies. He earned his PhD in Computer Science from National University of Singapore, where he worked to improve the base technical layers, namely decentralisation, scalability and security for the public blockchain infrastructure. To date, his work benefits many blockchain companies and projects world wide and collectively these companies are worth more than tens of billions of US dollars.
Loi was also selected in the Forbes 30 under 30 list for Asia, and Top 10 Innovators under 35 for Asia Pacific by MIT Technology Reviews.


Informally, it is better known as a tone control. For example, the Bass and Treble controls on
a stereo system are implemented using filters. In the context of sound synthesis, they are used to
emulate the resonances and damping effects which occur naturally due to the physical properties
of the bodies of acoustic instruments and the rooms in which they are played, which in turn are
mostly governed by their shapes and the materials from which they are made.
The earliest electronic music instruments were analog in nature, i.e., they were built up from
circuitry whose internal voltages were designed to be analogs (hence the name) of the physical
acoustic pressure waves found in acoustic instruments. The filter circuit was used to emphasize
resonances and de-emphasize excess harmonics produced at the raw output of certain electronic
oscillators (like Moog's). Without the filters, these generators would sound "buzzy", which in
itself was (and still is) considered a neat effect, but not if the desired result is the emulation
of an acoustic instrument. Since this important function actually removes, or "subtracts" harmonics
from a sound, this kind of synthesis was called "subtractive synthesis". This term is also used to
contrast the type of synthesis from the "additive", or Fourier sum-of-partials method more prevalent
on computers in the early days of digital synthesis. So, since the start, the filter has always been
an important element of electronic sound synthesis.
In use, the analog filter is a very straightforward element to understand and control. It comes in
three basic types, the lowpass, highpass, and bandpass. Generally, the lowpass is used to "muffle" the
sound, the highpass is used to make the sound "thinner", and the bandpass makes the sound as if it
were passing through a phone line or a resonant cavity (like a human mouth puckering up to whistle),
depending on the amount of resonance in the filter element.
Analog filters are most easily characterized by their frequency response, or the relative gain of the
system as a function of applied sinewave frequency. The frequency response of the lowpass is flat
(constant gain wrt frequency) at low frequencies, while the highpass is flat at high frequencies. The
flat region is called the "pass-band" of the filter, and its location along frequency gives rise to the
respective names of the filter types.
At a certain critical frequency, called the corner frequency, the response starts to fall off,
so that the amplitudes of frequencies in this band are de-emphasized relative to the passband. The
rate of fall-off, also called the rolloff, asymptotically approaches a logarithmically-defined
constant which for natural systems approximates N * 6 dB/octave, where N is the order of the filter
system. So, a higher-order filter rolls off more rapidly than a lower-order one. The critical
frequency is defined as the frequency at which the response falls 3dB from flat, i.e. the half-power
point. Spectrally, the lowpass and highpass types are complements of one another. The lowpass response
is considered to roll off in the direction of increasing frequency, and the highpass is considered to
roll off in the direction of decreasing frequency.
A filter of type bandpass rolls off on both sides of the critical frequency. So, for the bandpass,
this frequency is known as the center frequency. The width of the passband is typically defined in
logarithmic terms for the analog bandpass response, as the ratio of the upper corner frequency (the
corner frequency above the center frequency) to the lower corner frequency, in octaves. A narrower
response (e.g. bandwidth of less than an octave) results in a system with less damping, producing a
more resonant quality to the sound. In the limit, the system becomes an oscillator, whose frequency
of oscillation equals the center frequency. Since the bandpass must roll off on both sides, it can
only exist with filter systems of even order, the minimum order thus being the classic second-order
response from physics.
Two other basic response types are afforded by the analog filter: the notch, and the allpass. The
notch is useful for suppressing or completely cancelling out a certain frequency or range of
frequencies. It is in fact the complement of the bandpass response; it suppresses in the passband of
the bandpass (now that's a mouthful!), and it is flat where the bandpass is rolling off.
Increasing the filter resonance reduces the width of the notch. In the extreme, the notch will cancel
out only one frequency, but it will require perfect accuracy to properly place the hair-thin notch at
that frequency. In practice, notches of less than 1/8 octave are not useful.
The allpass response is also not used very much in practice, at least for sound synthesis. Its
frequency response is completely flat, so it does not overtly alter the "tone" of a sound; its effect
is much more subtle. The allpass response rolls off in phase, so that a sinewave, swept upwards
from dc, through the corner, and upwards, smoothly undergoes a negative phase transition of N * 180
degrees, where N is again the order of the filter. The frequency at the center of the phase transition
corresponds to the critical frequency, and is also called the corner frequency or center frequency.
Clasically, in communications systems the allpass filter is used for shaping time-domain wavelets,
either to spread them out or to line them up in time to meet a certain transmission spec (like
"crest factor", for example). In sound synthesis, the allpass has had a great heyday (and a big
comeback) as a guitar effect. A high-order phase-shift network is built up from a long cascade of
these elements, and the center frequency is swept sinusoidally (or sometimes with a triangle wave) at
a rate varying from sub-hertz to 10 or so Hz, depending on the desired effect. This usage has formed
the basis upon which famous effects like the Electro-Harmonix Small Stone and the Dunlop Univibe were
built.
Care was taken in crafting this family of filter actors so that their control behavior would emulate
that of analog filters. Ultimately, a filter implemented on a computer must take on the form of a
digital filter. Unfortunately, textbook digital filters are developed to emulate certain types of
fixed higher-order filter networks used in communications systems (like phone lines, for instance).
However, the given transformations were able to be adapted to the intuitive kinds of filters used
in music synthesizers. In particular, the analog state-variable filter (SVF) was emulated. This filter
is ideal for sound synthesis, as it produces many responses for a single energy-storage element, or
set of elements (one element per filter order, actually). This translates to fewer parts in the analog
filter and to higher computational efficiency for a digital one, since each analog energy storage
element to be emulated adds a corresponding MAC (multiply-accumulate) operation in the digital filter
implementation.
Only the first and second order analog SVFs were emulated, since all higher orders can be built up by
parallel or cascade combinations of these. In sound synthesis practice, filter orders typically are
not higher than four except in special cases, as their relatively steep asymptotic rolloffs do not
sound "natural".
The analog state-variable filter (SVF) presents the user with a very intuitive control interface. Each
control affects one, and only one, of the parameters described above (i.e. they do not interact, so
that adjusting the resonance, for instance, does not affect the center frequency). This control
separation is not always the case, particularly in digital filters. A means of mapping the analog
parameters to digital ones was found which preserves this control separation, so that, except for other
digital artifacts like aliasing and quantization, these filters operate essentially like analog SVFs.
Actors
The Order1FilterActor implements a first-order state-variable filter. This filter can simultaneously
produces a lowpass, highpass, and allpass response. All three responses from a given filter element
share the same corner frequency, which is controllable dynamically by the user. All responses are
