Roll the dice when it's your turn to play in the game.
See the score you get for each roll of the dice you make in the game.
See your cumulative score for each round you play in the game. For example, if you roll the scores 2-6-3 consecutively, you should see my end score as 11.
When you are satisfied with the points in that round, press hold button and the total cumulative score will be displayed.
When your dice give a number 1. you will get 0 on that round and the play will be transfered to the player two.
The player who reaches 100 points mark will be declared winner by an alert and game will be over.


Here, you will compete against an AI to reach a random Wikipedia article by clicking on available article links. Meanwhile, you will be able to track the AI progress on the left side of the screen! Are you ready?
Target page
00:00.00
AI's wiki-journey :
Users' wiki-journey :


StructureJS
0.9.0Code and documentation for the StructureJS library.
The BaseEvent class is used as the base class for the creation of Event objects, which are passed as parameters to event listeners when an event occurs.
The properties of the BaseEvent class carry basic information about an event, such as the event's type or whether the event's default behavior can be canceled.
For many events, such as the events represented by the Event class constants, this basic information is sufficient. Other events, however, may require more detailed information.
bubbles
Boolean
public
Indicates whether an event is a bubbling event.
Default: false
cancelable
Boolean
public
Indicates whether the behavior associated with the event can be prevented.
Default: false
currentTarget
Any
public
The currentTarget property always points to the DisplayObjectContainer that the event is currently processing (i.e. bubbling at).
Default: null
data
Any
public
Used to pass any type of data with the event.
Default: null
isImmediatePropagationStopped
Boolean
public
Indicates if the stopImmediatePropagation was called on the event object.
Default: false
isPropagationStopped
Boolean
public
Indicates if the stopPropagation was called on the event object.
Default: false
sjsId
Int
public
The sjsId (StructureJS ID) is a unique identifier automatically assigned to most StructureJS objects upon instantiation.
Default: null
target
Any
public
A reference to the object that originally dispatched the event.
Default: null
type
String
public
The type of event.
Default: null
BaseEvent
type
[bubbles=false]
[cancelable=false]
[data=null]
type
String
The type of event. The type is case-sensitive.
[bubbles=false]
Boolean
optional
Indicates whether an event is a bubbling event. If the event can bubble, this value is true; otherwise it is false. Note: With event-bubbling you can let one Event subsequently call on every ancestor (parent) (containers of containers of etc.) of the DisplayObjectContainer that originally dispatched the Event, all the way up to the surface (Stage). Any classes that do not have a parent cannot bubble.
[cancelable=false]
Boolean
optional
Indicates whether the behavior associated with the event can be prevented. If the behavior can be canceled, this value is true; otherwise it is false.
[data=null]
Any
optional
Use to pass any type of data with the event.
// Example: how to create a custom event by extending BaseEvent.
var Extend = require('structurejs/util/Extend');
var BaseEvent = require('structurejs/event/BaseEvent');
var CountryEvent = (function () {
var _super = Extend(CountryEvent, BaseEvent);
CountryEvent.CHANGE_COUNTRY = "CountryEvent.changeCountry";
function CountryEvent(type, bubbles, cancelable, data) {
_super.call(this, type, bubbles, cancelable, data);
this.countryName = null;
}
return CountryEvent;
})();
// Example: how to use the custom event.
var event = new CountryEvent(CountryEvent.CHANGE_COUNTRY);
event.countryName = 'Canada';
this.dispatchEvent(event);
clone
()
BaseEvent
public
Duplicates an instance of an BaseEvent subclass.
Returns a new BaseEvent object that is a copy of the original instance of the BaseEvent object.
The new BaseEvent object includes all the properties of the original.
var cloneOfEvent = event.clone();
destroy
()
Void
public
The purpose of the destroy method is to make an object ready for garbage collection. This should be thought of as a one way function. Once destroy is called no further methods should be called on the object or properties accessed. It is the responsibility of those who implement this function to stop all running Timers, all running Sounds, and take any other steps necessary to make an object eligible for garbage collection.
By default the destroy method will null out all properties of the class automatically. You should call destroy on other objects before calling the super.
ClassName.prototype.destroy = function() {
this._childInstance.destroy();
_super.prototype.destroy.call(this);
}
getQualifiedClassName
()
String
public
Returns the fully qualified class name of an object.
Returns the class name.
instance.getQualifiedClassName();
stopImmediatePropagation
()
public
Prevents processing of any event listeners in the current node and any subsequent nodes in the event flow. This method takes effect immediately, and it affects event listeners in the current node. In contrast, the stopPropagation method doesn't take effect until all the event listeners in the current node finish processing.
event.stopImmediatePropagation();
stopPropagation
()
public
Prevents processing of any event listeners in nodes subsequent to the current node in the event flow. This method does not affect any event listeners in the current node (currentTarget). In contrast, the stopImmediatePropagation method prevents processing of event listeners in both the current node and subsequent nodes. Additional calls to this method have no effect.
event.stopPropagation();
ACTIVATE
The BaseEvent.ACTIVATE constant defines the value of the type property of an activate event object.
ADDED
The BaseEvent.ADDED constant defines the value of the type property of an added event object.
ADDED_TO_STAGE
The BaseEvent.ADDED_TO_STAGE constant defines the value of the type property of an addedToStage event object.
CANCEL
The BaseEvent.CANCEL constant defines the value of the type property of a cancel event object.
CHANGE
The BaseEvent.CHANGE constant defines the value of the type property of a change event object.
CLEAR
The BaseEvent.CLEAR constant defines the value of the type property of a clear event object.
CLOSE
The BaseEvent.CLOSE constant defines the value of the type property of a close event object.
CLOSING
The BaseEvent.CLOSING constant defines the value of the type property of a closing event object.
COMPLETE
The BaseEvent.COMPLETE constant defines the value of the type property of a complete event object.
CONNECT
The BaseEvent.CONNECT constant defines the value of the type property of a connect event object.
DEACTIVATE
The BaseEvent.DEACTIVATE constant defines the value of the type property of a deactivate event object.
DISPLAYING
The BaseEvent.DISPLAYING constant defines the value of the type property of a displaying event object.
ENTER_FRAME
The BaseEvent.ENTER_FRAME constant defines the value of the type property of an enterFrame event object.
EXIT_FRAME
The BaseEvent.EXIT_FRAME constant defines the value of the type property of an exitFrame event object.
EXITING
The BaseEvent.EXITING constant defines the value of the type property of an exiting event object.
FULLSCREEN
The BaseEvent.FULL_SCREEN constant defines the value of the type property of a fullScreen event object.
INIT
The BaseEvent.INIT constant defines the value of the type property of an init event object.
NETWORK_CHANGE
The BaseEvent.NETWORK_CHANGE constant defines the value of the type property of a networkChange event object.
OPEN
The BaseEvent.OPEN constant defines the value of the type property of an open event object.
PASTE
The BaseEvent.PASTE constant defines the value of the type property of a paste event object.
PREPARING
The BaseEvent.PREPARING constant defines the value of the type property of a preparing event object.
REMOVED
The BaseEvent.REMOVED constant defines the value of the type property of a removed event object.
RENDER
The BaseEvent.RENDER constant defines the value of the type property of a render event object.
RESIZE
The BaseEvent.RESIZE constant defines the value of the type property of a resize event object.
SELECTED
The BaseEvent.SELECTED constant defines the value of the type property of a selected event object.


{{! Copyright 2015, Jakob Korherr Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. }} {{< ../pageTemplateNoUser}} {{$headContainer}}
{{/headContainer}} {{/ ../pageTemplateNoUser}}


lusermod
Section: User Commands (1)Updated: 2009-12-11
Index Return to Main Contents
NAME
lusermod - Modify an userSYNOPSIS
lusermod [OPTION]... userDESCRIPTION
Modifies the user with name user.OPTIONS
- -c, --gecos=gecos
-
Set user's SM]GECOS field to gecos.
The SM]GECOS field is traditionally used to store user's real name
and other information.
- -d, --directory=directory
-
Set user's home directory to directory.
- -g, --gid=gid
-
Change user's primary group ID to gid.
If group with ID
gid
does not exist,
a warning is printed,
but the operation is performed anyway.
- -i, --interactive
-
Ask all questions when connecting to the user database,
even if default answers are set up in
libuser
configuration.
- -L, --lock
-
Lock user's account.
This prevents logging in using user's password.
- -l, --login=name
-
Rename user to name.
- -m, --movedirectory
-
After changing user's home directory (using the -d option),
move the old home directory to the new location.
- -P, --plainpassword=password
-
Set user's password to password.
Note that the password can be viewed while running
lusermod
using tools such as
ps(1).
- -p, --password=encrypted
-
Set user's password to the password represented by the hash
encrypted.
Note that the hash can be viewed while running
lusermod
using tools such as
ps(1).
- -s, --shell=shell
-
Set user's login shell to shell.
- -U, --unlock
-
Unlock user's account.
- -u, --uid=uid
-
Change user's user ID to uid.
- --commonname=name
-
Set user's common name to name.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
- --givenname=name
-
Set user's given name to name.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
- --homephone=phone
-
Set user's home telephone number to phone.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
- --roomnumber=room
-
Set user's room number to room.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
- --surname=name
-
Set user's surname to name.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
- --telephonenumber=phone
-
Set user's telephone number to phone.
This attribute is only supported in some backends (e.g.LDAP),
and its support may have further limitations (e.g. LDAP schema rules).
EXIT STATUS
The exit status is 0 on success, nonzero on error.
Index
This document was created by man2html, using the manual pages.
Time: 05:29:05 GMT, December 24, 2015


The PWG meetings will be held on August 28-30, 2019 only via WebEx teleconference (Virtual F2F).
There is no registration fee or RSVP survey for this meeting.
Call-in toll-free number (US/Canada): +1<PHONE_NUMBER>
Call-in toll number (US/Canada): +1<PHONE_NUMBER>
Call-in toll number (US/Canada): +1<PHONE_NUMBER>
Attendee access code: (by request only)
To join the online meeting:
Note:All times are US Mountain Daylight Time ( UTC-06:00 ) - Daylight Savings Time takes effect March 11, 2019 in the US.
Discussions at PWG face-to-face meetings are covered by the PWG Policy on Intellectual Property and Confidentiality - basically everything we discuss is non-confidential and can be included in an open standard.
| Date | Times | Description |
|---|---|---|
| August 28 |
9:00 AM to 10:15 AM | PWG Plenary |
| 10:15 AM to 10:30 AM | IPP WG : Status · Sample Code Demo | |
| 10:30 AM to 11:00 AM | IPP WG : IPP Everywhere v1.1 · IPP Everywhere Self Cert v1.1 | |
| 11:00 AM to 11:30 AM | Break / Lunch | |
| 11:30 AM to 1:30 PM | IPP WG : IPP Job and Printer Extensions - Set 3 (JPS3) v2.0 | |
| 1:30 PM to 1:45 PM | Break | |
| 1:45 PM to 3:00 PM | IPP WG : IPP Production Printing Extensions v2.0 | |
| August 29 | 9:00 AM to 11:00 AM | IDS WG : Status and Discussion |
| 11:00 AM to 11:30 AM | Break / Lunch | |
| 11:30 AM to 12:30 PM | IPP WG : IPP Encrypted Jobs and Documents v1.0 | |
| 12:30 PM to 1:30 PM | IPP WG : IPP System Service v1.0 | |
| 1:30 PM to 1:45 PM | Break | |
| 1:45 PM to 3:00 PM | IPP WG : IPP Enterprise Printing Extensions v2.0 · Job Accounting with IPP | |
| August 30 | 9:00 AM to 10:00 AM | IPP WG : IPP Errata Review |
| 10:00 AM to 11:00 AM | IPP WG : 3D Printing Liaisons Status and Topics | |
| 11:00 AM to 11:30 AM | Break / Lunch | |
| 11:30 AM to 1:00 PM | IPP WG : 3D Printing Metadata BoF · 3D PDF | |
| 1:00 PM to 1:15 PM | IPP WG : Next Steps |


Diplomacy is a war board game set in the years preceding World War I. It involves a number of players, each representing one of 7 countries. The players use their cunning negotiation skills and carefully chosen military tactics to try and conquer Europe with their chosen allies. The seven player nations are as follows:
Click Here for country colors and starting unit counts
Click here to view the game board map.


I have been preparing for my latest journey with much contemplation on the self and ego loss.. which is of course an absurd thing to do through the veil of the ego.. so I thought it would be good to enlist the help of the sage goddess. I took 4 dropper loads of the Essence at once in my room, undiluted. The burning sensation faded soon.. but brought dampness to my eyes initially. No noises in the house, just--
stillness.. the familiar paralytic wave of selflessness creeping over my body like dusk creeping over the earth.. my feet the first to feel the sensation of the lack of sensation.. the escape.. the release.. my calves feeling it next.. the tingling stiffness rolling up my skin to my head, until I was swept under.. my body now petrified, turned to stone.. I was nothing more than a salvia-juice recepticle.. the nerves in my mouth being the only ones retaining any sense of purpose or integrity, as they were required to finish the ritual..
I found that the tantric breathing method of curling the tongue and resting the bottom of it along the roof of the mouth is the best absorption method.. I forget what this is called, crows breath maybe? it has been some time since I studied tantra.. but the techniques never fade.. and if you know this one, I strongly advise you to use it in this application.
this made my outward existence that solely of a container of diviners sage.. as I plunged inward.. and away.. rushing away from my plastic ego as if dying.. but welcoming the assimilation into the overmind.. into the purity of idea that is not constrained by linear struggles.. ... the rolling back of the wave of existence erased the past association-memory of 'me' like figures drawn in the sand before tide.. and in each breath of the animal-me there were a thousand eternities... still attached to the salvia recepticle but controlling this sacred pool from the other realm.. thoughtlessly.. involuntarily .. stunned and enrapt by the release of the self from the body for the split second that 'I' was gone.. that the 'me me me' goings-on of the monkey-mind hushed.. that I was at once no-where and every-where.. all and nothing.. all verbal and egoic thoughts ceased and there is no rational way of telling how long I stayed in this state.
Then a cough.. a miserly, nursing home smoker's cough, a cough that pulled me back into the world of the senses.. making it hard for the salvia-vessel to continue to do its job.. I ran to the bathroom to spit.. but it seemed as if I were spitting my blood.. my fuel.. the salvia/saliva mix seemed very much mine, connected, the enchanting emerald color seemed to be of me.. as if it were my venom.. and I looked up and found myself staring at a very reptillian 'me'.. quick nerves and scaly skin.. very much alive in the senses again that I had abandoned just moments ago..
My humble domicile reeked of the judeo-christian guilt games of my youth.. the culturally conditioned blame and shame sitcoms resounding.. I felt detached from this place and in the same thought defeated by it.. it felt very infantile.. and I felt even moreso.. trapped in this bubblewrapped reality..
I rushed outside into the vivid landscape of my front yard.. mesmerized by the grasses and weeds and bushes.. such as an acid trip is.. only without the motion and clear breathing of the plants.. each leaf and blade of grass singing to me hypnotically.. I thought of myself in this environment.. feeling very clean and pure and in-tune with it.. until the neighbors appeared.. I heard voices all around me.. not hallucinations but neighbors going on about their affairs.. and I was out of place and detached again.. what would they think of me pondering so serenely these bushes and blades of grass? they would think DOPE FIEND and I would be arrested for sure! I paced uncomfortably and almost went back in.. but the concrete caught me then.. it looked both strong and rotting.. the little weeds poking through the cracks mocking it and looking triumphant.. I resolved to stay out..
I ran up to the tree in my front yard.. quickly jumped into it and found a nice spot to perch.. letting the ants and leaves sing to me.. feeling quite at home.. it strikes me suddenly that I am still tripping on salvia.. and I think kind thoughts of Siebert for developing this truly remarkable potion.
I sat down to write this with the effects still lingering.. as I thought if I don't do it now, it won't happen at all.. much like writing down my dreams..The ego has of course taken over.. but Salvia offers an opportunity for a vacation from this motive-driven circular-reasoning fašade.. and an illumination for me once I return to it.. if I will just sit back, shut up, and listen.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


This component visualize content as accordion control (SAP UI5).
Link to blog: Design Studio SDK: (dynamic) Accordion Component Link to blog: Design Studio SDK - SAPUI5 Accordion Menu


Pont-Audemer Spaniel
| Pont-Audemer Spaniel Picture | |
| Breed Information | |
|---|---|
| Popularity | # |
| Name | Pont-Audemer Spaniel |
| Other names | Epagneul Pont-Audemer, Setter of Pont-Audemer |
| Origin | France |
| Breed Group | Gun Dog (UKC) |
| Size | Medium |
| Type | Purebred |
| Life span | 12-14 years |
| Temperament | AffectionateClownishGentleHard-workingHardyTrainable |
| Height | 20-23 inches (50-58 cm) |
| Weight | 44-60 pounds (20-27 kg) |
| Colors | BlackBrown & White |
| Litter Size | 4-8 puppies |
| Puppy Price | Average $500 - $700 USD |
| Breed Characteristics | |
| Adaptability | 0 stars |
| Apartment Friendly | 0 stars |
| Barking Tendencies | 0 stars |
| Cat Friendly | 0 stars |
| Child Friendly | 0 stars |
| Dog Friendly | 0 stars |
| Exercise Needs | 0 stars |
| Grooming | 0 stars |
| Health Issues | 0 starsHypoallergenic: No |
| Intelligence | 0 starsRanking: (#). (See All Rankings) |
| Playfulness | 0 stars |
| Shedding Level | 0 stars |
| Stranger Friendly | 0 stars |
| Trainability | 0 stars |
| Watchdog Ability | 0 stars |
| Pont-Audemer Spaniel Puppy Picture | ||
| Puppy Names | ||
|---|---|---|
| Rank | Male | Female |
| 01 | Buddy | Molly |
| 02 | Charlie | Bella |
| 03 | Toby | Luna |
| 04 | Oliver | Sadie |
| 05 | Cooper | Pepper |
| 06 | Teddy | Ellie |
| 07 | Lucky | Zoey |
| 08 | Dexter | Nala |
| 09 | Cody | Riley |
| 10 | Zeus | Penny |
| See All Names › |
| Overview |
|---|
|
The Pont-Audemer Spaniel is a medium-sized dog, weighing 44 to 60 pounds (20–27 kg), and standing around 50–58 centimetres (20–23 in) at the withers. It is different from most sporting dog breeds in the USA and UK in its length, and the pointed quality of the muzzle.The Pont-Audemer Spaniel's coat is curly or, at the very least, quite wavy, but smooth around the face. The most common pattern is brown and white roan but a solid brown coat is also acceptable. Both coat patterns can have red-brown “dead leaf glints”. Black or tan markings are faults. The hair on the face is short. The topknot can take up to five years to fully develop. Most Pontos have docked tails. Tails that are left intact are usually well feathered like that of a setter, although it is not unheard of for a Ponto to have the shorthaired “rat-tail” of an Irish Water Spaniel. Though hardy, as well as hard-working, the breed has the typical spaniel traits of being easy to train, gentle, and affectionate. The dogs are known to have a fun-loving quality and in France are said to be le petit clown des marais (the little clown of the marshes). Pont-Audemer Spaniels are usually found in a working gundog environment, and are rarely kept as mere family pets. The dogs specialize as water dogs. At the start of the 20th century they were prized for their use in hunting wild ducks in either the water or marshy conditions. They remain used in France in various terrain, and used for hunting rabbits or pheasants. |
| History |
| Descended from the Picardy spaniel and possibly the Barbet and the Poodle, the Epagneul de Pont-Audemer has always been a rare breed, and so few existed after the Second World War that it was necessary to breed them with Irish Water Spaniels to keep the breed alive. A water specialist, the breed is also used to point and flush. The Epagneul de Pont-Audemer was recognized by the United Kennel Club January 1, 1996. |


- •Must Read Titles
- •Best Of List
- •Classic Novels
- •Non Fiction
You added Fight Club by Chuck Palahniuk to your Must Read Titles.
24 minutes ago
You added Fight Club by Chuck Palahniuk to your Must Read Titles.
24 minutes ago


--- number: "06" --- {% extends "../templates/pages/interview.html" %} {% block biography %}
Front-end developer working in the Origami team at the Financial Times in London.
He has a keen interest in CSS and Sass, and advocates strongly for accessibility and progressive enhancement when building for the web.
Co-creator of 12 Devs of Xmas and author of the book Pro WordPress Theme Development.
{% endblock %} {% block interview %} {% endblock %}


Welcome to latexbot, a bot for rendering LaTeX! Please see the available functions below:
/render/<input>: intended for rendering of short snippets. The input must
be properly encoded!
Request arguments: "mode" defines the output format, values: image or link.
/input: a page with a form for longer inputs. Image and link output
formats are supported.


The most likely case is that you're trying to compile the same file twice, with almost the same, but differing properties. For example:
exe a : a.cpp : <include>/usr/local/include ; exe b : a.cpp ;
The above snippet requires two different compilations of 'a.cpp', which differ only in 'include' property. Since the 'include' property is free, Boost.Build can't generate two objects files into different directories. On the other hand, it's dangerous to compile the file only once -- maybe you really want to compile with different includes.
To solve this issue, you need to decide if file should be compiled once or twice.
Two compile file only once, make sure that properties are the same:
exe a : a.cpp : <include>/usr/local/include ; exe b : a.cpp : <include>/usr/local/include ;
If changing the properties is not desirable, for example if 'a' and 'b' target have other sources which need specific properties, separate 'a.cpp' into it's own target:
obj a_obj : a.cpp : <include>/usr/local/include ; exe a : a_obj ;
To compile file twice, you can make the object file local to the main target:
exe a : [ obj a_obj : a.cpp ] : <include>/usr/local/include ; exe b : [ obj a_obj : a.cpp ] ;
A good question is why Boost.Build can't use some of the above approaches automatically. The problem is that such magic would require additional implementation complexities and would only help in half of the cases, while in other half we'd be silently doing the wrong thing. It's simpler and safe to ask user to clarify his intention in such cases.