available at once, and their relative gains may be individually set. By setting more than one gain to
a nonzero value, the responses may be combined for greater flexibility in controlling the resultant
tone. The first-order response cannot resonate, but it does model certain damping effects very well,
such as those due to reflecting sound waves off of carpeted walls.
The BiQuadFilterActor implements a second-order SVF based on the classic bi-quad architecture. This
filter can simultaneously produce a lowpass, bandpass, highpass, allpass and notch response. All five
responses share the same corner/center frequency, which is controllable dynamically by the user. All
responses are available at once, and their relative gains may be individually set. By setting more
than one gain to a nonzero value, the responses may be combined. The resonance of the internal filter
element is also controllable, and affects all five responses simultaneously.
Usage
To use any of the filter actors, load filter.so and create an actor of type Order1FilterActor or
BiQuadFilterActor.
- Order1 Filter Messages
- BiQuad Filter Messages
Order1FilterActor messages
In addition to the messages understood by all generator actors, the Order1FilterActor understands the
following messages:
- SetFrequency hActor x
- Set the default corner frequency for new instances created by this actor to
x (Hz).
- SetAllFrequency hActor x time
- Set the corner frequency of all children to x (Hz), and set the default
corner frequency for all future children. If time is specified, children will
modulate to the new corner frequency over the specified duration. Default corner
frequency is always set immediately regardless of time.
- SetLowPassGain hActor x
- Set the default lowpass response gain for new instances created by this actor to
x.
- SetAllLowPassGain hActor x time
- Set the lowpass response gain of all children to x, and set the default
lowpass response gain for all future children. If time is specified, children
will modulate to the new lowpass response gain over the specified duration. Default
lowpass response gain is always set immediately regardless of time.
- SetHighPassGain hActor x
- Set the default highpass response gain for new instances created by this actor to
x.
- SetAllHighPassGain hActor x time
- Set the highpass response gain of all children to x, and set the default
highpass response gain for all future children. If time is specified, children
will modulate to the new highpass response gain over the specified duration. Default
highpass response gain is always set immediately regardless of time.
- SetAllPassGain hActor x
- Set the default allpass response gain for new instances created by this actor to
x.
- SetAllAllPassGain hActor x time
- Set the allpass response gain of all children to x, and set the default
allpass response gain for all future children. If time is specified, children
will modulate to the new allpass response gain over the specified duration. Default
allpass response gain is always set immediately regardless of time.
Order1FilterActor handler messages
In addition to the messages understood by all handlers, the handler for the Order1FilterActor
algorithm understands the following messages:
- SetInput hSound hHandler
- Set the input to come from the handler hHandler.
- SetInput hSound
- Set the input to zero (i.e., silence the input).
- SetFrequency hSound x time
- Set the corner frequency to x (Hz). If time is
specified, modulate to the new corner frequency over the specified duration.
- SetLowPassGain hSound x time
- Set the lowpass response gain to x. If time is
specified, modulate to the new lowpass response gain over the specified duration.
- SetHighPassGain hSound x time
- Set the highpass response gain to x. If time is
specified, modulate to the new highpass response gain over the specified duration.
- SetAllPassGain hSound x time
- Set the allpass response gain to x. If time is
specified, modulate to the new allpass response gain over the specified duration.
BiQuadFilterActor messages
In addition to the messages understood by all generator actors, the BiQuadFilterActor understands the
following messages:
- SetFrequency hActor x
- Set the default corner/center frequency for new instances created by this actor to
x (Hz).
- SetAllFrequency hActor x time
- Set the corner/center frequency of all children to x (Hz), and set the
default corner/center frequency for all future children. If time is specified,
children will modulate to the new corner/center frequency over the specified duration.
Default corner/center frequency is always set immediately regardless of time.
- SetResonance hActor x
- Set the default resonance (Q) for new instances created by this actor to x.
- SetAllResonance hActor x time
- Set the resonance (Q) of all children to x, and set the
default resonance for all future children. If time is specified,
children will modulate to the new resonance over the specified duration.
Default resonance is always set immediately regardless of time.
- SetLowPassGain hActor x
- Set the default lowpass response gain for new instances created by this actor to
x.
- SetAllLowPassGain hActor x time
- Set the lowpass response gain of all children to x, and set the default
lowpass response gain for all future children. If time is specified, children
will modulate to the new lowpass response gain over the specified duration. Default
lowpass response gain is always set immediately regardless of time.
- SetBandPassGain hActor x
- Set the default bandpass response gain for new instances created by this actor to
x.
- SetAllBandPassGain hActor x time
- Set the bandpass response gain of all children to x, and set the default
bandpass response gain for all future children. If time is specified, children
will modulate to the new bandpass response gain over the specified duration. Default
bandpass response gain is always set immediately regardless of time.
- SetHighPassGain hActor x
- Set the default highpass response gain for new instances created by this actor to
x.
- SetAllHighPassGain hActor x time
- Set the highpass response gain of all children to x, and set the default
highpass response gain for all future children. If time is specified, children
will modulate to the new highpass response gain over the specified duration. Default
highpass response gain is always set immediately regardless of time.
- SetAllPassGain hActor x
- Set the default allpass response gain for new instances created by this actor to
x.
- SetAllAllPassGain hActor x time
- Set the allpass response gain of all children to x, and set the default
allpass response gain for all future children. If time is specified, children
will modulate to the new allpass response gain over the specified duration. Default
allpass response gain is always set immediately regardless of time.
- SetNotchGain hActor x
- Set the default notch response gain for new instances created by this actor to
x.
- SetAllNotchGain hActor x time
- Set the notch response gain of all children to x, and set the default
notch response gain for all future children. If time is specified, children
will modulate to the new notch response gain over the specified duration. Default
notch response gain is always set immediately regardless of time.
BiQuadFilterActor handler messages
In addition to the messages understood by all handlers, the handler for the BiQuadFilterActor
algorithm understands the following messages:
- SetInput hSound hHandler
- Set the input to come from the handler hHandler.
- SetInput hSound
- Set the input to zero (i.e., silence the input).
- SetFrequency hSound x time
- Set the corner/center frequency to x (Hz). If
time is specified, modulate to the new corner/center frequency over the
specified duration.
- SetResonance hSound x time
- Set the resonance (Q) to x. If time is
specified, modulate to the new resonance over the specified duration.
- SetLowPassGain hSound x time
- Set the lowpass response gain to x. If time is
specified, modulate to the new lowpass response gain over the specified duration.
- SetBandPassGain hSound x time
- Set the bandpass response gain to x. If time is
specified, modulate to the new bandpass response gain over the specified duration.
- SetHighPassGain hSound x time
- Set the highpass response gain to x. If time is
specified, modulate to the new highpass response gain over the specified duration.
- SetAllPassGain hSound x time
- Set the allpass response gain to x. If time is
specified, modulate to the new allpass response gain over the specified duration.
- SetNotchGain hSound x time
- Set the notch response gain to x. If time is
specified, modulate to the new notch response gain over the specified duration.


|
Unity Overlay Toolkit
|
Structure containing information about the individual words contained in the text object. More...
Public Member Functions | |
| string | GetWord () |
| Returns the word as a string. More... | |
Public Attributes | |
| TMP_Text | textComponent |
| int | firstCharacterIndex |
| int | lastCharacterIndex |
| int | characterCount |
Structure containing information about the individual words contained in the text object.
|
inline |
Returns the word as a string.
| int TMPro.TMP_WordInfo.characterCount |
| int TMPro.TMP_WordInfo.firstCharacterIndex |
| int TMPro.TMP_WordInfo.lastCharacterIndex |
| TMP_Text TMPro.TMP_WordInfo.textComponent |


;(function() {
;(function() {
new Game() Creates the game object with the game state and logic.
var Game = function() {
In index.html, there is a canvas tag that the game will be drawn in. Grab that canvas out of the DOM.
var canvas = document.getElementById("space-invaders");
Get the drawing context. This contains functions that let you draw to the canvas.
var screen = canvas.getContext('2d');
Note down the dimensions of the canvas. These are used to place game bodies.
var gameSize = { x: canvas.width, y: canvas.height };
Create the bodies array to hold the player, invaders and bullets.
this.bodies = [];
Add the invaders to the bodies array.
this.bodies = this.bodies.concat(createInvaders(this));
Add the player to the bodies array.
this.bodies = this.bodies.concat(new Player(this, gameSize));
In index.html, there is an audio tag that loads the shooting sound. Get the shoot sound from the DOM and store it on the game object.
this.shootSound = document.getElementById('shoot-sound');
var self = this;
Main game tick function. Loops forever, running 60ish times a second.
var tick = function() {
Update game state.
self.update();
Draw game bodies.
self.draw(screen, gameSize);
Queue up the next call to tick with the browser.
requestAnimationFrame(tick);
};
Run the first game tick. All future calls will be scheduled by the tick() function itself.
tick();
};
Game.prototype = {
update() runs the main game logic.
update: function() {
var self = this;
notCollidingWithAnything
returns true if passed body
is not colliding with anything.
var notCollidingWithAnything = function(b1) {
return self.bodies.filter(function(b2) { return colliding(b1, b2); }).length === 0;
};
Throw away bodies that are colliding with something. They will never be updated or draw again.
this.bodies = this.bodies.filter(notCollidingWithAnything);
Call update on every body.
for (var i = 0; i < this.bodies.length; i++) {
this.bodies[i].update();
}
},
draw() draws the game.
draw: function(screen, gameSize) {
Clear away the drawing from the previous tick.
screen.clearRect(0, 0, gameSize.x, gameSize.y);
Draw each body as a rectangle.
for (var i = 0; i < this.bodies.length; i++) {
drawRect(screen, this.bodies[i]);
}
},
invadersBelow() returns true if invader
is directly
above at least one other invader.
invadersBelow: function(invader) {
If filtered array is not empty, there are invaders below.
return this.bodies.filter(function(b) {
Keep b
if it is an invader, if it is in the same column
as invader
, and if it is somewhere below invader
.
return b instanceof Invader &&
Math.abs(invader.center.x - b.center.x) < b.size.x &&
b.center.y > invader.center.y;
}).length > 0;
},
addBody() adds a body to the bodies array.
addBody: function(body) {
this.bodies.push(body);
}
};
new Invader() creates an invader.
var Invader = function(game, center) {
this.game = game;
this.center = center;
this.size = { x: 15, y: 15 };
Invaders patrol from left to right and back again.
this.patrolX
records the current (relative) position of the
invader in their patrol. It starts at 0, increases to 40, then
decreases to 0, and so forth.
this.patrolX = 0;
The x speed of the invader. A positive value moves the invader right. A negative value moves it left.
this.speedX = 0.3;
};
Invader.prototype = {
update() updates the state of the invader for a single tick.
update: function() {
If the invader is outside the bounds of their patrol…
if (this.patrolX < 0 || this.patrolX > 30) {
… reverse direction of movement.
this.speedX = -this.speedX;
}
If coin flip comes up and no friends below in this invader’s column…
if (Math.random() > 0.995 &&
!this.game.invadersBelow(this)) {
… create a bullet just below the invader that will move downward…
var bullet = new Bullet({ x: this.center.x, y: this.center.y + this.size.y / 2 },
{ x: Math.random() - 0.5, y: 2 });
… and add the bullet to the game.
this.game.addBody(bullet);
}
Move according to current x speed.
this.center.x += this.speedX;
Update variable that keeps track of current position in patrol.
this.patrolX += this.speedX;
}
};
createInvaders() returns an array of twenty-four invaders.
var createInvaders = function(game) {
var invaders = [];
for (var i = 0; i < 24; i++) {
Place invaders in eight columns.
var x = 30 + (i % 8) * 30;
Place invaders in three rows.
var y = 30 + (i % 3) * 30;
Create invader.
invaders.push(new Invader(game, { x: x, y: y}));
}
return invaders;
};
new Player() creates a player.
var Player = function(game, gameSize) {
this.game = game;
this.size = { x: 15, y: 15 };
this.center = { x: gameSize.x / 2, y: gameSize.y - this.size.y * 2 };
Create a keyboard object to track button presses.
this.keyboarder = new Keyboarder();
};
Player.prototype = {
update() updates the state of the player for a single tick.
update: function() {
If left cursor key is down…
if (this.keyboarder.isDown(this.keyboarder.KEYS.LEFT)) {
… move left.
this.center.x -= 2;
} else if (this.keyboarder.isDown(this.keyboarder.KEYS.RIGHT)) {
this.center.x += 2;
}
If S key is down…
if (this.keyboarder.isDown(this.keyboarder.KEYS.S)) {
… create a bullet just above the player that will move upwards…
var bullet = new Bullet({ x: this.center.x, y: this.center.y - this.size.y - 10 },
{ x: 0, y: -7 });
… add the bullet to the game…
this.game.addBody(bullet);
… rewind the shoot sound…
this.game.shootSound.load();
… and play the shoot sound.
this.game.shootSound.play();
}
}
};
new Bullet() creates a new bullet.
var Bullet = function(center, velocity) {
this.center = center;
this.size = { x: 3, y: 3 };
this.velocity = velocity;
};
Bullet.prototype = {
update() updates the state of the bullet for a single tick.
update: function() {
Add velocity to center to move bullet.
this.center.x += this.velocity.x;
this.center.y += this.velocity.y;
}
};
new Keyboarder() creates a new keyboard input tracking object.
var Keyboarder = function() {
Records up/down state of each key that has ever been pressed.
var keyState = {};
When key goes down, record that it is down.
window.addEventListener('keydown', function(e) {
keyState[e.keyCode] = true;
});
When key goes up, record that it is up.
window.addEventListener('keyup', function(e) {
keyState[e.keyCode] = false;
});
Returns true if passed key is currently down. keyCode
is a
unique number that represents a particular key on the keyboard.
this.isDown = function(keyCode) {
return keyState[keyCode] === true;
};
Handy constants that give keyCodes human-readable names.
this.KEYS = { LEFT: 37, RIGHT: 39, S: 83 };
};
drawRect() draws passed body as a rectangle to screen
, the drawing context.
var drawRect = function(screen, body) {
screen.fillRect(body.center.x - body.size.x / 2, body.center.y - body.size.y / 2,
body.size.x, body.size.y);
};
colliding() returns true if two passed bodies are colliding. The approach is to test for five situations. If any are true, the bodies are definitely not colliding. If none of them are true, the bodies are colliding.
b1
is to the left of the left of b2
.b1
is above the top of b2
.b1
is to the right of the right of b2
.b1
is below the bottom of b2
. var colliding = function(b1, b2) {
return !(
b1 === b2 ||
b1.center.x + b1.size.x / 2 < b2.center.x - b2.size.x / 2 ||
b1.center.y + b1.size.y / 2 < b2.center.y - b2.size.y / 2 ||
b1.center.x - b1.size.x / 2 > b2.center.x + b2.size.x / 2 ||
b1.center.y - b1.size.y / 2 > b2.center.y + b2.size.y / 2
);
};
When the DOM is ready, create (and start) the game.
window.addEventListener('load', function() {
new Game();
});
})();