Dashboard
Tests
0
tests
Add requests
0
requests
Users
0
users
Results
0
results
Number of taken tests


ChatGPT Writes Me a Hnefatafl Blog
After months of hearing about all the ChatGPT hype, I finally bit the bullet and gave the AI a spin. I asked ChatGPT to write a blog about Hnefatafl and I was pretty impressed by what it spit out in a matter of seconds.
NOTE: The exact prompt I used was “Write me a blog about hnefatafl.”
What does this mean?? Yay, my blog writing just got easier! Just kidding. Although, I wouldn’t use ChatGPT to replace my writing (mostly because I like the process of writing). I can see how it can be used as a tool for starting articles and brainstorming. In the coming years, it will be interesting to see how/if the world will embrace the use of AI in everyday life.


{% extends "about-base.html" -%} {%- block title -%} Metadata {%- endblock title -%} {%- block body -%}
You can customize docs.rs builds by defining [package.metadata.docs.rs]
table in your crates' Cargo.toml
.
The available configuration flags you can customize are:
{% filter highlight(lang="toml") %} {%- include "core/Cargo.toml.example" -%} {% endfilter %}


@* * Copyright 2023 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @(params: Map[String, Any]) @uk.gov.hmrc.hmrcemailrenderer.templates.helpers.html.template_main(params, "Your application to register for the Soft Drinks Levy has been submitted") {
Your application to register for the Soft Drinks Levy has been submitted.
We’ll contact you again by email when your application has been processed and your reference number has been assigned.
You don’t need to do anything else.
You gave this contact email address when you applied to register for the Soft Drinks Levy.
From HMRC Soft Drinks Levy Project Team
}


1. Before creating a game, create a table with 6 columns namely: Name of gallery 1, Name of gallery 2, Name of gallery 3, Name of gallery 4, eLearning Link and More Information Link.
2. Fill in the rows where each row is a level (correct match of gallery 1, gallery 2, gallery 3 and gallery 4, eLearning Link and More Information link for that level). Lets call the elements of the galleries as Tiles.
3. Create powerpoint presentation where 1 slide contains 1 Tile. Use bigger font.
4. Save this presentation as .gif or .jpg or .png format where each slide will be saved as an image file.
5. These can be used to create galleries in 'Manage Galleries' section and the level information in the table can be used to create levels in 'Edit Games' section.
Game Designer Statistics
Game Designers can check the statistics of the games created by them in 'Profile' in home page. In 'Profile' view, in 'Statistics of games created by you' section, choose a game from the dropdown menu and it gives the most incorrectly answered levels by all players (Worst Levels) in that game and also the overall percentage of correct and wrong answers given by all players (Pie/Bar chart) in the game.
Steps to Create a Game
Game Designer View:
Steps to Create a Game:
Step 1: To create a game, we need the game components - Galleries and Connections.
Step 2: Galleries can be created in 'Manage Galleries' view. Check 'How to Manage Galleries' section for details.
Step 3: Connections can be created in 'Manage Connections' view. Check 'How to Manage Connections' section for details.
Step 4: After creating the game components, a new game can be created in 'Create Games' in 'Manage Games' view.
Step 5: In 'Create Games' view, select the desired galleries and connections and create a game. This creates an empty game and now this game is ready to be edited in 'Edit Games' view where levels can be added. Check 'How to Create Games' section for details.
Step 6: In 'Edit Games' view, create levels of the game. Check 'How to Edit Games' section for details.
How to Manage Galleries
1. Create a new gallery by giving gallery name (non empty) and description of the gallery. Gallery name is required to enable the 'Create' button
2. Click on the 'Create' button to create the gallery. This gallery will be added to the list of galleries in the 'Select Gallery to Edit' dropdown.
3. Select the gallery from the dropdown to enable 'Edit Gallery' and 'Delete Gallery' buttons. If you want to view other galleries created by other users, select the gallery and 'Show' button will be enabled instead of edit and delete buttons.
4. Click on 'Edit Gallery' button to edit the gallery. This displays the Gallery details and 'Add Tiles button'
5. Click on 'Save' button after making changes to the gallery details.
6. Galleries contain tiles which are image files (Refer to 'How to Create Image Files' below). To create tiles in the gallery, click on 'Add Tiles' button to upload the image files. Uploading multiple image files is possible.
7. To delete a tile from the gallery, click on the tile to be deleted to enable 'Delete Tile' button. Click on the button to delete the tile from the gallery.
8. 'Undo Tile Deletion' button appears immediately after deleting a tile. Click on it to restore the tile. This button disappears if any other action is performed.
9. To delete a gallery, select the gallery from the dropdwown menu and click on 'Delete Gallery'.
10. 'Undo Gallery Deletion' button appears after deleting the gallery. Click on it to restore the gallery. This button disappears if any other action is performed.
How to Create Image Files
Create a Powerpoint presentation with desired data. If the data is text, then create text with very large font.
While saving the presentation, choose the option to save it as image files. This will create a folder with all the slides of the presentation as image files. These image files can be uploaded via the uploader using 'Add Tiles' button
How to Manage Connections
1. Click on 'Show Connections' button to view existing connections.
2. Click on 'Add Connections' button to upload connections (only image files are allowed).
3. To delete a connection, click on the connection to enable 'Delete connection' button. Click on the button to delete the connection.
4. 'Undo Connection Deletion' button appears after deleting the connection. Click on it to restore the connection.
How to Create Games
Game Designer Details
1. Give your details : Name, Institution and Email in the 'Game Designer Details' section. These details will be shown on the 'Game Description' page which is shown when the user clicks on the game to play.
Game Details
1. To create a game, giving game name, choosing the number of galleries and selecting the galleries that are going to be in the game are mandatory to enable the 'Create' button.
2. Depending on the number of galleries selected (maximum of 4 galleries), dropdowns containing list of all galleries will be displayed. Also, you can select the connections between these galleries from 'Select Connection x' (x = 1 or 2 or 3). The following figure shows how the galleries selected would be positioned in the game view and how the connections selected would connect the tiles from these galleries. In the figure, c1 corresponds to connection1 which connects gallery 1 and 2, c2 to connection2 which connects gllery 2 and 3 and c3 to connection3 which connects gallery 3 and 4.
3. Additional details like selecting game category will place the game in that category. If the new game doesn't fit into any category in the dropdown list, make sure to select '--Select Category or Create New Category--' in 'Select Game Category' dropdown, and you can create a new category by entering the name in 'Create New Category' field. If no category is selected or created then the game will be placed in 'Other' by default.
4. 'Description of the game' shows below the game name in the games list and 'Detail Description of the game' is shown on the Game Description page as shown in the figure below.
5. Click on 'Create' button to create the game. This creates a basic game structure which does not contain any levels. To add levels in the game go to 'Edit Games' view. Please refer to 'How To Edit Games' section for more details.
How to Edit Games
1. Select a game from 'Select Game' dropdown list to enable 'Edit Game' and 'Delete Game' buttons.
2. Click on 'Delete Game' button to delete the game. 'Undo Game Deletion' button appears after game deletion. Click on it to restore the deleted game.
3. Click on 'Edit Game' button to edit the details of the game, add,edit and delete levels of the game and change connections.
4. Edit 'Game Designer Details' and Game Details if needed and click on 'Save' button to save the changes.
Add Levels
1. A level is a set of correct matching tiles from the galleries. In the following figure, the four tiles form a level. Also, each level has an eLearning link and more Information link associated with it which helps the player learn more about the subject.
2. In the 'Add Levels' section as shown in the figure below, select the set of tiles that form a level to enable the 'Add Level' button. Provide eLearning link which provides information about the subject briefly and more information link which provides in depth information about the subject. Click on 'Add Level' button to create the level.
Edit Levels
1. In th 'Edit Levels' section, choose a level using 'Previous' and 'Next' buttons.
2. Click on 'Delete Level' button to delete the chosen level. 'Undo Level Deletion' button appears after level deletion. Click on it to restore the deleted level.
3. Edit eLearning link and more Information link and click on 'Save' button below to save the changes.
Change Connection
To change connections, select a connection and click on 'Set Connection x'(where x = 1 or 2 or 3) to save the new connection.
Default values are set for Experience Calculation rule, Experience Levels and Trophies, Badges and Highscore Calculation rules for each game (these are created when a new game is created). All of these are customizable by the game designer.
When you create a new game, only 'Game Completion Badge' is required to be created. For this, please refer to 'How to Manage Badge Rules' and 'How to Set Game Assessment Rules' sections.
Assessment System Concept
Assessment System View:
There are three main customizable components of Assessment System namely Experience, Highscore and Badges.
Experience
1. Experience score is calculated over all games and it depends on the Highscore summary of all games, number of badges acquired, number of times user is logged in etc. Default Experience Calculation Rule is set and any Game Designer can change it.
2. A trophy can be given and level can be determined when Experience score reaches certain points.
3. Refer to 'How to Manage Experience Rules' for more details.
Highscore
1. Highscore is calculated by summing up Highscores acquired in each game. Highscore depends on the weights for correct answer, wrong answer and actions like using 'Show me' button etc.
2. Since each game has a different difficulty level, each game can have different Highscore calculation rule. When a new game is created via 'Game Designer View' default Highscore calculation rule version 1 is set. This can be changed in 'Game Assessment Rules' view.
3. Refer to 'How to Manage Highscore Rules' for more details.
Badges
1. There are two types of Badges namely Game Completion Badges and Game Statistics Badges.
2. To acquire a Badge, a Badge Requirement Criteria must be satisfied.
3. A Game Completion Badge can be allotted to a game in 'Game Assessment View'. This badge will be allotted when the player attempts all the levels in a game.
4. Refer to 'How to Manage Badge Rules' for more details.
How to Manage Experience Rules
Create Experience Trophy
1. Check the existing Trophies by clicking on 'Show Existing Trophies' button.
2. Give Trophy Level name and Required Points to enable 'Add Experience Trophy' button.
3. Click on 'Add Experience Trophy' button to upload the trophy image.
4. In the following figure, a trophy is created for Level 3, when the user acquires 250 Experience points.
Edit Experience Trophy
1. Select a trophy from the trophies gallery to enable 'Edit Trophy' and 'Delete Trophy' buttons.
2. Click on 'Edit Trophy' to edit the trophy details. Click on 'Save' button to save the changes.
3. Click on 'Delete Trophy' to delete the trophy. 'Undo Trophy Deletion' button appears after deleting the trophy. Click on it to restore the trophy.
Set Experience Rule
1. Experience Calculation formula shows how Experience score is calculated. The weight of each factor is customizable in the fields below the formula.
2. Edit Experience Rule and click on 'Save Rule' button to save the changes.
How to Manage Highscore Rules
1. Create a new highscore version by giving the details in 'Highscore Calculation Rules' section and click on 'Create New Version' to create the version. The new version created will be added to the 'Select Highscore Version to Edit' dropdown.
2. Select Highscore version from the 'Select Highscore Version to Edit' dropdown to enable 'Edit Highscore Version' and 'Delete Highscore Version' buttons. These buttons wil be enabled only if you have created the selected highscore version. Otherwise, 'Show' button is enabled.
3. Click on 'Edit Highscore Version' button to edit the highscore version. Click on 'Save' button to save the changes.
4. Click on 'Delete Highscore Version' to delete the highscore version. 'Undo Version Deletion' button appears after deleting the version. Click on it to restore the version.
5. Click on 'Reset' button to reset the view. This clears all the fields and resets the dropdown menu.
How to Manage Badge Rules
Create Badge
1. Give Badge Name and select Badge Requirement to enable to the 'Add Badge' button.
2. Some of the Badge types need numerical Requirement value to enable 'Add Badge' button. When the Badge Requirement is selected from the dropdown, if the text field next to it is enabled, then it implies that the Badge type requires a numerical Badge Requirement Value.
3. Click on 'Add Badge' button to upload the badge.
4. Click on 'Show Existing Badges' to view existing badges.
5. Select a badge by clicking on it in the badges gallery to enable 'Edit Badge' and 'Delete Badge' buttons.
6. Click on 'Edit Badge' to edit the badge details. Click on 'Save' button to save the changes.
7. Click on 'Delete Badge' to delete the badge. 'Undo Badge Deletion' button appears after deleting the badge. Click on it to restore the badge.
How to Set Game Assessment Rules
1. Select a game from the 'Select Game' dropdown menu to enable the 'Edit' button. Only those games that you have created will appear in the dropdown.
2. By default, a game has Highscore Version 1. Select the Highscore version from the dropdown to change it.
3. Select a Game Completion Badge for the game. This badge will be allotted when the player attempts all the levels in a game.