Passenger Survival Prediction
Passenger class
Sex
Age
Fare
Embarked_Q
Embarked_S
Predict
Train
Head
Tail
Describe


An adaptable, conscientious and energetic individual, communicator who can relate to people of all levels.
An adaptable, conscientious and energetic individual, communicator who can relate to people of all levels. Quick to grasp new ideas and concepts, and to develop innovative and creative solutions to problems. Ability to develop and maintain mutually beneficial internal and external relationships. Lots of energy and willing to tear down walls & build bridges.
Full NameAltrim Asani
BirthdayJune 07
Lives inMacedonia
Languages: Mother Tongue: Albanian
Other: English-(Fluent), Macedonian-(Fluent), Turkish-(Medium), German-(A2 Level Certificate)
Health: Excellent, non-smoker
Problem solver and team-player | Strategic planning | Business strategy | Team leadership
Team building | Team-oriented work | Highly motivated
Established good working relationships with clients
Built solid relationships with customers resulting in repeat business
Developed new quality standards for better quality performance and reliability within a Company
Implements new procedures to increase company-wide efficiency and cost effectiveness


Markdown test document
Text can be bold, italic, or strikethrough. Links should be have dotted underlines and solid underlines on hover.
There should be whitespace between paragraphs. There should be whitespace between paragraphs. There should be whitespace between paragraphs. There should be whitespace between paragraphs.
There should be whitespace between paragraphs. There should be whitespace between paragraphs. There should be whitespace between paragraphs. There should be whitespace between paragraphs.
There should be no margin above this first sentence.
Blockquotes should be a italicized with a gray border along the left side.
There should be no margin below this final sentence.
Heading 1
This is a normal paragraph following a Heading.  Chuck kielbasa leberkas, pork bresaola ham hock filet mignon cow shoulder short ribs biltong.
Heading 2
This is a normal paragraph following a Heading.  Chuck kielbasa leberkas, pork bresaola ham hock filet mignon cow shoulder short ribs biltong.
This is a blockquote following a Heading.  Chuck kielbasa leberkas, pork bresaola ham hock filet mignon cow shoulder short ribs biltong.
This is a normal paragraph following a Heading.  Chuck kielbasa leberkas, pork bresaola ham hock filet mignon cow shoulder short ribs biltong.
Heading 3
This is a code block following a Heading.
Heading 4
- This is an unordered list following a Heading.
- This is an unordered list following a Heading.
- This is an unordered list following a Heading.
Heading 5
- This is an ordered list following a Heading.
- This is an ordered list following a Heading.
- This is an ordered list following a Heading.
Heading 6
| What | Follows |
|---|---|
| A table | A Heading |
| A table | A Heading |
| A table | A Heading |
There’s a horizontal rule above and below this.
Here is an unordered list:
- Salt-n-Pepa
- Bel Biv DeVoe
- Kid ‘N Play
And an ordered list:
- Michael Jackson
- Michael Bolton
- Michael Bublé
And a nested list:
- Jackson 5
- Michael
- Tito
- Jackie
- Marlon
- Jermaine
- TMNT
- Leonardo
- Michelangelo
- Donatello
- Raphael
Definition lists can be used with HTML syntax. Definition terms are bold and italic.
- Name
- Godzilla
- Born
- 1952
- Birthplace
- Japan
- Color
- Green
Tables should have bold headings and alternating shaded rows.
| Artist | Album | Year |
|---|---|---|
| Michael Jackson | Thriller | 1982 |
| Prince | Purple Rain | 1984 |
| Beastie Boys | License to Ill | 1986 |
If a table is too wide, it should condense down and/or scroll horizontally.
| Artist | Album | Year | Label | Awards | Songs |
|---|---|---|---|---|---|
| Michael Jackson | Thriller | 1982 | Epic Records | Grammy Award for Album of the Year, American Music Award for Favorite Pop/Rock Album, American Music Award for Favorite Soul/R&B Album, Brit Award for Best Selling Album, Grammy Award for Best Engineered Album, Non-Classical | Wanna Be Startin’ Somethin’, Baby Be Mine, The Girl Is Mine, Thriller, Beat It, Billie Jean, Human Nature, P.Y.T. (Pretty Young Thing), The Lady in My Life |
| Prince | Purple Rain | 1984 | Warner Brothers Records | Grammy Award for Best Score Soundtrack for Visual Media, American Music Award for Favorite Pop/Rock Album, American Music Award for Favorite Soul/R&B Album, Brit Award for Best Soundtrack/Cast Recording, Grammy Award for Best Rock Performance by a Duo or Group with Vocal | Let’s Go Crazy, Take Me With U, The Beautiful Ones, Computer Blue, Darling Nikki, When Doves Cry, I Would Die 4 U, Baby I’m a Star, Purple Rain |
| Beastie Boys | License to Ill | 1986 | Mercury Records | noawardsbutthistablecelliswide | Rhymin & Stealin, The New Style, She’s Crafty, Posse in Effect, Slow Ride, Girls, (You Gotta) Fight for Your Right, No Sleep Till Brooklyn, Paul Revere, Hold It Now, Hit It, Brass Monkey, Slow and Low, Time to Get Ill |
Code snippets like var foo = "bar";
can be shown inline.
Also, this should vertically align
with this
and this.
Code can also be shown in a block element.
var foo = "bar";
Code can also use syntax highlighting.
var foo = "bar";
Long, single-line code blocks should not wrap. They should horizontally scroll if they are too long. This line should be long enough to demonstrate this.
var foo = "The same thing is true for code with syntax highlighting. A single line of code should horizontally scroll if it is really long.";
Inline code inside table cells should still be distinguishable.
| Language | Code |
|---|---|
| Javascript | var foo = "bar"; |
| Ruby | foo = "bar" |
Small images should be shown at their actual size.
Large images should always scale down and fit in the content container.
This is the final element on the page and there should be no margin below this.


This page displays an example on how to use the camera plugin. It will display a fixed image when developing in the browser
and the taken image when using a device. Check src/logic/mocks/CameraMock.ts
if you want to
change the image.


Elimination
Log in
Username
Password
Sign up
Username
Only letters, digits, underscores, and hyphens are allowed. This cannot be changed later.
Full name
Allows others to be able to find you for elimination, which makes the game fair.
Email
For password reset forms. You can also turn on email notifications if you want.
Password
Must be at least 3 poop emoji long.
Password again
Elimination
Elimination is a game where
Players eliminated
44
Active games
4
Total games
444


5. Scheme of Information Interactions: Causes and Motives of Interactions
The habitat defines basic configuration, parameters, and motives for agent interactions. Material world created in the preceding period of the economic system existence defines physical limits, provides the means and carriers for dissemination of signals and interactions. All these combined do form interaction opportunities. The structure and character of stimulating motives for economic activity of the agents formed in this world, defines which interaction topologies are realistically necessary and which of them will be further implemented.
We consider agent economic activity in its developed form. In this case it is based on a certain labor division (specialization) between agents in an economic system and implies collective use of a certain set of related technologies in the production process (let us call this set a macro-technology). We understand a macro-technology as a production apparatus created within an economic system; its individual elements are adapted to the existing labor division system and they form the “jobs” for the agents. At the “input” to macro-technology are natural resources. Material products for final consumption are located at the “output”. The structure and composition of a macro-technology, in the general case, is not a distinctly specified set. Its "job" items could be excessive, duplicating, etc. We cannot also exclude simultaneous existence of several macro-technology types that can be employed by the system both in parallel and on the alternative basis.
Macro-technology elements, similar to agents, are distributed in a certain fashion around the economic system space and can change their spatial location under certain circumstances. As a result of certain procedures (to be described below), agents take the “jobs” of the macro-technology and make it work: they implement the production process characteristic of the given macro-technology. The latter is a material foundation for the agent community to solve the problems of their socioeconomic existence and development. The structure and parameters of its jobs, as a rule, are more stable than the structure of agent possibilities and states. In a short-term aspect, agent community solves the problem of optimal allocation of agents for the given set of macro-technology jobs; it is oriented at individual differences in agent productivity relative to the set of jobs. In the long-term aspect, agent community improves the macro-technology and solves the problem of adapting agent capacities to its newly acquired characteristics.
In the process of macro-technology using the technological links appear and specific interactions do happen between agents. The links determine whom from does an individual agent receive the intermediate product of production process and who he transfers it to after completing its portion of this product transformation.
Technological network of links would have no economic sense if it would not be completed by distribution feedbacks that provide for dissemination and distribution of the final product among the agents of the economic system. Thus, agents create and maintain among themselves another network of relationships that, in a general case, can happen not to coincide with topology of technological link network. Agent’s place in distribution network is defined by whom from he receives a certain portion of the final product and who he further transfers it to less what he can leave for himself to maintain his life activity necessities.
| Having found his place in the system of technological links (a sub-space on the left side on Fig. 5) and distribution (a sub-space at the bottom on Fig. 5), the agent somewhat positions himself relative to the rest of the agents also involved with the above relationships. Those who he interacts with via direct links, are his closest neighbors in the given sub-spaces. The longer the chain of links between two given agents, the longer the distance between them, although geographically they can be located quite close to each other. |
Fig. 5. (see bigger image) |
Apart from the activity mediated by the above relationship networks there is one more type. Before put themselves into technological and distribution networks agents search for the better place within those networks as well as coordinate their interests and capacities with each other. New kind of agent activity, as opposed to aforeconsidered, is not directly related to exchange of material substances. Its content is information exchange; it has the form of purely informational agent interaction.
David Leveers proposed some structurization of motives and causes of information exchanges between economy participants in the form of a “cognition cycle”. It makes a stress on the existence of various stages of information preparation and exchange between economy participants. Moves from stage to stage are exercised as a gradual transition from one type of agents' communication to another. In the networked economy this means the transition from one telecommunications service to another.
In metaphoric concepts that are essentially based on the contemporary capacities of the Internet technologies, cognition cycle has the following stages:
1. "Territory". Private "territory" for individual actions (here we recollect what we had just learned, adjust our existing mental model of the world in accord with the latest changes, rehearse the application of new skills and ideas, start formulating what we would like to do further, etc.).
2. "Map". Is used for initial orientation and navigation. When we dare to leave our private “territory”, we need a ‘map” which is a passive information in the form of references (newspapers, books, Yellow Pages, etc.).
3. "Landscape”. Designed for other people and is a result of our intercourse as individuals, shows us how are we linked to communities and groups around us. “Landscape” can be a real space such as a staff meeting at the office or a construction site where actions are visible, and intercourse is audible.
4. "Room". Is designed for meetings between individuals to conduct negotiations, brainstorming, and establishment of the base for future communication and cooperation.
5. "Table" Space for joint work on an agreement over individual provisions, problems and situations that require a planned cooperative approach.
6. "Theater". The space in which the results of joint activity become visible and socially available.
Fig. 6. Source: David Leevers. Inner Space - the Final Frontier, 1997 http://www.vers.co.uk/DLEEVERS/PAPERS/innerspace.htm
The intensity of human interactions at various stages of this cycle is quite different. At the first stage (see the above list) – “territory” – the needs in communication and information exchange are at the minimum. Then they reach the maximum at the “table” stage and somewhat decrease by the concluding stage of the cycle (“theater”).
Apparently, in the process of the above stages the participants solve the task of finding mutually acceptable variants of positioning themselves in the network of production and distribution relationships as well as bringing the optimal variants found to practical use.
Next section - 6. Scheme of Information Interactions: The Main Blocks
Previous section - 4. General pattern of information interactions beyond theoretical limits


libwebsockets "dumb-increment-protocol" test applet
The incrementing number is coming from the server and is individual for
each connection to the server... try opening a second browser window.
Click the button to send the server a websocket message to
reset the number.
Not initialized
libwebsockets "lws-mirror-protocol" test applet
Use the mouse to draw on the canvas below -- all other browser windows open
on this page see your drawing in realtime and you can see any of theirs as
well.
The lws-mirror protocol doesn't interpret what is being sent to it, it just
re-sends it to every other websocket it has a connection with using that
protocol, including the guy who sent the packet.
libwebsockets-test-client spams circles on to this shared canvas when
run.