From: Tapani Sysimies
Subject: 200 seeds of MG - no effect
Well, I don't know if this is the right group, but...  Because I grinded about 200 seeds and mixed it in water and drank, though I took away the leftoverpieces of the seeds first - no effect whatsoever. Well, there might have been, but the 'flowing' feeling was probably because of that n2o i took or placebo or something, I don't know. I was so disapponted, b'coz I was excepting all that walls collapsing on me and other hallugenious stuff (I've never taken any psychoactives before, LSD is scarce and about 20-30$ a hit here). How long should I soak them in the water for, any effects? I don't think I want to do that petroleum ether thingy that was on the FAQ.
If anyone has got better effects on MG, please e-mail me or followup and give some advice,
=========================================================================
From: Jeff
Subject: Re: 150 seeds of MG - no effect
I tried the morning glory thing a few months ago. I bought 3 1.8g packs of Heavenly Blue (the brand was NK, I think) and ground up the approximately 150 seeds in a bowl. I then added about a quart of warm water and llet them soak for about 2 hours. Then I drank the seeds and water over about a 20 minute period. Yuk! For about the next 45 minutes, I felt a bit nauseous. After that I felt nothing. I didn't expect much, and that's what it amounted to. Maybe more seeds and a better extraction would produce more effect, but personally, I think I'll pass.
=========================================================================
From: The EFFector
Subject: Morning Glory preparation
So okay, i tried morning glories twice last week. Both times, i thoroughy washed them first and then ground them in my coffee grinder. With this mash (which i cut with a bunch of MJ seeds since there wasn't enuf for the blades to touch (the seeds' weight was about 4.5 g minus the MJ seeds)) i brewed a rank tea which i sugared up and drank. The first time, all it did was make the walls move a little and i felt a little giggly.  What i'm asking of you, fellow MG users, is what your method of preparation of choice would be. I don't like the tea; it tastes terrible and looks worse and i think that that vehicle is what made me sick. I need an easy way (no petroleum ether, that is just a TAD hard to come by and i don't like sticking anything in my body that didn't grow in the ground) to distill or simply prepare these seeds for consumption.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


| Package | Description |
|---|---|
| org.hamcrest | |
| org.hamcrest.beans |
Matchers of Java Bean properties and their values.
|
| org.hamcrest.collection |
Matchers of arrays and collections.
|
| org.hamcrest.comparator | |
| org.hamcrest.core |
Fundamental matchers of objects and values, and composite matchers.
|
| org.hamcrest.internal | |
| org.hamcrest.io | |
| org.hamcrest.number |
Matchers that perform numeric comparisons.
|
| org.hamcrest.object |
Matchers that inspect objects and classes.
|
| org.hamcrest.text |
Matchers that perform text comparisons.
|
| org.hamcrest.xml |
Matchers of XML documents.
|


The run generator is used to create angular run functions.
To create a run function execute the following.
name
: file name [REQUIRED]inject
: dependencies to inject in the configTo create a run ex. foo run execute
After the generator finishes one file will be created.
The run file will be created in the run folder.
The inject option will tell the generator to inject dependencies.
Now $state
will be injected in the run.


This file contains RTI DWWD test code for window size 12.5%. More...
#include <stdint.h>
#include <ti/csl/csl_types.h>
#include <ti/csl/hw_types.h>
#include <ti/csl/example/utils/uart_console/inc/uartConfig.h>
#include <ti/csl/cslr_rti.h>
#include <ti/csl/csl_rti.h>
#include <ti/csl/soc.h>
Typedefs | |
| typedef enum deviceLastResetStatus | deviceLastResetStaus_t |
| Enum to report the last system reset status. | |
| typedef enum rtiClockSource | rtiClockSource_t |
| Enum to select the clock source for RTI module. | |
| typedef enum rtiSuspendLineCore | rtiSuspendLineCore_t |
| Enum to select the Suspend lines for RTI module. | |
Enumerations | |
| enum | deviceLastResetStatus { DEVICE_LAST_RESET_STATUS_WDT_GENERATED, DEVICE_LAST_RESET_STATUS_NOT_WDT_GENERATED } |
| Enum to report the last system reset status. More... | |
| enum | rtiClockSource { RTI_CLOCK_SOURCE_SYSCLK1 = CTRL_CORE_SEC_PRCM_CLKSEL_CONTROL_RTI1_SYS_CLK1, RTI_CLOCK_SOURCE_SYSCLK2 = CTRL_CORE_SEC_PRCM_CLKSEL_CONTROL_RTI1_SYS_CLK2, RTI_CLOCK_SOURCE_32KHZ = CTRL_CORE_SEC_PRCM_CLKSEL_CONTROL_RTI1_XREF_CLK } |
| Enum to select the clock source for RTI module. More... | |
| enum | rtiSuspendLineCore { RTI_SUSPEND_LINE_CORE_IPU_C0 = 0x00000031U, RTI_SUSPEND_LINE_CORE_IPU_C1 = 0x00000041U, RTI_SUSPEND_LINE_CORE_DSP_C0 = 0x00000001U, RTI_SUSPEND_LINE_CORE_DSP_C1 = 0x00000071U, RTI_SUSPEND_LINE_CORE_EVE = 0x000000A1U } |
| Enum to select the Suspend lines for RTI module. More... | |
Functions | |
| static deviceLastResetStaus_t | DeviceGetLastResetStatus (void) |
| This API return the status of the last system Reset. More... | |
| static void | RTISetClockSource (uint32_t rtiModuleSelect, uint32_t rtiClockSourceSelect) |
| This API to select clock source for RTI module. More... | |
| void | RTISetSuspendLine (uint32_t rtiModule, uint32_t deviceCore) |
| This API to select suspend lines for RTI module. More... | |
| uint32_t | RTIGetPreloadValue (uint32_t rtiClkSource, uint32_t timeoutVal) |
| This API to calculate preload value from given time-out value. More... | |
| void | infiniteLoop (void) |
| This API is for infinite loop. To avoid compile time warning. More... | |
| void | padConfig_prcmEnable () |
| Board and UART configuration initialization function. | |
| int | main (void) |
This file contains RTI DWWD test code for window size 12.5%.
DWWD window size is set to 12.5%. RTI clock source is selected as 32KHz. DWWD preload value is set for 10sec. DWWD time-out value is specified in "APP_RTI_DWWD_TIMEOUT_VALUE" macro in mili-seconds. RTI 4 suspend lines are tied to IPUC0 for this test. Test runs in two stages: stage 1: DWWD will expire in 10sec and generate Reset to System. stage 2: DWWD is serviced and should not generate Reset within 10 seconds.
| enum rtiClockSource |
| enum rtiSuspendLineCore |
Enum to select the Suspend lines for RTI module.
|
static |
This API return the status of the last system Reset.
| none. |
| void infiniteLoop | ( | void | ) |
This API is for infinite loop. To avoid compile time warning.
| None. |
| uint32_t RTIGetPreloadValue | ( | uint32_t | rtiClkSource, |
| uint32_t | timeoutVal | ||
| ) |
This API to calculate preload value from given time-out value.
| rtiClockSource | RTI module clock source Values given by enum rtiClockSource_t |
| timeoutVal | RTI DWWD time-out value in mili-seconds. |
|
static |
This API to select clock source for RTI module.
| rtiModule | RTI module instance |
| rtiClockSource | RTI module clock source Values given by enum rtiClockSource_t |
| void RTISetSuspendLine | ( | uint32_t | rtiModule, |
| uint32_t | deviceCore | ||
| ) |
This API to select suspend lines for RTI module.
| rtiModule | RTI module instance |
| deviceCore | Device core to which suspend lines for given RTI module needs to be tied off. Values given by enum rtiSuspendLineCore_t. |


The package "nparLD" is designed to perform nonparametric analysis of longitudinal data in factorial experiments. Longitudinal data are those which are collected from the same subjects over time, and they frequently arise in biological sciences. Nonparametric methods do not require distributional assumptions, and are applicable to a variety of data types (continuous, discrete, purely ordinal, and dichotomous). Such methods are also robust with respect to outliers and for small sample sizes.
| Version: | 2.1 |
| Depends: | R (≥ 2.6.0), MASS |
| Published: | 2012-09-19 |
| Author: | Kimihiro Noguchi, Mahbub Latif, Karthinathan Thangavelu, Frank Konietschke, Yulia R. Gel, Edgar Brunner |
| Maintainer: | Kimihiro Noguchi <kinoguchi at ucdavis.edu> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| NeedsCompilation: | no |
| Citation: | nparLD citation info |
| CRAN checks: | nparLD results |
| Reference manual: | nparLD.pdf |
| Package source: | nparLD_2.1.tar.gz |
| Windows binaries: | r-devel: nparLD_2.1.zip, r-release: nparLD_2.1.zip, r-oldrel: nparLD_2.1.zip |
| OS X binaries: | r-release: nparLD_2.1.tgz, r-oldrel: nparLD_2.1.tgz |
| Old sources: | nparLD archive |
Please use the canonical form https://CRAN.R-project.org/package=nparLD to link to this page.