Levi's Pizzeria
1 / 3
WELCOME
2 / 3
AND
3 / 3
ENJOY
❮
❯
To make your order
Pick a size pizza size
SMALL
MEDIUM
LARGE
Pick a crust type
Thin 'N' Crispy
Soft 'N' Fluffy
Thick pan crust
Cheesy cheese crust
Pick your favorite toppings
Mushroom
Pepperoni
Onions
Sausage
Bacon
Black Olives
Pineapples
How many pizzas?
Delivery cost
Yes
no
Make your order
Check Out


Class TimeReset
Sequential pipeline to reset time values to begin at 0. The following Transforms are called: Extrema, Multiply, AddVector.
Default Pipeline Input: T
Default Pipeline Output: T
Inherited Members
Namespace: SigStat.Common.Transforms
Assembly: SigStat.Common.dll
Syntax
public class TimeReset : SequentialTransformPipeline, ILoggerObject, IProgress, IEnumerable, ITransformation, IPipelineIO
Constructors
| Improve this Doc View SourceTimeReset()
Initializes a new instance of the TimeReset class.
Declaration
public TimeReset()
Implements
IEnumerable


UN Secretary General Places UNRWA's Krahenbuhl on Leave Amid Misconduct Probe - Spokesman
UNITED NATIONS (Sputnik) - UN Secretary-General Antonio Guterres has decided to place the Relief and Works Agency for Palestine Refugees in the Near East (UNRWA) head Pierre Krahenbuhl on administrative leave until an internal investigation into allegations of misconduct is completed, the Office of the United Nations Spokesperson said.
“The Secretary-General has decided to place the Commissioner-General on administrative leave while those issues are further clarified so that a final determination can be made, and any appropriate action can be taken”, the statement said.
The preliminary probe has not found that Krahenbuhl was involved in fraud or misappropriation of funds, but some managerial issues that remain need to be addressed, the statement added.
UN investigators have been investigating the accusations in the confidential report, a copy of which was obtained by the AFP news agency.
The report outlines "credible and corroborated" allegations of serious ethical abuses, including involving Krahenbuhl, a Swiss national.
On 31 July, the Netherlands announced that it had frozen support to the UN agency until the completion of the investigation, following the similar move undertaken by the government of Switzerland a day before.


Today's weather in
Getting location..
Getting weather..
Currently
Getting temp..
With a Max temp of
Max
And a Min temp of
Min
°C/°F


1.0 release was back in May 2015
Rolling release cycle
Open source from the begining https://github.com/rust-lang/rust/
https://github.com/rust-lang/rust/
Open model for future change (RFC process) https://github.com/rust-lang/rfcs/
https://github.com/rust-lang/rfcs/
rust.git
#rust
#rust-internals
www.rust-lang.org


I really just made this so I could say I have 4 instead of 3. Although hover can be used for more than you'd think, it's very impractical.


Worked with UX, Brand, B2B, Content, Engineering teams, and more!
SCRUM master for our Engineering team using JIRA
Roadmaps, metrics, Agile and SCRUM methodologies. :]
Part of hiring process for new engineering team members
Managed and led several projects working with other teams (HR/Marketing/SEO/Content/UX)
Developed new and innovative themes from scratch ⚗
Applied custom CI/CD, backups with GCP, and many other features
Trained a lot of PHP, CSS and JS skills 💄
Managed SEO with Google Analytics and similiar 📈
Server manteinance and deployment with Siteground 🚀
Used tools like WordPress, Drupal, Strapi and many others 🌐
More than 4 years of experience doing JS and CSS 👌
CSS Grid and Flex layout are in my toolset 🔧
jQuery, I also know the basics of Vue JS and React ➕
I can create animations! 🤡
Been years using SCSS, can't wait to start using PostCSS 🤖
Mantained a 4 years old project 🏗
Applied design patterns for both new and old functionaliies ♻
Unit testing and TDD ✅
Agile and SCRUM methodologies 📝
Jenkins and Docker manipulation 🐳
Performance profiling ⚡
Will know how to reduce your LCP & TTFB 🤓
Implementing Critical CSS 🦞
Lazyloading assets and third-parties is a must for me 🚫
I know what Google Core Vitals wants from your site 🌚
I do scripting with Golang 🐻
Use Terraform as Infrastructure as code 🪐
CI/CD using Docker 🐋 and K8s ☸ with any Git site
Mantained and created CI files and templates for Gitlab and Github Actions
Experience with Cloudflare, GCP, Siteground, Heroku and Netlify 🤷
TOP 🔥 - How to get started with Ruby on Rails
NEW ✨ - How to get started with Go
NEW ✨ - Daily Design Patterns
Beautiful, lightning-fast Wordpress themes with WP Rig
Progressive Web Apps - The why, the how, and the why not


Last update: 13/04/2020
{{ site.user_description }}
| First Name: | Hesuo |
| Last Name: | Zhang |
| Gender: | Male |
| Birth Year: | 1996 |
| Nationality: | China |
| E-mail: |<EMAIL_ADDRESS>|
| More info to visit: | LinkedIn. |
| Python: | C/C++: | |||
| HTML/CSS/JS: | Java: | |||
| Math: | Office: | |||
| English: | Communication: | |||
| Cooperation: | Careful: | |||
| Creative: | Willpower: |
I feel comfortable working on the development of computer vision algorithm, mainly some algorithm related to OCR and document analysis!
My main development languages are C++ and Python, and the mainly used deep learning framework are pytorch, caffe and tensorflow.
Opencv, Git, Linux, Vim, Docker, I have used many tools!


Username:
Username Error
Name:
Name Error
Surname:
Surname Error
Email:
Email Error
Age:
Age Error
Address:
Address Error
Password:
Password Error
Confirm password:
Password Error
Submit


Fantom is a decentralized, permissionless, open-source smart contract platform for decentralized applications (dApps) and digital assets — one of many blockchain networks built to provide an alternative to Ethereum.
moreBitcoin is a decentralized digital currency, without a central bank or single administrator, that can be sent from user to user on the peer-to-peer bitcoin network without the need for intermediaries njbjbb bhjbj
moreEthereum is a blockchain platform with its own cryptocurrency, called Ether (ETH) or Ethereum, and its own programming language, called Solidity. As a blockchain network, Ethereum is a decentralized public ledger for verifying and recording...
more


| UID | {{.UID}} |
|---|---|
| Status | {{.Status}} |
| Request | {{.Request}} |
| Violations Summary | {{.Violations}} |
| Deniable Violations | {{.DeniableViolations}} |
| UID | {{.UID}} |
|---|---|
| Status | {{.Status}} |
| Request | {{.Request}} |
| Violations Summary | {{.Violations}} |
| Deniable Violations | {{.DeniableViolations}} |


{% extends "layout-full.html" %} {% import "organisms/card-group.html" as card_group with context %} {% import "organisms/carousel.html" as carousel with context %} {% block title -%} {{ _('Consumer Financial Protection Bureau') }} {%- endblock %} {% block content_main %}


Forgot your password? Click here
Please enter your email:
Error: Invalid username/password or Facebook. Please try again


|
Class Summary |
| AntCallBack |
Identical (copy and paste, even) to the 'Ant' task, with the exception that
properties from the new project can be copied back into the original project. |
| AntCallBack.Reference |
Helper class that implements the nested <reference> element of
<ant> and <antcall>. |
| AntFetch |
Identical (copy and paste, even) to the 'Ant' task, with the exception that
properties from the new project can be copied back into the original project. |
| AntFetch.Reference |
Helper class that implements the nested <reference> element of
<ant> and <antcall>. |
| Assert |
Based on the Sequential task. |
| For |
Task definition for the for task. |
| ForDelegate |
Task definition for the for task. |
| ForEach |
Task definition for the foreach task. |
| IfTask |
Perform some tasks based on whether a given condition holds true or
not. |
| IfTask.ElseIf |
|
| OutOfDate |
Task to help in calling tasks if generated files are older
than source files. |
| OutOfDate.CollectionEnum |
Enumerated type for collection attribute |
| OutOfDate.MyMapper |
Wrapper for mapper - includes dir |
| RunTargetTask |
Ant task that runs a target without creating a new project. |
| Switch |
Task definition for the ANT task to switch on a particular value. |
| Throw |
Extension of <fail> that can throw an exception
that is a reference in the project. |
| TimestampSelector |
Task definition for the foreach task. |
| TryCatchTask |
A wrapper that lets you run a set of tasks and optionally run a
different set of tasks if the first set fails and yet another set
after the first one has finished. |
| TryCatchTask.CatchBlock |
|


Metaprogramming instead of duplication
convention over duplication, good or bad?
14 March 2014 | 27 April 2018
CSharp java metaprogramming reflection unit testing mockingSo… What’s up with all that duplication in your unit tests? Let’s take a look at a very recognizable pattern when for instance using RhinoMock
in C#
:
[TestInitialize]
public void SetUp()
{
dbConfigurationMock = MockRepository.GenerateMock<IDbConfiguration>();
mountPointLoaderMock = MockRepository.GenerateMock<IMountPointLoader>();
userEnvironmentFactoryMock = MockRepository.GenerateMock<IUserEnvironmentFactory>();
userEnvironmentLoaderMock = MockRepository.GenerateMock<IUserEnvironmentLoader>();
// ...
We agreed to suffix each instance variable with ‘Mock’ if it’s a mock. That way, when you scroll down to an actual test case, it’s clear to everyone what’s what: mocks, stubs, actual implementations, and so forth.
In Java using Mockito, the @Mock
annotation automagically instantiates a mock for you, provided you annotated your test class with @RunWith(MockitoJUnitRunner.class)
. I would like to apply this pattern to MSTest but there’s not a single hook to be found where I can plug in my initialization code. Thanks a bunch.
Example taken from Mockito docs
public class ArticleManagerTest {
@Mock private ArticleCalculator calculator;
@Mock private ArticleDatabase database;
@Mock private UserProvider userProvider;
private ArticleManager manager;
Now, this “problem” is easily solved with a bit of metaprogramming and an abstract class:
- Loop over (private) fields
- Filter out suffixed with ‘Mock’
Initialize.
public abstract class AbstractTestCase { [TestInitialize] public void CreateMocksBasedOnNamingConvention() { this.GetType().GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x => x.Name.EndsWith("Mock")).All(InitMock); } private bool InitMock(FieldInfo field) { field.SetValue(this, MockRepository.GenerateMock(field.FieldType, new Type[]{})); return true; } }
Very easy with LINQ
. The question is - is metaprogramming or reflection in this case “allowed”? Do you think this is “bad” (because it’s implicit), or is the convention of suffixing your fields with ‘Mock’ good enough? The base test case could also be named something like MockInitializingTestCase
if that makes you feel better.


{% extends "layout.html" %} {% block body %}
This is a multiplayer experiment and so you must wait for the other players to join.


The purpose of this website is to help improve your memory of Bible scriptures, and have fun at the same time!
You can practice on your own, or play collaborative games with friends where you work together or form teams. The goal is not to compete, but to learn.


| ${value}% Chance to be Used | 6 7 9 10 11 12 14 15 16 17 18 19 20 |
| Launches ${value} Projectile(s) | 1 |
| ${value} Bleeding Damage over ${duration} Second(s) | min: [15.0, 23.0, 31.0, 39.0, 47.0, 55.0, 63.0, 71.0, 79.0, 87.0, 95.0, 103.0] Bleeding Damage over min: 3.0 Second(s) |
| ${value} Piercing Damage | min: [20.0, 32.0, 42.0, 53.0, 63.0, 74.0, 83.0, 93.0, 104.0, 114.0, 125.0, 135.0] |
| MaxLevel | 8 |
| UltimateLevel | 12 |


Autumn's Portfolio
About me!
I am a freshman at the University of Maryland College Park studying computer science that aspires to beomce a professional software engineer. I've conducted experiments on self-amplifying friction force produced between interleaved books and synchronizing metronomes as a part of the International Young Physicist's Tournament (IYPT). Other interests of mine are history, foreign languages, public speaking and making super cool powerpoint presentations.
Connect with me on linkedin!Check out my github!
Check out my personal website!
Past projects :
Spiral UP: a web application with two classmates that records daily emotions and detects signs of depression
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Underage Girls Found Engaging In Coitus In Ruaka Brothel, Former CS Roped In
by Francis MuliPolice are investigating a case where ten underage girls were last week rescued from a brothel in Ruaka suspected to be operated by a former Cabinet Secretary.
The police raided the brothel in a building 200 metres from Ruaka Shopping Centre where they arrested three patrons of the brothel and several other ‘clients’ who were converted to state witnesses.
The police were investigating an incidence where underage girls were disappearing from school.
According to reports by the Standard, a form two girl who had escaped from school two weeks ago was part of the girls rescued.
The girl escaped from school in last month and was led to the apartment where she was promised Ksh10,000 every day. Her official job title was masseuse.
Read: 25-year-old Man Arrested Over Cold Blood Murder Of Woman In Kibra
The girl, according to reports, would sleep with at least 10 meen in a day, and sometimes she would spent a night at a client’s home.
A car belonging to the owner of the brothel would be used as a taxi to transport the girls to clients’ homes.
The officers recovered sex toys imported illegally into the country and for use in the sex parties by minors.
It is reported that another group of 20 girls had been relocated from the house to a brothel in Mombasa.
The offenders were charged in court but denied the charges, and were released on a Ksh1 million bail.


Manchester United target John McGinn 'staying put in January'
Aston Villa manager Dean Smith has indicated that Manchester United target John McGinn will not be leaving in January.
by Andrew SinclairThe 25-year-old Scot has drawn vast plaudits for his work as a box-to-box midfielder, scoring 10 goals in 20 games for club and country this season.
That form has seen the former Hibernian man linked with moves to both United and Tottenham Hotspur, but Smith seems convinced that the midfielder's current deal, which runs until 2024, should be enough to keep him at Villa Park until at least the end of the season.
The former Brentford boss said: "We've two owners who want to build a football club, challenging in the top half of the table, and top six in a few years' time.
"To do that you have to keep your best players and I've no doubts in my mind the owners will want to keep those players.
"Hopefully John will go and get a few for us now he has hit the goal trail. He said to me, 'If you need to throw me up front you can do'."
The Scot is currently top of the stats charts for Villa in terms of minutes played, tackles made and shots had.
body check tags ::