DiscoverPlay |
Balance Your Checking AccountTake a look at this blank register. Then fill it in to organize these activities. Record your new balance after each entry. When you've finished, you will see the correct balance. If you balance does not match, review your entries to see where you went wrong.
Download a PDF version of this activity. |


Chapter 2 Why read this?
2.1 Good data analysis starts with fast & intuitive EDA
Good Exploratory Data Analysis (EDA) is the foundation of most data work from data engineering to Kaggle Data Science competition winners.
Ideally, you can explore your data quickly and intuitively in a flow state. You become absorbed by the patterns and stories the exploration of your data reveals, not slowed by code errors and Google searches.
This book aims to help you explore data faster and with fewer errors. While at the same time to not compromise on code clarity and quality. Your quickly created code can still be easy to read and re-use with only three simple Code style rules to follow.
The following chapters describe a set of linked methods in a logical order. We start first with methods to explore and visualise data quickly before you select a plot to start the intense process of polishing your final plot. We will also cover how interactive plots can be part of that rapid exploration too. Finally, we will see how to create visually appealing tables, colour palettes, and three impactful HTML formats to present your work.
All the examples are aimed at beginners in R to those with an intermediate level of experience. However, even very experienced R users might pick up a new trick. And anyone can suggest an improvement or addition to this book as an issue.
Each section starts with a bare-bones code example that can become part of your fast Exploratory Data Analysis toolbox.
After each simple code example, a more sophsiticated version is provided in well-structured code. The more detailed examples you can use as a template to re-use for your final polished plots.
The book is my current approach to data visualisation in R. But my methods keep changing and improving from reading R-Bloggers and #rstats and Slack channels every day.
2.2 Is this Data Science?
The diagram below is the Data Science workflow from R for Data Science. I’ve underlined the parts of the Data Science process which this book aims to help you with, Visualise and Communicate.
I’ve also added “Code Communication” to emphasise how well laid out code is another essential part of communicating. Clear code should be easy to read and understand, re-use, and quality assure. You are also helping your future yourself in case you forget what you were trying to do.
Modelling is still an important part of both your data exploration and understanding and the overall Data Science process. The goal of modelling is described well in the R 4 Data Science modelling chapter:
“The goal of a model is to provide a simple low-dimensional summary of a dataset. Ideally, the model will capture true “signals” (i.e. patterns generated by the phenomenon of interest), and ignore “noise” (i.e. random variation that you’re not interested in)."
- Also, here is good example of modelling that conveniently uses the same Texas housing sales data we will use later in this book.
2.3 What about Python for data viz?
- Python is also a powerful data visualisation programming language. You will use packages such as Pandas, Seaborn, Matplotlib, and Bokeh. A good place to find similar data visualisation code examples to this book in Python are Kaggle notebooks. This link sets the filters at the top of the notebooks to show the most popular Python notebooks for visualisation. And here is the same link but filtering to the R language.
2.4 What about Point and Click data vis tools?
- Point and Click (PaC) tools like Excel, PowerBI and Tableau still have their place in EDA. As long as we understand their strengths and weaknesses compared to using code. Hadley Wickham compares PaC tools with code in this interview.
 You can navigate through the set of pre-supplied options. And that’s also it’s greatest weakness, because first of all, you are constrained into what the developer thought you should be able to do. And secondly, because your primary interaction is with a mouse, it’s very difficult to record what you did. And I think that’s a problem for science, because ideally you want to say how you actually got these results. And then simply do that reliably and have other people critique you on that. But it’s also really hard when you are learning, because when you have a problem, how do you communicate that problem to someone else? You basically have to say, “I clicked here, then I clicked here, then I clicked here, and I did this.” Or you make a screen cast, and it’s just clunky.
So, the advantages of programming languages like R or Python, is that the primary mechanism for communicating with the computer is text.  But it means you are unconstrained, because you can do anything you can imagine. And you have all these advantages of text, where if you have a problem with your code, you can copy and paste it into an email, you can Google it, you can check it and put it on GitHub, or you can share it by Twitter. There’s just so many advantages to the fact that the primary way you relate with a programming language is through code, which is just text. And so, as long as you are doing data analysis fairly regularly, I think all the advantages outweigh a point and click interface like Stata.
2.5 Find an R master to inspire you
- This book is just one set of ideas in a particular style. It’s not a rigid formula you must follow. Seek ideas and inspiration from a variety of people and books. Find your path in Data Science, data exploration, visualisation, and communication. Two people who have inspired me are David Robinson and Claus Wilke I describe below. I’ve also collected a series of R guides and galleries in a logical order I have found useful and inspiring.
2.5.1 David Robinson
I recommend watching any of David Robinson’s live coding Tidy Tuesday videos to improve your Data Science skills. Robinson explores, cleans and then analyses data in R rapidly and intuitively. Precisely what I’m trying to help you do with this book. Several methods I use in this book I saw Robinson do first on his videos.
While this book covers the exploration, visualisation and communication parts of Data Science, Robinson takes you through the complete R for Data Science workflow from import to communicate. And all in one hour (or less if you increase the playback speed to 1.5x). Amazingly Robinson has never seen the data he analyses before he starts. You get to witness how rapid it is possible to be doing Data Science in R.
2.5.2 Claus Wilke
Another R master in data vis and communication is Claus Wilke. He recently created a guide similar to this book. It starts with simple examples that become more complex. In his Practical ggplot2 guide, he begins with the bare minimum code you need to create the plot. He then gradually builds the code up layer by layer until it is publication quality.
Wilke wrote Practical ggplot2 to help people re-create some of the charts in his excellent Fundamentals of Data Visualization. This book offers a similar gradual method to Wilke’s but with a greater focus on exploratory data analysis. It also provides examples with more tools (particularly interactive ones) as well as recommending a clean code style.


Gecode::Search::Sequential::Probe::Node Class Reference
Node in the search tree for LDS
More...
#include <lds.hh>
List of all members.
Public Member Functions |
| | Node (void) |
| | Default constructor.
|
| | Node (Space *s, const Choice *c, unsigned int a) |
| | Initialize with node s, choice c, and alternative a.
|
| Space * | space (void) const |
| | Return space.
|
| const Choice * | choice (void) const |
| | Return choice.
|
| unsigned int | alt (void) const |
| | Return next alternative.
|
| void | next (void) |
| | Set next alternative
|
Detailed Description
Node in the search tree for LDS
Definition at line 51 of file lds.hh.
Constructor & Destructor Documentation
| Gecode::Search::Sequential::Probe::Node::Node |
( |
void |
|
) |
[inline] |
Default constructor.
Definition at line 135 of file lds.hh.
| Gecode::Search::Sequential::Probe::Node::Node |
( |
Space * |
s, |
|
|
const Choice * |
c, |
|
|
unsigned int |
a | |
|
) |
| | [inline] |
Initialize with node s, choice c, and alternative a.
Definition at line 138 of file lds.hh.
Member Function Documentation
| Space * Gecode::Search::Sequential::Probe::Node::space |
( |
void |
|
) |
const [inline] |
Return space.
Definition at line 142 of file lds.hh.
| const Choice * Gecode::Search::Sequential::Probe::Node::choice |
( |
void |
|
) |
const [inline] |
Return choice.
Definition at line 147 of file lds.hh.
| unsigned int Gecode::Search::Sequential::Probe::Node::alt |
( |
void |
|
) |
const [inline] |
Return next alternative.
Definition at line 152 of file lds.hh.
| void Gecode::Search::Sequential::Probe::Node::next |
( |
void |
|
) |
[inline] |
Set next alternative
Definition at line 157 of file lds.hh.
The documentation for this class was generated from the following file:


CFFI
Romain Guillebert
Pycon IE 2017
Intro
- PyPy
- @rguillebert
- CFFI: A way to interact with almost any C code from Python
Problems
- Need to access C code in a way that works well on both PyPy and CPython
- Fast way of accessing C code on PyPy
- Safer and less magic than ctypes
- Relatively simple to use
- Needs to support as many C features as possible
- Doesn't require to learn another language
- Manage memory in a way Python programmers are used to
CFFI
- CPython and PyPy are both first class citizen
- Faster than anything else on PyPy
- Doesn't make unsafe assumptions
- 99% of the time, you just need to copy the type declarations from headers
- Works with macros and most C constructs
- Just Python
- Interacts with the Python GC nicely
CFFI has 3 different modes
Let's look at a header file
NAME
printf, fprintf, dprintf, sprintf, snprintf, vprintf, vfprintf, vdprintf, vsprintf, vsnprintf - formatted output conversion
SYNOPSIS
int printf(const char *format, ...);
int fprintf(FILE *stream, const char *format, ...);
int dprintf(int fd, const char *format, ...);
int sprintf(char *str, const char *format, ...);
int snprintf(char *str, size_t size, const char *format, ...);
ABI Mode
- Simplest mode to use
- Does not require a C compiler
- Most similar to ctypes
ABI Mode Example
import cffi
ffi = cffi.FFI()
ffi.cdef(
"""
int printf(const char *format, ...);
"""
)
lib = ffi.dlopen(None)
arg = ffi.new("char[]", "World")
lib.printf("Hello %s\n", arg)
API Mode
- Allows you to use all the features of CFFI
- Requires a C compiler when building your CFFI package
- Uses the C compiler for validation
- Works with macros
- Structures can be partially defined
#include <sys/types.h>
#include <pwd.h>
struct passwd *getpwuid(uid_t uid);
struct passwd {
char *pw_name; /* username */
char *pw_passwd; /* user password */
uid_t pw_uid; /* user ID */
gid_t pw_gid; /* group ID */
char *pw_gecos; /* user information */
char *pw_dir; /* home directory */
char *pw_shell; /* shell program */
};
API Mode Compile Script
from cffi import FFI
ffibuilder = FFI()
ffibuilder.set_source("_example",
"""
#include <sys/types.h>
#include <pwd.h>
""",
libraries=[])
ffibuilder.cdef("""
struct passwd {
char *pw_name;
...;
};
struct passwd *getpwuid(int uid);
""")
if __name__ == "__main__":
ffibuilder.compile(verbose=True)
API Mode
from _example import ffi, lib
p = lib.getpwuid(0)
assert ffi.string(p.pw_name) == b'root'
Embedding Mode
- Call Python from C
- Expose Python functions to C
- Offers all the features of API mode
Memory management
ffi.new()
Allocate an integer with a value of 12
ffi.new("int*", 12)
Allocate an array of integers
ffi.new("int[]", [1, 2, 3, 4])
Python owns the memory
ffi.gc()
Call the function `func` when `ptr` is no longer available
ffi.gc(ptr, func)
Python owns the memory
What if C has to own the memory?
Use malloc as you would in C
Calling other languages
- Most popular languages have a way of interacting with C
- Through a C API (Ruby, Lua)
- Exposing code directly to C code (Rust)
- CFFI supports both!
Rust Example
#[no_mangle]
pub extern fn process() {
// ...
}
Rust Example
import cffi
ffi = cffi.FFI()
ffi.cdef(
"""
void process();
"""
)
lib = ffi.dlopen("/path/to/rust/lib.so")
lib.process()
Conclusion
- Call C (and more) from Python
- Call Python from C (and more)
- Supports all kind of use cases
- Try it out!