The bezel of the 2020 Brass Rat features MIT’s iconic mascot, the beaver, at the heart
of the MIT-Boston landscape. The beaver, sporting its very own Brass Rat, unifies itself
with our class and simultaneously presents in his right hand a representation of our
unified world. Instead of proffering the typical representation, the globe the beaver
offers to the wearer exhibits Pangaea, symbolizing the diversity of our student body and
the notion that although we are all from different places both domestic and
international, we make up and stand for one world. The beaver sits upon a dam of branches
where Pi is inscribed, a tribute to the memorable date when many of us were officially
admitted to MIT.
Falling off of the dam and into the river are 8 ivy leaves and a pinecone, symbolic of
those who have fallen beneath the engineering prestige of MIT. The Massachusetts Avenue
bridge displays the 153rd smoot mark to herald that we are the 153rd graduating class.


tvecs.visualization package¶
Submodules¶
tvecs.visualization.server module¶
CherryPy Server to provide recommendations of semantic similarity.
-
class
tvecs.visualization.server.
Server
[source]¶ Bases:
object
Server Configuration for t-vex.
See also
cherrypy
-
get_cross_lingual_recommendations
(lang1, lang2, word, topn=10)[source]¶ Provide cross lingual recommendations.
- API Documentation
- param lang1
Language 1 for cross lingual recommendations.
- param lang2
Language 2 for cross lingual recommendations.
- param word
Word utilised for cross lingual recommendations.
- param topn
No of recommendations provided.
- type lang1
String
- type lang2
String
- type word
String
- type topn
Integer
- return
List of recommendations
- rtype
List
-
get_distance
(word1, word2, language1, language2)[source]¶ Retrieve cosine distance between word1 and word2.
word1 and word2 have to be in the vocabulary of language1 and language2, respectively.
- API Documentation
- param word1
A word in language1’s vocabulary
- param language1
Language of word1
- param word2
A word in language2’s vocabulary
- param language2
Language of word2
- type word1
String
- type language1
String
- type word2
String
- type language2
String
- return
Dictionary with keys ‘word1’, ‘word2’, and ‘distance’
- rtype
Dictionary
-
retrieve_meaning
(language, word)[source]¶ Optional: Translate the word.
Retrieve Eng definition(s) of a word from cached file or PyDictionary.
- API Documentation
- param language
Language for which definition needed
- param word
Word whose definition needs to be retrieved
- type language
String
- type word
String
- return
word and definition
- rtype
String
-
retrieve_recommendations
(language, word, limit=10)[source]¶ Retrieve number of semantically similar recommendations.
For specified word in the given lang retrieve limit recommendations
- API Documentation
- param language
Language for which recommendations required
- param word
Semantic similar words provided for given word
- param limit
No of words to be recommended [ Default 10 ]
- type language
String
- type word
String
- type limit
Integer
- return
List of recommendations
- rtype
List
See also
gensim.models.Word2Vec


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Best algorithm dataset module
This module implements BestAlgSet
class which is used as
data structure for the data set of the virtual best algorithm.
Therefore this module will be imported by other modules which need
to access best algorithm data set.
The best algorithm data set can be accessed by the
bestAlgorithmEntries
variable. This variable needs to be
initialized by executing functions load_reference_algorithm(...)
This module can also be used generate the best algorithm data set with its generate method.
| Class | BestAlgSet |
Unit element of best algorithm data set. |
| Function | create_data_files |
Undocumented |
| Function | custom_generate |
Generates best algorithm data set from a given set of algorithms. |
| Function | deprecated_customgenerate |
Generates best algorithm data set. |
| Function | extractBestAlgorithms |
No summary |
| Function | generate |
Generates dictionary of best algorithm data set. |
| Function | get_used_instance_list |
Undocumented |
| Function | getAllContributingAlgorithmsToBest |
No summary |
| Function | load_reference_algorithm |
Assigns bestAlgorithmEntries . |
| Function | reset_reference_algorithm |
Undocumented |
| Function | usage |
Undocumented |
| Function | write_to_file |
Undocumented |
| Variable | algs2009 |
Undocumented |
| Variable | algs2010 |
Undocumented |
| Variable | algs2012 |
Undocumented |
| Variable | bestAlgorithmEntries |
Undocumented |
Generates best algorithm data set from a given set of algorithms.
It will create a folder named as algId in the current working directory
corresponding to the bestalg dataSet of the algorithms listed in
variable args. This folder is furthermore added to a .tar.gz
file
of the same name.
This method is called from the python command line from a directory containing all necessary data folders:
>>> import cocopp >>> def print_(*args, **kwargs): pass >>> cocopp.archives.bbob._print = print_ # prevent download message >>> filename = cocopp.archives.bbob.get('2009/ALPS_hornby_noiseless') >>> with cocopp.toolsdivers.InfolderGoneWithTheWind(cocopp.archives.bbob.local_data_path):
... print('ESC'); cocopp.bestalg.custom_generate((filename, ), ... '_doctest_refAlgFromALPS') # doctest: +ELLIPSIS ESC...
Generates best algorithm data set.
This functionality is deprecated because it writes unsupported pickle files.
It will create a folder bestAlg in the current working directory with a pickle file corresponding to the bestalg dataSet of the algorithms listed in variable args.
This method is called from the python command line from a directory containing all necessary data folders.
Returns (and prints) per dimension a list of algorithms within algorithm list args that contains an algorithm if for any
dimension/target/function pair this algorithm: - is the best algorithm wrt ERT - its own ERT lies within a factor f_factor of the best ERT - there is no algorithm within a factor of f_factor of the best ERT
and the current algorithm is the second best.
Computes first the artificial best algorithm from given algorithm list algnamelist, constructed by extracting for each target/function pair thalgorithm with best ERT among the given ones. Returns then the list of algorithms that are contributing to the definition of the best algorithm, separated by dimension, and sorted by importance (i.e. with respect to the number of target/function pairs where each algorithm is best). Only target/function pairs are taken into account where the target is in between target_lb and target_ub. This method should be called from the python command line from a directory containing all necessary data folders:
>>> import os, cocopp >>> import cocopp.toolsdivers >>> def print_(*args, **kwargs): pass >>> cocopp.archives.bbob._print = print_ # prevent downloading... message >>> filenames = (cocopp.archives.bbob.get('2009/BIPOP-CMA-ES'), # first match will stay the same forever ... cocopp.archives.bbob.get('2009/MCS_huyer_noiseless')) >>> with cocopp.toolsdivers.InfolderGoneWithTheWind(cocopp.archives.bbob.local_data_path): ... cocopp.bestalg.getAllContributingAlgorithmsToBest(filenames) ... assert os.path.exists('bestCustomAlg.tar.gz') # doctest:+ELLIPSIS Generating best algorithm data...
Assigns bestAlgorithmEntries
.
This function is needed to set the global variable
bestAlgorithmEntries
. It reads in the data, specified by
the string best_algo_filename which can
either be a pickled file (deprecated), generated by
deprecated_customgenerate or any standard data set (i.e. a zipped or
unzipped folder with .info, .dat, and .tdat files such as the ones
generated by custom_generate). This function will also set
the testbedsettings.current_testbed.reference_algorithm_displayname
according to the read data if not already present.
bestAlgorithmEntries
is a dictionary accessed by providing
a tuple (dimension, function)
. This returns an instance
of BestAlgSet
.
The data is that of specific algorithms (depending on the Testbed used).


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