The Black Crowes recall the time Bob Dylan flipped off The Rolling Stones
Chris Robinson says the Bard once gave The Stones the finger while shouting "Fuck you!"
Bob Dylan once flipped off The Rolling Stones during a show the South of France, according to The Black Crowes‘ Chris Robinson.
The Georgia band stopped by The Howard Stern Show to discuss the recent news that they would be reuniting to celebrate the 30th anniversary of their debut album ‘Shake Your Money Maker’.
Aside from reunion talk, the band recalled a few stories from their past including the time they supported Bob Dylan and The Rolling Stones at a show in Montpellier in the South of France.
“I’ll always remember it because I met Bob that day and he’s ultimately my biggest hero,” Chris Robinson told Stern.
The Rolling Stones asked Dylan to join them on stage for a performance of ‘Like a Rolling Stone’, but things apparently didn’t quite go according to plan.
“They go around to the chorus and then they come up to Bob’s turn,” The Black Crowes frontman explained. “Bob goes to the mic and doesn’t sing anything. And you see them look around and they’re like, ‘Okay.’ Cos it’s like you missed a turn at a roundabout and you gotta go all the way back around. So they go all the way around again…and he just leans into the mic and turns away.”
Dylan eventually sang something but walked off before the song finished. As Robinson tells it, Dylan turned around as he left the stage, looked at The Stones and shouted “Fuck you!” while giving them the finger.
Watch Chris Robinson tell the story below:
The Black Crowes split up in 2015. Guitarist Rich Robinson said it was due to a disagreement with his brother, the band’s frontman Chris Robinson.


Speed Test Tool
URL
Speed Limit (Kbps)
Repeat Count
Update Frequency(s)
Go
Downloading Speed:
(Kbps)
Downloading Duration:
(ms)
Downloaded Bytes:
Start
End
Size
Duration
Speed Limit
Achieved Speed


Parameters
| UUID |
{{bbu.uuid}} |
| Power transmistted |
{{bbu.pt}} |
dBm |
| Central frequency DL |
{{bbu.freC_DL}} |
Hz |
| Bandwidth DL |
{{bbu.bw_dl}} |
Hz |
| Central frequency UL |
{{bbu.freC_UL}} |
Hz |
| Bandwidth UL |
{{bbu.bw_ul}} |
Hz |
| Simulated |
{{bbu.is_simulate}} |
|
Resources
| Number of CPUs |
{{bbu.vnf.cpu}} |
cores |
| RAM |
{{bbu.vnf.ram}} |
GB |
| Disc Assigned |
{{bbu.vnf.disc}} |
GB |
| VNF |
{{bbu.vnf}} |
|
| VIM |
{{bbu.vim}} |
|
{% include "bbus/partials/schedulers.html" %}
{% include "base/partials/paginator.html" with object_list=schedulers %}
Add
{% if channel != None %}
Parameters
| SINR |
{{channel.sinr}} |
dBm |
| Delay |
{{channel.delay}} |
ms |
{% endif %}
{% include "bbus/partials/ues.html" %}
{% include "base/partials/paginator.html" with object_list=ues %}
{% include "bbus/partials/alerts.html" %}
{% include "base/partials/paginator.html" with object_list=alerts %}
Add
{% endblock content %}
{% block javascript %}{% endblock javascript %}


Welcome to the administrative interface
Welcome back to the Administrative Interface!
You can Delete Users or Reset User Password by listing all users
| Profile Picture | User Name/td> | User ID | First Name | Last Name | Delete Account | Reset Password |
You can generate an article list to Show and Hide each article
| AID | Title | Author | Display | Hide/Show |
You can list all comment for a particular article. Please enter the Article ID
| Comment ID | Content | Author | Display | Hide/Show |


The brazilian portal for mobile SO KaiOS, has also a application to check apps published on KaiOS Store the KaiOS Radar (www.kaios.com.br/radar)
Check it outHauora is a system to assist nutritionists in the steps of anamnesis, consultation and patient follow-up.
Check it outBitesk is a crypto coin crawler that checks exchanges to get coin informations
Check it outGames, hybrid app's, web app's, spa, and much more! Contact me! To know everything!
Check it out


Nyagoa Ker Hoth
Nyagoa Ker Hoth, 34, passed away unexpectedly on Friday, Nov. 8, 2019.
Known to many as Queen, Nyagoa was born on Jan. 11, 1985, in Malakal, South Sudan. Her family immigrated to the United States when she was 6 years old. They moved from Chicago, IL to Madison, WI when she was 8 years old. Nyagoa grew up and spent the remainder of her life in Madison.
Growing up Nyagoa was a very creative and artistic person. She had a passion for many artistic endeavors, including fencing, break-dancing, art, and computers. Nyagoa was beautiful inside and out, and touched many people with her kindness and generosity. Those who were lucky to know her knew what a beautiful, loving, kind soul she was. Most importantly of all, Nyagoa was a loving mother, dear daughter, sister, and friend.
She leaves in her wake three beautiful children- two sweet boys, Jovan Pierre and Jaquan Pierre, and her lovely daughter, Layla Lewis; her father, Peter Hoth; mother, Nyawic Hoth; and siblings, Ngunar Rotar (Hoth, maiden), Jual Hoth (deceased), Chol Hoth, Nyakim Hoth, Tadros Hoth, and Gai Hoth.
A celebration of Nyagoa's life will be held at GUNDERSON EAST FUNERAL AND CREMATION CARE, 5203 Monona Drive, Madison, at 1 p.m. on Saturday, Nov. 23, 2019.
A visitation will be held at the funeral home from 11:30 a.m. until the time of the service on Saturday.
A Go Fund me account has been set up and can be viewed at gf.me/u/wmuwq5
She will be forever missed.
Online condolences may be made at www.gundersonfh.com
Gunderson East
Funeral & Cremation Care
5203 Monona Drive
(608)221-5420


|
DOAJ is entirely not-for-profit and survives solely on contributions. Please take 5 minutes to DONATE to us.
Help us to continue contributing to the visibility and dissemination of
Open Access research and to making it the default for academic and
scholarly publishing. |
Please read our 5 FAQs before sending us feedback:
- I want to publish my article in your journal.
DOAJ is NOT a journal or a publisher. Find the journal where you want to publish your article and ask them directly.
- I want to index my journal in DOAJ. What do I do?
Have a look at our selection criteria. If your journal fulfils the criteria please complete the suggestion form.
- I have suggested my journal to DOAJ. How long time do I have to wait?
We process suggestions as fast as possible. If you have not received an answer within 2 months, feel free to contact us.
- Please send me articles about X subject.
We do not supply that service. Do a search or Browse by subject
- Please send me a list of journals on X subject.
You can either harvest the metadata or download a csv file.
For all other inquiries please use the form below.


Power Watch
Menu
About
Shop
Login
Sign Up
Contact Us
Contact Us
Please send your message below. We will get back to you at the earliest!
Message:
Your Name:
Email:
Posted your message successfully!
Error
Sorry there was an error sending your form.


{% extends "_base_core.html" %} {% block page_title %} {{ viewParams.MON_VO }} PanDA jobs{% endblock %} {% block title %} {{ viewParams.MON_VO }} PanDA monitor{% endblock %} {% block subtitle %}PanDA {{view}} {{ requestParams.mode }} dashboard{{ viewParams.selection|safe }} {% endblock %} {% block body %} {{ viewParams.header }} {% if warning %}
Sorted by: {{ requestParams.sortby }}
{% endif %} {% if viewParams.MON_VO != 'ATLAS' %}
| This page summarizes recent job status for VOs, clouds and sites. Click on the numbers to see job listings. Failure rates above {{ errthreshold }}% are shown in red. Click the cloud name in the overall summary to go to the cloud's site summary. Click the job counts to go to job listings. Click on column titles to sort. |
| Jobs in transferring state more than {{ hoursSinceUpdate }} hours | Total | {% for cloud in transclouds %}{{ cloud.name }} | {% endfor %}
|---|---|---|
| By home cloud | {{ noldtransjobs }} | {% for cloud in transclouds %}{{ cloud.count }} | {% endfor %}
| By assigned (multi-cloud production) cloud | {{ noldtransjobs }} | {% for cloud in transrclouds %}{{ cloud.count }} | {% endfor %}
| defined | waiting | assigned | throttled | activated | sent | starting | running |
| holding | {% if viewParams.MON_VO == 'ATLAS' %}merging | {% endif %}transferring | finished | failed | cancelled | closed | pctfail |
{% endif %}
| VO summary | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| VO | nJobs | ||||||||||||||||||
| {{ vo.name }} | {{ vo.count }} | {% for state in vo.statelist %}0 %} class='{{ state.name }}_fill' {% else %} bgcolor=whitesmoke {% endif %} align='right'> {{ state.count }} | {% endfor %}{% if vo.pctfail > errthreshold %} {{ vo.pctfail }} {% else %} {{ vo.pctfail }} {% endif %} | ||||||||||||||||
| Cloud / Site summary {% if view == 'analysis' %} of analysis jobs {% elif view == 'production' %} of production jobs {% else %} of all jobs {% endif %} {% if view != 'analysis' %} {% if cloudview == 'region' %} - Region view For a description of region view {% else %} - Cloud view For a description of cloud view {% endif %} {% else %} For a description {% endif %} see below | |||||||||||||||||||
| Cloud | Status | nJobs | {% if cloudview == 'region' %}nPilots (Sum(nojobabs)) | {% endif %}||||||||||||||||
| {% if cloud.name != 'All' %}{% if cloud.name != '' %}{{ cloud.name }} {% else %} Failed before site assigned {% endif %} {% else %} All clouds {% endif %} | {{ cloud.status }} | {{ cloud.count }} | {% if cloudview == 'region' %}{{ cloud.pilots }} ({{ cloud.nojobabs }}) | {% endif %} {% for state in cloud.statelist %}0 %} class='{{ state.name }}_fill' {% else %} bgcolor=whitesmoke {% endif %} align='right'> {{ state.count }} {% endfor %} | {% if cloud.pctfail > errthreshold %} {{ cloud.pctfail }} {% else %} {{ cloud.pctfail }} {% endif %} | ||||||||||||||
| {{ cloud.name }} Cloud, Sites | Status | nJobs | {% if cloudview == 'region' %}nPilots (sum(nojobabs)) | {% endif %}||||||||||||||||
| {{ cloud.name }} all sites {% if cloudview != 'region' and view != 'analysis' %} including MCP {% endif %} | {{ cloud.count }} | {% if cloudview == 'region' %}{{ cloud.pilots }} ({{ cloud.nojobabs }}) | {% endif %} {% for state in cloud.statelist %}0 %} class='{{ state.name }}_fill' {% else %} bgcolor=whitesmoke {% endif %} align='right'>{{ state.count }} | {% endfor %}{% if cloud.pctfail > errthreshold %} {{ cloud.pctfail }} {% else %} {{ cloud.pctfail }} {% endif %} | |||||||||||||||
|
{% if site.name %}
{% if site.parent %}
{{ site.parent }} [{{ site.resource }}]
Link to Jobs monitoring dashboard in Grafana
{% else %}
{{ site.name }}
{% if viewParams.MON_VO == 'ATLAS' %}
{% if 'isHarvester' in site and site.isHarvester %}
Link to "Harvester particular computingsite" Kibana dashboard
{% endif %}
{% endif %}
Link to Jobs accountig dashboard in Grafana
Slots of running jobs (Pop-up window)
{% for res in site.sumres %} {{ res }} {% endfor %} {% endif %} |
{% get_renderedrow type="region_sitesummary" errorSummary='/errors/' errthreshold=errthreshold cloudname=cloud.name requestParams=requestParams site=site joblisturl='/jobs/' view=view cloudview=cloudview estailtojobslinks=estailtojobslinks hours=hours %}
{% endfor %}
{% endif %}
{% endfor %}
This page summarizes recent job status for VOs, clouds and sites. Click on the numbers to see job listings. Note that only sites that have jobs in the system within the sampled period are shown. It is not a static list of available sites that is shown.
Click the cloud name in the overall summary to go to the cloud's site summary.
{% endif %} {% if viewParams.MON_VO == 'ATLAS' %} {% if mode == 'site' or show == 'all' %} {% if view != 'analysis' or show == 'all' %} {% if cloudview == 'region' or show == 'all' %}
Region view
This view associates jobs with clouds on the basis of the region in which the processing site is located.
The alternative 'cloud' view associates jobs with clouds on the basis of which Tier 1 the job is assigned to (which can be different for a site participating in multi-cloud production).
Click the cloud name in the overall summary to go to the cloud's site summary.
Click the job counts to go to job listings.
Cloud view
This view associates jobs with clouds on the basis of which Tier 1 the job is assigned to, which can be different from the 'home cloud' of the processing site for a site participating in multi-cloud production (MCP). Thus in this view you may see sites listed in the CA cloud which are not located in CA.
The alternative 'region' view associates production jobs with clouds on the basis of the region in which the processing site is located.
Click the cloud name in the overall summary to go to the cloud's site summary.
Click the cloud name in the overall summary to go to the cloud's site summary.
{% endif %}Pilot counts (nPilots) are for the last 3 hours. They are only shown in region view (they only make sense in that view, they are regional by nature).
{% endif %} {% endif %}Click on column titles to sort. Click the job counts to go to job listings. Failure rates above {{ errthreshold }}% are shown in red. Click on the failure percentage to go to an error summary.


CUDA-Cox Package¶
Cox Method module¶
-
class
Cox_Method.
Cox_Method
(nn, maxi, target, tsp, delta, alphas=10, alphar=0.1, gm=0.0955)¶ This is the main Cox class containing implementation of both Z-value algorithms as well as Hessisn function. The parts that are common between algorithms are computed at instance initialization. In the main file, either alg1() or alg2() should be called as the Hessian is called in both of them internally.
-
__init__
(nn, maxi, target, tsp, delta, alphas=10, alphar=0.1, gm=0.0955)¶ Initialize and calculate the variables that are needed for z-value and hessian calculation.
Parameters: - nn – Number of neurons (or cluster of neurons) in the network. This contains all the neurons and not only the refernence neurons.
- maxi – The length of reference spike trains varies. This parameter defines the length of the longest reference spike train.
- target – The array of target spike train.
- tsp – The matrix of reference spike trains. The size of this matrix is (maxi x nn-1) where each column corresponds to a reference spike train and in case the length of the spike train is shorter than “maxi”, it should be padded by zeros.
- delta – The array of propagation delays, if known, from the references to the target neuron. It will be assigned as 0 in case it is not defined.
- alphas – Defines decay of postsynaptic potential (default value is 10ms)
- alphar – Defines rise of postsynaptic potential (default value is 0.1ms)
- gm – This parameter normalizes the maximum of the influence function to one. With alphas = 10ms and alphar = 0.1ms, this will be initialized to 0.955 by default.
Main internal variables:
- p: Number of reference neurons.
- gamma0: Defins the confidence level, used for calculating standard confidence interval of betahats.
- pval: The p-value used for calculating the specific quantile of the normal distribution.
- tol: The threshold of the newton-raphson iterations. If the difference between two consecutive estimates in newton-raphson iterations is lower than this variable, the iteration will stop.
- isi: Interspike intervals of target neurons.
- isiat: The matrix of interspike intervals of all reference spike trains.
- tspamt: The matrix of spikes of all reference neurons.
- inda: Each row of this matrix, contains the sorted indices of interspike intervals of target neuron which is tailored with the corresponding delay of that reference neuron.
- z: The 3-D matrix of Z-values
-
alg1
()¶ Implementation of the first Z-value algorithm. At the end of this implementation, the hessian function is called internally.
Returns: The array of betahats for each reference spike train as well as the confidence interval corresponding to each betahat value. Main internal variables:
- mod_z1: The CUDA kernel of the first algorithm.
- t1 (in kernel): Backward recurrence time.
-
alg2
()¶ Implementation of the second Z-value algorithm. At the end of this implementation, the hessian function is called internally.
Returns: The array of betahats for each reference spike train as well as the confidence interval corresponding to each betahat value. Main internal variables:
- mod_z2: The CUDA kernel of the second algorithm.
- t1 (in kernel): Backward recurrence time.
-
hessian
()¶ Implementation of the Hessian function. This method is called from Alg1() or Alg2() methods. It uses thte z_values calculated by them to calculate the Hessian. Then the array of betahats for each reference spike train as well as the confidence interval corresponding to each betahat value are returned to them.
Main internal variables:
- mod_p1: The CUDA kernel of the part 1 of Equation 8 defined in the paper.
- mod_p2: The CUDA kernel of the part 2 of Equation 8 defined in the paper.
- mod_p3: The CUDA kernel of the part 3 of Equation 8 defined in the paper.
- mod_h: The CUDA kernel of the Hessian function that uses the part1, part2 and part3 to calculate the final result.
- scc: 3D matrix resulted from summation of diagonal values of Z multiplied by corresponding betahat for calculating the loglikelihood
- ssum: 2D matrix resulted from sumation of scc 3rd dimension.
- sumte: The sumation of diagonal values of ssum.
- score: 2D matrix of log-likelihood first derivative
- vi: 2D matrix of hessians.
- part1: 3D matrix of values for the part1 of equation 8 in the paper.
- part2: 3D matrix of values for the part2 of equation 8 in the paper.
- part3: 3D matrix of values for the part3 of equation 8 in the paper.
- bet: previous estimate of the betahats, initalized as 0.2.
- estimate: latest estimate of the betahats.
- betaci: Matrix of confidence intervals of betahats.
-
CRCNS Main function¶
-
main_CRCNS.
main_CRCNS
(data_path, recording_length, window_length, overlap)¶ This is the main function that applies the cox method on the pickle data saved by CRCNS_to_COX. This function plots the adjacency matrix of connection weights in a window-based manner.
Parameters: - data_path – The path to the pickle data file.
- recording_length – Total duration of recording of the dataset. This can be found in the metadata-tables of the experiments too, e.g. in case of ec012ec.187 experiment.
- window_length – The length of the window on which the cox method is going to apply on.
- overlap – the overlap of the window with its previous window.
Main internal variables:
- nn: Total number of neurons in the network.
- p: Number of reference neurons in the network.
- win_num: Number of windows on data based on the length of data, length of window and overlap size.
- final_adjacency: The result of the function in form of adjaceency matrix.
- l_band: Lower band of the window.
- u_band: Higher band of the window.
- betahats: Matrix of betahat values in the network.
- betacis: Matrix of confidence interval of betahat values in the network.
- Xs: Reference neuron indices (x-axis) for drawing the final connectivity matrix
- Ys: Target neuron indices (y-axis) for drawing the final connectivity matrix
- Ss: Strength of the connection between each target neuron and corresponding reference neurons
rst Main Function¶
-
main_rst.
main_rst
(data_path, nn)¶ This is the main function that applies the cox method on the rst data prodcued by ELIF simulator that is based on ELIF model (the software can be found from the following web-site: http://www.tech.plymouth.ac.uk/infovis.) This function plots the resulted connectivity map.
Parameters: - data_path – The path to the .rst data file.
- nn – Total number of neurons in the network.
Main internal variables:
- p: Number of reference neurons in the network.
- betahats: Matrix of betahat values in the network.
- betacis: Matrix of confidence interval of betahat values in the network.
- target: Target spike train
- maxi: The length of reference spike trains varies. This parameter defines the length of the longest reference spike train.
- tsp: The matrix of reference spike trains. The size of this matrix is (maxi x nn-1) where each column corresponds to a reference spike train and in case the length of the spike train is shorter than “maxi”, it should be padded by zeros.
- to_r: The output matrix of the main_rst function expressing the connections and corresponding reference and target neurons.
Elif Simulator Config Generator¶
-
Config_Generator.
config_generator
(number_of_neurons, max_conn_per_neuron, save_path)¶ An ELIF model neuron can be simulated using software from the following web-site: http://www.tech.plymouth.ac.uk/infovis. To run the simulation, the parameters of ELIF neurons and their coupling should be specified. This function generates the configuration files needed for that software.
Parameters: - number_of_neurons – Number of neurons in the network.
- max_conn_per_neuron – maximum number of connection that each neuron might have with other neurons.
- save_path – path to save the generated configuration files.
CRCNS to Cox¶
-
CRCNS_to_COX.
CRCNS_to_Cox
(data_path, filename_prefix, electrodes, path_to_save)¶ This file convert the data from CRCNS datasets to a format usable for Cox method. The main file used from the datasets are ”.clu” and ”.res” files.
Parameters: - data_path – Path of the dataset downloaded from www.CRCNS.org
- data_path – The prefix of the files entitled after the name of the experiment, e.g. ec012ec.187
- electrodes – Number of electrodes in the measurement.
- path_to_save – Path for saving the result (it will be imported in main file of cox method)


Alternates TV shows in blocks of episodes. You can pick the number of episodes per show in each block and if the order of shows in each block should be randomized. Movies are moved to the bottom.
Completely randomizes the order of programs.
Like Random Shuffle, but tries to preserve the sequence of episodes for each TV show. If a TV show has multiple instances of its episodes, they are also cycled appropriately.
Makes multiple copies of the schedule and plays them in sequence. Normally this isn't necessary, because dizqueTV will always play the schedule back from the beginning when it finishes. But creating replicas is a useful intermediary step sometimes before applying other transformations. Note that because very large channels can be problematic, the number of replicas will be limited to avoid creating really large channels.
Like "Replicate", it will make multiple copies of the programming. In addition it will shuffle the programs, but it will make sure not to have too small a distance between two identical programs.
Sorts the list by TV Show and the episodes in each TV show by their season/episode number. Movies are moved to the bottom of the schedule.
Sorts everything by its release date. This will only work correctly if the release dates in Plex are correct. In case any item does not have a release date specified, it will be moved to the bottom.
Will replicate some TV shows or delete duplicates of other TV shows in an effort to make it so the total durations of all episodes of each episode are as similar as possible. It's usually impossible to make the shows perfectly balanced without creating a really high number of duplicates, but it will try to get close. Movies are treated as a single show.
Similar to Balance TV Shows, but this allows you to pick the weights for each of the shows, so you can decide that some shows should be less frequent than other shows. It has similar caveats as "Balance Shows".
Programs a Flex time slot. Normally you'd use pad times, restrict times or add breaks to add a large quantity of Flex times at once, but this exists for more specific cases.
The channel's regular programming between the specified hours. Flex time will fill up the remaining hours.
Adds Flex breaks after each TV episode or movie to ensure that the program starts at one of the allowed minute marks. For example, you can use this to ensure that all your programs start at either XX:00 times or XX:30 times. Removes any existing Flex periods before adding the new ones. This button might be disabled if the channel is already too large.
Adds Flex breaks between programs, attempting to avoid groups of consecutive programs that exceed the specified number of minutes. This button might be disabled if the channel is already too large.
Divides the programming in blocks of 6, 8 or 12 hours then repeats each of the blocks the specified number of times. For example, you can make a channel that plays exactly the same channels in the morning and in the afternoon. This button might be disabled if the channel is already too large.
The "Save" button saves the current episodes that are next to be played for each tv show. Then whenever you click the "Recover Episode Popsitions" button, episodes will be rearranged cyclically and they will start with the saved positions. So you can maintain episode sequences even after modifying the channel. If there are any new TV shows, they will start at their current positions. Movies and specials won't change positions.
Adds a channel redirect. During this period of time, the channel will redirect to another channel.
Will redirect to another channel while between the selected hours.
Slides the whole schedule. The "Fast-Forward" button will advance the stream by the specified amount of time. The "Rewind" button does the opposite.
This allows to schedul specific shows to run at specific time slots of the day or a week. It's recommended you first populate the channel with the episodes from the shows you want to play and/or other content like movies and redirects.
This is similar to Time Slots, but instead of time sections, you pick a probability to play each tv show and the length of the block.
Removes repeated videos.
Removes any Flex periods from the schedule.
Removes any specials from the schedule. Specials are episodes with season "00".
Allows you to pick specific shows to remove from the channel.
Wipes out the schedule so that you can start over.
Pick a video clip that will be used for fallback when there's no appropriate filler available for the time duration. It's recommended to use countdown or looping videos for this. {{error.fallback}}
This picture is used in case there are no filler clips available with a shorter length than the Flex time duration. Requires ffmpeg transcoding.
Videos from the filler list will be randomly picked to play unless there are cooldown restrictions to place or if no videos are short enough for the remaining Flex time. Use the Filler tab at the main page to create Filler Lists. If no videos are available, the fallback will be used instead.


Is The 16-Inch MacBook Pro Real? ‘Indications’ Are There, Says Analyst
by Brooke CrothersThe 16-inch MacBook Pro was a no-show in October but that doesn’t mean it’s not real.“We were expecting an announcement in October,” IDC analyst Jitesh Ubrani told me in an email Friday, adding that “it didn’t come to fruition.”
But signs are there. “We’re also starting to see early signs of this from the supply chain. However, the timing of this is still uncertain,” he said.
Also, a source in Asia who talks to the Apple supply chain told me over the weekend that the 16-inch MBP is in production but the release date is unclear.
And other recent reports seem to bear this out. For example, icons possibly depicting the 16-inch MBP surfaced recently in betas of macOS Catalina.
Expected design:
One of the biggest departures from the existing 15.4-inch MacBook Pro is believed to be a slimmer display bezel.
Expected display:
Apple will opt for a 3,072-by-1,920 resolution LCD — not an AMOLED display, at least on the model predicted by IHS Markit. The current 15.4-inch MBP has a 2,880-by-1,800-pixel resolution or 220 pixels per inch.
Processor:
Apple may adopt the same Intel Coffee Lake-H Refresh processors used in the current 15.4-inch MBP. The fastest of the fast is the Core i9-9880H Processor (launched in the second quarter of this year), which has a base frequency of 2.40 GHz and a max Turbo Boost frequency of 5 GHz and packs 8 cores.
Keyboard:
It’s not clear if the new 16-inch MBP would get a new keyboard similar to a traditional scissor switch keyboard, i.e., whether Apple will drop the controversial butterfly keyboard now found on all MacBooks.
Release date:
Uncertain.
Price:
The 16-inch MBP will likely be Apple's premier MacBook. Some configurations could reflect the current 15.4-inch MBP lineup, which ranges in price from an MSRP of $2,399 to a fully-loaded model that is priced over $5,000.


Get busy living or get busy dying.
The first step toward success is taken when you refuse to be a captive of the environment in which you first find yourself.
When one door of happiness closes, another opens; but often we look so long at the closed door that we do not see the one which has been opened for us.
Twenty years from now you will be more disappointed by the things that you didn’t do than by the ones you did do.
When I dare to be powerful – to use my strength in the service of my vision, then it becomes less and less important whether I am afraid.
Great minds discuss ideas; average minds discuss events; small minds discuss people.
A successful man is one who can lay a firm foundation with the bricks others have thrown at him.
Those who dare to fail miserably can achieve greatly.
I can’t give you a sure-fire formula for success, but I can give you a formula for failure: try to please everybody all the time.


About
A one day conference and one day of workshops for PhoneGap, web, and mobile developers.
View your session ratings


We examine services!
- exploit turn-key ROI
- synergize integrated channels
- utilize rich channels
- engineer distributed applications
- grow real-time synergies
- scale holistic e-services
- innovate integrated synergies
- seize interactive infrastructures
- engineer frictionless web-readiness
- aggregate cutting-edge niches
- exploit real-time communities


|
Perl Weekly
Issue #88 - 2013-04-01 - Bunnies, Fishies and Camels, oh My!
latest | archive | by Yanick Champoux
|
|
Hi there,
This issue was prepared by Yanick again, but he left me with an empty preface here. So I am happy to announce about 3 new Perl-related events I just found about: YAPC::Hawai, YAPC::ME (Middle East) and OSDC Taiwan. You can find details about them in the 'Events' section at the end of the newsletter.
Enjoy!
|
|
|
|
Sponsors
|
MediaMath is hiring Perl Developers: Are you tired of Perl 'scripting'?
Come join an innovative talented engineering department where you can do some serious Perl programming in a great development environment with clean codebase that is not slapped together. If interested in learning more please contact Marc Spinowitz, Recruiter at MediaMath at<EMAIL_ADDRESS>or<PHONE_NUMBER>
|
|
|
|
|
If you are interested posting your job add in the Perl Weekly or on the Perl 5 Maven site, please get in touch with me. ~ Gabor
|
Announcements
|
svn.perl.org shutdown in one month
How better to celebrate Easters than with a little Exodus? The centralized Perl svn repository site served us well for many years, but now it is time for it to bow down and vanishes into a well-deserved retirement. CPAN authors, take heed: April 27th is when the lights will go out.
|
|
Articles
|
The Little Script That Could
Giel Goudsmit reminisces about the last 10 years of Bookings.com, and how he saw it grow from its modest origins to the behemoth it is today.
|
|
Testing
|
|
|
test_requires all the way
miyagawa gleefully announces a toolchain milestone: the segregation of build and test dependencies is now truly grokked by all major players.
|
|
Code
|
A Case for Tie::Array::CSV
Sometimes, your proudest achievement is the module that oozes out pizzazz like red dwarves pour out radiation. Sometimes, it's the little humble module that is just does the job with no fuss. Joel Berger professes his love for Tie::Array::CSV, which definitively belongs to the second category.
|
|
Milla, a Dist::Zilla profile that doesn't suck
I once compared Dist::Zilla to the bat-mobile: very powerful, but a little daunting for the casual driver. miyagawa tries to address that with 'Milla', which tries to take care of most of the dzillish complexity for you.
|
|
|
|
I made a module!
Dominic Humphries narrates the birth of his first module, and shows us all how easily one can slip into CPAN authorhood (getting out, now, that's a totally different kettle of fish).
|
|
|
|
|
|
|
|
|
|
Fun
|
Gamifiy your command line with HabitRPG
HabitRPG is a todo / habit tracker application with a twist: it turns mundane activities into a fantasy RPG. Paul Fenwick, with his usual flare for the ubernifty, wrote a Perl module -- and a command-line interface -- to interact with the system. Killing orcs, merging pull requests, it can all be part of your typical working days, now.
|
|
Acme::ReturnValue 1.001
Perl packages have to end with a true value. Typically, that's '1'. But some authors get more... creative. domm sends his module hunting for those peculiar true values, and aggregates them for our viewing pleasure.
|
|
Grants
|
2013Q2 Call for Grant Proposals
Alberto Simoes called for a the new round of grant proposals. In case you have ideas for projects, but don't have time to do them, you can add them in the comment section allowing people with time, but without projects to submit grant proposals.
|
|
Outreach Program for Women
Karen Pauley announced the cooperation with the GNOME Foundation. There is money for one intern to participate.
|
|
Broadcasts
|
|
|
|
|
|
|
Perl 6
|
|
|
Training
|
|
|
Weekly collections
|
|
|
|
|
|
|
Perl Maven Tutorial
|
|
|
|
|
Events
I usually list the next 3-4 events here. The list of all the events can be found on the web site. If your Perl event is not listed there, please let me know.
|
|
|
|
|
|
|
|
|
You know, you could get the Perl Weekly right in your mailbox. Every Week. Free of charge!
|


Prints HTML for the bottom of a web page. (Closes the body and html tags and calls <o2 postJavascript>)
A main template should be responsible for including the footer as well as the tag.
Some tags require the <o2 footer> tag or <o2 postJavascript> to be included in order to work as expected.
See also and .